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Intelligent Interfaces I ICS2208 [email protected] 1

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Intelligent

Interfaces IICS2208

[email protected]

1

Topic 5: Non Textual

Interfaces• VR, AR & MR

• Overview of different realities

• Immersion & Reality tradeoffs

• Design guidelines

• Perceptual Models & Modalities

• Affecting Behaviour

2

VR, AR & MR

VR is “an artificial environment which is experienced

through sensory stimuli (as sights and sounds)

provided by a computer and in which one’s actions

partially determine what happens in the environment”

(Merriam-Webster, 2015)

• Consider Gorillaz’s new music video:

http://vrscout.com/news/watch-gorillaz-360-music-

video-vr-headset/

Watch using Google Cardboard

• Now try the Oscar nominated short film Pearl –

produced by Google Spotlight Stories

https://atap.google.com/spotlight-stories/

• Compare it with the Music Video by Gorillaz – can

you compare the two experiences based on the

definition of VR?

The VR experience

“the ultimate display would of course be a room within

which the computer can control the existence of

matter. A chair displayed in such a room would be

good enough to sit in. Handcuffs displayed in such a

room would be confining, and a bullet displayed in

such a room would be fatal.” - Ivan Sutherland, 1965

VR Communication

• The VR design has to focus on:

A. How the VW works;

B. How that world and its objects are controlled;

C. The relationship between the user and the content

(ideally users are focused on the experience not on

the technology);

Two types of Communication:

• Direct Communication

• Structural communication

• Visceral communication

• Indirect Communication

Realities

• Think of Pokemon Go… this was hugely popular for

some time… what aspects has made this popular?

Why has it decreased in popularity? Discuss. Find

examples of how it was used, videos of its

popularity, etc.

Realities

• Think about Second Life…have you ever

experienced it? Why or why not? What are your

perceptions about this VW? Can you think about

another VW that you have used – what has

contributed to the sense of presence?

VR Systems

• The screen is a window through which one sees a

virtual world. The challenge is to make that world

look real, act real, sound real, feel real.

The system can be broken down into these components:

• Input – collects data from the user such as where the eyes are

located, where the hands are located, button presses, etc.

• Application – includes the non-rendering aspects of the VW

including dynamic geometry, user interaction, physics

simulation.

• Rendering – the transformation of computer-friendly format to a

user-friendly format that gives the illusion of some form of reality,

and includes visual rendering, auditory rendering (auralization)

and haptic rendering.

• Output – is the physical representation directly perceived by the

user.

Visual Displays

• Head mounted Displays; visual display that is more

or less rigidly attached to the head. Position and

orientation tracking of HMDs is essential for VR

because the display and ear phones move with the

head.

• Non-see-through: blocks real world out

completely

• Optical-see-through: ideal for an AR experience

• World-fixed Displays; Render graphics onto

surfaces & audio through speakers that do not

move with the head. Display can take many forms:

standard monitor (fish-tank VR) e.g. CAVE systems.

World fixed displays are considered to be part VR

and part AR.

• Hand-held Displays;Output devices that can be held

with the hand and do not require precise alignment

with the head.

Audio

• Spatialized audio provide a sense of where sounds

are coming from. Headphones are preferred for a

fully immersive system as they block out more of

the real world.

Haptics

• Passive vs. Active

• Tactile vs. Proprioceptive

• Self-grounded vs. World-grounded

Motion Platforms

A hardware device that moves the entire body

resulting in a sense of physical motion and gravity.

These help convey a sense of orientation, vibration,

acceleration, and jerking. Common uses are for racing

games, flight simulation, location-based

entertainment. Motion platforms can be active

(controlled by the computer) or passive (controlled by

the user).

Immersion, Presence &

Reality Trade-offs

• Immersion is the objective degree to which a VR

system and application projects stimuli onto the

sensory receptors of users in a way that is

extensive, matching, surrounding, vivid, interactive

and plot informing.

Immersion, Presence &

Reality Trade-offs

• Presence is a sense of being there inside a space,

even when physically located in a different location.

• Whereas immersion is about the characteristics of a

technology, presence is about the internal

psychological and physiological state of the user.

• Immersion is capable of producing a sense of

presence but immersion does not always induce

presence.

Illusions of Presence

• Illusion of being in a stable spatial place;

• Illusion of self-embodiment;

• Illusion of physical interaction;

• Illusion of social communication

Reality Trade-offs

• When does reality in VR become too much?

• When do the characters, if they do, become too

creepy with their realism?

This is called the uncanny valley – one has to attribute

power to simplicity.

Design GuidelinesHow to design for VR Communication:

• Focus on the user experience rather than the technology;

• Simplify and harmonise the communication between user

and technology

• Focus on making the technical intermediary between the

user and content transparent so users feel they have direct

access to the virtual world and its entities.

• Design for visceral communication to induce presence and

inspire awe in users

Design Guidelines

How to design for various Realities:

• Choose what form of reality you wish to create. Where

does it fall on the virtuality continuum?

• Choose what type of input and output hardware to use

• VR is more than just the hardware and technology.

Create a strong conceptual story, an interesting design

or layout of the environment and engaging characters.

Design GuidelinesHow to design for Immersion & Presence:

• Minimise break-in presence

• For maximum presence, focus first on world stability and

depth cues. Then consider adding physical user

interactions, cues of one’s own body and social

communication

• Avoid the uncanny valley by not trying to make characters

appear too close to the way real humans look

• Choose the level of fidelity you want to create.

Perceptual Models &

Processes

Mental Models

• A mental model is an explanation in the mind of

how the world or some specific aspect of the world

works.

• The primary purpose of a mental model is

prediction.

• A good mental model need not be complete as long

as it is useful

• VR creators should use signifying cues, feedback

and constraints to help the user form quality mental

models and to make assumptions explicit.

• Learned helplessness is the decision that

something cannot be done due to a perceived

absence of control.

• It has been difficult for VR to gain wide adoption

most often due to poor interfaces. Bad interaction

design for VR can lead to learned helplessness.

• Neuro-linguisting Processing (NLP) is a

psychological approach to communication, personal

development, and psychotherapy that is built on

mental models.

• NLP itself is a model that explains how humans

process stimuli that enter into the mind through the

senses and helps explain how we perceive,

communicate, learn and behave.

• In the case of VR we can control what stimuli are

presented to the users and influence, not control,

what that person experiences.

NLP Communication Model

Thank you