Comp4010 Lecture2-Perception
Comp4010 Lecture2-Perception
Mark Billinghurst
August 3rd 2021
mark.billinghurst@unisa.edu.au
REVIEW
The Incredible Disappearing Computer
Mixed Reality
https://immersivelifeblog.files.wordpress.com/2015/04/vr_history.jpg
Ivan Sutherland (1960s)
• Research only
• big system, not safe for ejecting
VPL Research (1985 – 1999)
• Mobile Phones
• camera
• processor
• display
• AR on Mobile Phones
• Simple graphics
• Optimized computer vision
• Collaborative Interaction
2008 - Browser Based AR
• Ease of development
• Lots of developers, mature tools
Oculus Rift
HTC/Valve Vive
Sony Morpheus
Social Mobile Camera AR Apps (2015 - )
• Features
• Plane detection, lighting detection, hardware optimisation
• Links
• https://developer.apple.com/arkit/
• https://developers.google.com/ar/
History Summary
• 1960’s – 80’s: Early Experimentation
• 1980’s – 90’s: Basic Research
• Tracking, displays
• 1995 – 2005: Tools/Applications
• Interaction, usability, theory
• 2005 - : Commercial Applications
• Mobile, Games, Medical, Industry
THE BUSINESS OF AR/VR
Why 2021 won’t be like 1996
• It’s not just VR anymore
• Huge amount of investment
• Inexpensive hardware platforms
• Easy to use content creation tools
• New devices for input and output
• Proven use cases – no more Hype!
Palmer Luckey
Co-founder, Oculus
Creating the Illusion of Reality
• Fooling human perception by using
technology to generate artificial sensations
• Computer generated sights, sounds, smell, etc
Reality vs. Virtual Reality
• https://www.youtube.com/watch?v=gHE6H62GHoM
PRESENCE
Presence ..
“The subjective experience of being in one place or
environment even when physically situated in another”
Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence
questionnaire. Presence: Teleoperators and virtual environments, 7(3), 225-240.
Immersion vs. Presence
• Immersion: describes the extent to which technology is capable of
delivering a vivid illusion of reality to the senses of a human participant.
• Presence: a state of consciousness, the (psychological) sense of being
in the virtual environment.
• So Immersion, defined in technical terms, is capable of producing a
sensation of Presence
• Goal of VR: Create a high degree of Presence
• Make people believe they are really in Virtual Environment
Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role
of presence in virtual environments. Presence: Teleoperators and virtual environments, 6(6), 603-616.
How to Create Strong Presence?
• Use Multiple Dimensions of Presence
• Create rich multi-sensory VR experiences
• Include social actors/agents that interact with the user
• Have environment respond to the user
• Optics
• Wide FOV > 90 degrees, comfortable eyebox, good calibration
• Tracking
• 6 DOF, 360 tracking, sub-mm accuracy, no jitter, good tracking volume
• Resolution
• Correct stereo, > 1K x 1K resolution, no visible pixels
• Latency
• < 20 ms latency, fuse optical tracking and IMU, minimize tracking loop
http://www.roadtovr.com/oculus-shares-5-key-ingredients-for-presence-in-virtual-reality/
Example: UNC Pit Room
• Key Features
• Training room and pit room
• Physical walking
• Fast, accurate, room scale tracking
• Haptic feedback – feel edge of pit, walls
• Strong visual and 3D audio cues
• Task
• Carry object across pit
• Walk across or walk around
• Dropping virtual balls at targets in pit
• http://wwwx.cs.unc.edu/Research/eve/walk_exp/
Typical Subject Behaviour
• https://www.youtube.com/watch?v=4M92kfnpg-k
Benefits of High Presence
• Object Presence
• Feeling that an object is really in your space
• Social Presence
• Feeling that someone is really with you
Object Presence
• What makes an object appear real?
• Touch/Haptic feedback
• Appearance
• Lighting
• Audio cues
• Occlusion
• Etc..
Social Presence
• What makes a Person appear real?
• Interactivity
• Visual appearance
• Audio cues
• Touch
• Contextual cues
• Etc..
Oh, C. S., Bailenson, J. N., & Welch, G. F. (2018). A systematic review of social presence:
Definition, antecedents, and implications. Frontiers in Robotics and AI, 5, 114.
PERCEPTION
Motivation
o o o
• Humans can see ~135 vertical (60 above, 75 below)
o o
• See up to ~ 210 horizontal FOV, ~ 115 stereo overlap
• Colour/stereo in centre, Black & White/mono in periphery
Vergence + Accommodation
• saas
Vergence/Accommodation Demo
• https://www.youtube.com/watch?v=p_xLO7yxgOk
Vergence-Accommodation Conflict
• https://www.youtube.com/watch?v=FIU1bNSlbxk
Sound Localization (Azimuth Cues)
BUTEAN, A., Bălan, O., NEGOI, I., Moldoveanu, F., & Moldoveanu, A. (2015). COMPARATIVE RESEARCH
ON SOUND LOCALIZATION ACCURACY IN THE FREE-FIELD AND VIRTUAL AUDITORY DISPLAYS.
InConference proceedings of» eLearning and Software for Education «(eLSE)(No. 01, pp. 540-548).
Universitatea Nationala de Aparare Carol I.
Touch
Haptic Sensation
• Somatosensory System
• complex system of nerve cells that responds to changes to
the surface or internal state of the body
• Skin is the largest organ
• 1.3-1.7 square m in adults
• Tactile: Surface properties
• Receptors not evenly spread
• Most densely populated area is the tongue
• Kinesthetic: Muscles, Tendons, etc.
• Also known as proprioception
Cutaneous System
• Skin – heaviest organ in the body
• Epidermis outer layer, dead skin cells
• Dermis inner layer, with four kinds of mechanoreceptors
Mechanoreceptors
• Cells that respond to pressure, stretching, and vibration
• Slow Acting (SA), Rapidly Acting (RA)
• Type I at surface – light discriminate touch
• Type II deep in dermis – heavy and continuous touch
http://faculty.washington.edu/chudler/chsense.html
Proprioception/Kinaesthesia
• Proprioception (joint position sense)
• Awareness of movement and positions of body parts
• Due to nerve endings and Pacinian and Ruffini corpuscles at joints
• Enables us to touch nose with eyes closed
• Joints closer to body more accurately sensed
• Users know hand position accurate to 8cm without looking at them
mark.billinghurst@auckland.ac.nz
@marknb00