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ReverseCAVE - SIGGRAPH 2017 Student Research Co...

ReverseCAVE - SIGGRAPH 2017 Student Research Competition (SRC)

This slide was presented at SIGGRAPH 2017 Student Research Competition (SRC) finalist presentation.
http://s2017.siggraph.org/acm-student-research-competition

ReverseCAVE: Providing Reverse Perspectives for Sharing VR Experience
https://doi.org/10.1145/3102163.3102208

【Project page】
http://digitalnature.slis.tsukuba.ac.jp/2017/05/reversecave/

【Project movie】
https://www.youtube.com/watch?v=GUVOxQkkZ_0

【Presenter】
Akira Ishii (石井晃), Masaya Tsuruta (鶴田真也)
University of Tsukuba
Graduate School of Systems and Information Engineering
Master's Program in Computer Science
Digital Nature Group (Yoichi Ochiai Lab.)
https://akira.io/
https://www.iplab.cs.tsukuba.ac.jp/~tsuruta/

【Abstract】
Virtual reality (VR) with HMD is closed experience among those who are experiencing the VR, and can only be individually experienced by the specific person. We call this “perspective gap.” These perspective gaps exist in many situations. To address these problems, we present “ReverseCAVE”, a system for sharing the experiences of people in VR with others (observer). As another application, it is possible to visually recognize the actual appearance of the person performing the act at the motion capture studio and the superimposed character at the same time. ReverseCAVE has four translucent screens surrounding the player. VR environment that the player is experiencing is projected onto the screens. By this, the observer can see both the physical player and the VR environment experienced by the player simultaneously. Also, in the motion capture system, when viewing the actor from the observer outside of ReverseCAVE, the character is superimposed to the actor. This makes it look as if the actor is the actual character from the observer. ReverseCAVE enhances the observers’ experience.

1. ReverseCAVE Providing Reverse Perspectives for Sharing VR Experience Akira Ishii Masaya Tsuruta Ippei Suzuki Shuta Nakamae Tatsuya Minagawa Junichi Suzuki Yoichi Ochiai U n i v e r s i t y o f Ts u k u b a , Yo i c h i O c h i a i L a b o r a t o r y
2. Awesome SIGGRAPH Experiences
3. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Current Awkward VR Scenes…
4. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Introduction Observers can also enjoy the attraction.
5. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Goal Incomprehensible Understandable
6. Object in VR Observer VR player Projector Cubic Screen
7. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Key Implementation Position of Cameras == Tracked observer’s position FoV of Cameras == Width(height) of each wall Virtual Cameras Front wall Rightwall Leftwall Back wall Four cameras (Observer s position) Front wall Rightwall Leftwall Back wall Four cameras (Observer s position) Front wall Rightwall Leftwall Back wall Four cameras (Observer s position)
8. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Key Implementation Foreground/Background Front wall Rightwall Background forprojection Foreground forprojection Leftwall Back wall Observer Player Front wall Rightwall Leftwall Back wall Four cameras (Observer s position)
9. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Usage So you can install ReverseCAVE program to Unity games !! ! ReverseCAVE is made with Unity!
10. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Result
11. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Result VR Gamer Observer
12. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Result
13. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Preliminary Experiment I Purpose To investigate whether the participants can understand the situation
 experienced by the VR player. Conditions With ReverseCAVE / Without ReverseCAVE Participants 8 participants (19-23 years old) Procedure 1) Observe the VR player for 30 seconds under each condition using 2 VR games. 2) Describe what the VR player is doing.
14. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Result The number of participants who could understand correctly what VR gamer was playing. with without 100%88% 25% 25%
15. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Preliminary Experiment II Purpose To investigate the influence of the observer tracking on the ability to understand the situation. Conditions With tracking / Without tracking Participants 8 participants (19-23 years old) Procedure 1) Observe the VR player for 30 seconds under each condition. 2) Answer 5-point Likert scale styled questionnaires related to understanding.
16. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Result How well did you understand the relationship between the VR player and the content? (1: did not understand at all, 5: completely understood) There is NO significant difference. with Tracking without Tracking 3.50 2.63 M 0.87 0.86 SD 1 2 3 4 5
17. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Result How well did you understand the situation? (1: did not understand at all, 5: completely understood) There is NO significant difference. with Tracking without Tracking 4.13 3.13 M 0.93 1.17 SD 1 2 3 4 5
18. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Result How immersive was the experience? (1: non-immersive, 5: high immersive) There is a significant difference. with Tracking without Tracking 3.50 2.63 M 0.87 0.86 SD 1 2 3 4 5 p < 0.05
19. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Result • With tracking, the participants felt higher immersive sense. • But, the observer tracking did not relate to
 the understanding of the VR situation. Multiple people can see ReverseCAVE simultaneously and understand what is happening.
20. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Future Work [1] https://twitter.com/nyutandon/status/892815825136218112/ [2] Hafu Walks The Plank in VR - Vive Prank - YouTube https://www.youtube.com/watch?v=-o7cyzcTLOQ [3] Jan G., Evgeny S., Julian F., and Enrico B.. ShareVR: Enabling Co-Located Experiences for Virtual Reality between HMD and Non-HMD Users. CHI’17. [1] [2] [3] Comparing with other methods Chroma key Floor projectionLarge display
21. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Interacting w/ VR Player Interaction VR Player Observers Players
22. VR Village at SIGGRAPH 2017“Digital Playgroundz: Demonz I.” VR Village at SIGGRAPH 2017
23. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba. Contribution 1. Proposed new approach for sharing VR. 2. Presented the proof-of-concept implementation. 3. Investigated the effect of ReverseCAVE and 
 the influence of the observer tracking 
 in term of Sharing VR.
24. ReverseCAVE Providing Reverse Perspectives for Sharing VR Experience Akira Ishii Masaya Tsuruta Ippei Suzuki Shuta Nakamae Tatsuya Minagawa Junichi Suzuki Yoichi Ochiai University of Tsukuba , Yoichi Ochiai Laboratory Team

Digital Nature Group

August 03, 2017
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Transcript

  1. ReverseCAVE Providing Reverse Perspectives for Sharing VR Experience Akira Ishii

    Masaya Tsuruta Ippei Suzuki Shuta Nakamae Tatsuya Minagawa Junichi Suzuki Yoichi Ochiai U n i v e r s i t y o f Ts u k u b a , Yo i c h i O c h i a i L a b o r a t o r y
  2. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba . Introduction

    ս㺡㡦䚈ع؎ٓٝسվչִִׄׯזְַպⰋ頖խ窫〬وء٦ٝآؑحز؝٦أة٦:PV5VCFIUUQTXXXZPVUVCFDPNXBUDI W1QL$HPP. Observers can also enjoy the attraction.
  3. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba . Key

    Implementation Position of Cameras == Tracked observer’s position FoV of Cameras == Width(height) of each wall Virtual Cameras 'SPOUXBMM 3JHIUXBMM -FGUXBMM #BDLXBMM 'PVSDBNFSBT 0CTFSWFS` TQPTJUJPO 'SPOUXBMM 3JHIUXBMM -FGUXBMM #BDLXBMM 'PVSDBNFSBT 0CTFSWFS` TQPTJUJPO 'SPOUXBMM 3JHIUXBMM -FGUXBMM #BDLXBMM 'PVSDBNFSBT 0CTFSWFS` TQPTJUJPO
  4. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba . Key

    Implementation Foreground/Background Front wall Right wall Background for projection Foreground for projection Left wall Back wall Observer Player 'SPOUXBMM 3JHIUXBMM -FGUXBMM #BDLXBMM 'PVSDBNFSBT 0CTFSWFS` TQPTJUJPO
  5. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba . Usage

    So you can install ReverseCAVE program to Unity games !! ! ReverseCAVE is made with Unity!
  6. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba . Preliminary

    Experiment I Purpose To investigate whether the participants can understand the situation
 experienced by the VR player. Conditions With ReverseCAVE / Without ReverseCAVE Participants 8 participants (19-23 years old) Procedure 1) Observe the VR player for 30 seconds under each condition using 2 VR games. 2) Describe what the VR player is doing.
  7. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba . Result

    The number of participants who could understand correctly what VR gamer was playing. with without 100% 88% 25% 25%
  8. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba . Preliminary

    Experiment II Purpose To investigate the influence of the observer tracking on the ability to understand the situation. Conditions With tracking / Without tracking Participants 8 participants (19-23 years old) Procedure 1) Observe the VR player for 30 seconds under each condition. 2) Answer 5-point Likert scale styled questionnaires related to understanding.
  9. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba . Result

    How well did you understand the relationship between the VR player and the content? (1: did not understand at all, 5: completely understood) There is NO significant difference. with Tracking without Tracking 3.50 2.63 M 0.87 0.86 SD 1 2 3 4 5
  10. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba . Result

    How well did you understand the situation? (1: did not understand at all, 5: completely understood) There is NO significant difference. with Tracking without Tracking 4.13 3.13 M 0.93 1.17 SD 1 2 3 4 5
  11. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba . Result

    How immersive was the experience? (1: non-immersive, 5: high immersive) There is a significant difference. with Tracking without Tracking 3.50 2.63 M 0.87 0.86 SD 1 2 3 4 5 p < 0.05
  12. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba . Result

    • With tracking, the participants felt higher immersive sense. • But, the observer tracking did not relate to
 the understanding of the VR situation. Multiple people can see ReverseCAVE simultaneously and understand what is happening.
  13. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba . Future

    Work [1] https://twitter.com/nyutandon/status/892815825136218112/ [2] Hafu Walks The Plank in VR - Vive Prank - YouTube https://www.youtube.com/watch?v=-o7cyzcTLOQ [3] Jan G., Evgeny S., Julian F., and Enrico B.. ShareVR: Enabling Co-Located Experiences for Virtual Reality between HMD and Non-HMD Users. CHI’17. [1] [2] [3] Comparing with other methods Chroma key Floor projection Large display
  14. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba . Interacting

    w/ VR Player Interaction VR Player Observers Players
  15. Copyright ReverseCAVE team, jiseCHI, INNOLAB, University of Tsukuba . Contribution

    1. Proposed new approach for sharing VR. 2. Presented the proof-of-concept implementation. 3. Investigated the effect of ReverseCAVE and 
 the influence of the observer tracking 
 in term of Sharing VR.
  16. ReverseCAVE Providing Reverse Perspectives for Sharing VR Experience Akira Ishii

    Masaya Tsuruta Ippei Suzuki Shuta Nakamae Tatsuya Minagawa Junichi Suzuki Yoichi Ochiai U n i v e r s i t y o f Ts u k u b a , Yo i c h i O c h i a i L a b o r a t o r y Team