Last Friday I made a trek down to the San Francisco peninsula, to visit and chat with a couple of other VR folks: Cyberith, SVVR, and AltspaceVR. In the process, I also had the chance to try a couple of VR devices I hadn’t seen before.
Virtual locomotion, and its nasty side effect, simulator sickness, are a pretty persistent problem and timely topic with the arrival of consumer VR just around the corner. Many enthusiasts want to use VR to explore large virtual worlds, as in taking a stroll through the frozen tundra of Skyrim or the irradiated wasteland of Fallout, but as it turns out, that’s one of the hardest things to do right in VR.
Figure 1: Cyberith Virtualizer, driven by an experienced user (Tuncay Cakmak). Yes, you can jump and run, with some practice.
Yesterday, I attended the second annual Silicon Valley Virtual Reality Conference & Expo in San Jose’s convention center. This year’s event was more than three times bigger than last year’s, with around 1,400 attendees and a large number of exhibitors.
Unfortunately, I did not have as much time as I would have liked to visit and try all the exhibits. There was a printing problem at the registration desk in the morning, and as a result the keynote and first panel were pushed back by 45 minutes, overlapping the expo time; additionally, I had to spend some time preparing for and participating in my own panel on “VR Input” from 3pm-4pm.
The panel was great: we had Richard Marks from Sony (Playstation Move, Project Morpheus), Danny Woodall from Sixense (STEM), Yasser Malaika from Valve (HTC Vive, Lighthouse), Tristan Dai from Noitom (Perception Neuron), and Jason Jerald as moderator. There was lively discussion of questions posed by Jason and the audience. Here’s a recording of the entire panel:
One correction: when I said I had been following Tactical Haptics‘ progress for 2.5 years, I meant to say 1.5 years, since the first SVVR meet-up I attended. Brainfart. Continue reading →
I have briefly mentioned HoloLens, Microsoft’s upcoming see-through Augmented Reality headset, in a previous post, but today I got the chance to try it for myself at Microsoft’s “Build 2015” developers’ conference. Before we get into the nitty-gritty, a disclosure: Microsoft invited me to attend Build 2015, meaning they waived my registration fee, and they gave me, like all other attendees, a free HP Spectre x360 notebook (from which I’m typing right now because my vintage 2008 MacBook Pro finally kicked the bucket). On the downside, I had to take Amtrak and Bart to downtown San Francisco twice, because I wasn’t able to get a one-on-one demo slot on the first day, and got today’s 10am slot after some finagling and calling in of favors. I guess that makes us even. 😛
Using Vrui, implementing this was a piece of cake. Instead of modifying the existing Quikwrite tool, I created a new transformation tool that converts a two-axis analog joystick, e.g., a thumbstick on a game controller, to a virtual 6-DOF input device moving inside a flat square. Then, when binding the unmodified Quikwrite tool to that virtual input device, exactly the expected happens: the directions of the thumbstick translate 1:1 to the character selection regions of the Quikwrite square. I’m expecting that this new transformation tool will come in handy for other applications in the future, so that’s another benefit.
Text entry in virtual environments is one of those old problems that never seem to get solved. The core issue, of course, is that users in VR either don’t have keyboards (because they are in a CAVE, say), or can’t effectively use the keyboard they do have (because they are wearing an HMD that obstructs their vision). To the latter point: I consider myself a decent touch typist (my main keyboard doesn’t even have key labels), but the moment I put on an HMD, that goes out the window. There’s an interesting research question right there — do typists need to see their keyboards in their peripheral vision to use them, even when they never look at them directly? — but that’s a topic for another post.
Until speech recognition becomes powerful and reliable enough to use as an exclusive method (and even then, imagining having to dictate “for(int i=0;i<numEntries&&entries[i].key!=searchKey;++i)” already gives me a headache), and until brain/computer interfaces are developed and we plug our computers directly into our heads, we’re stuck with other approaches.
Unsurprisingly, the go-to method for developers who don’t want to write a research paper on text entry, but just need text entry in their VR applications right now, and don’t have good middleware to back them up, is a virtual 3D QWERTY keyboard controlled by a 2D or 3D input device (see Figure 1). It’s familiar, straightforward to implement, and it can even be used to enter text.
Figure 1: Guilty as charged — a virtual keyboard in the Vrui toolkit, implemented as a GLMotif pop-up window with rows and columns of buttons.
Here is an interesting innovation: the developers at Cloudhead Games, who are working on The Gallery: Six Elements, a game/experience created for HMDs from the ground up, encountered motion sickness problems due to explicit viewpoint rotation when using analog sticks on game controllers, and came up with a creative approach to mitigate it: instead of rotating the view smoothly, as conventional wisdom would suggest, they rotate the view discretely, in relatively large increments (around 30°). And apparently, it works. What do you know. In their explanation, they refer to the way dancers keep themselves from getting dizzy during pirouettes by fixing their head in one direction while their bodies spin, and then rapidly whipping their heads around back to the original direction. But watch them explain and demonstrate it themselves. Funny thing is, I knew that thing about ice dancers, but never thought to apply it to viewpoint rotation in VR.
Figure 1: A still from the video showing the initial implementation of “VR Comfort Mode” in Vrui.
This is very timely, because I have recently been involved in an ongoing discussion about input devices for VR, and how they should be handled by software, and how there should not be a hardware standard but a middleware standard, and yadda yadda yadda. So I have been talking up Vrui‘s input model quite a bit, and now is the time to put up or shut up, and show how it can handle some new idea like this.
Figure 1: Screenshot from video showing VR ProtoShop run simultaneously in a 3D environment created by an Oculus Rift and a Razer Hydra, and in a 2D environment using mouse and keyboard, brought into the 3D environment via the VNC remote desktop protocol.
There have been several discussions on the Oculus subreddit recently about how to integrate 2D desktops or 2D applications with 3D VR environments; for example, how to check your Facebook status while playing a game in the Oculus Rift without having to take off the headset.
This is just one aspect of the larger issue of integrating 2D and 3D applications, and it reminded me that it was about time to revive the old VR VNC client that Ed Puckett, an external contractor, had developed for the CAVE a long time ago. There have been several important changes in Vrui since the VNC client was written, especially in how Vrui handles text input, which means that a completely rewritten client could use the new Vrui APIs instead of having to implement everything ad-hoc.
Here is a video showing the new VNC client in action, embedded into LiDAR Viewer and displayed in a desktop VR environment using an Oculus Rift HMD, mouse and keyboard, and a Razer Hydra 6-DOF input device:
@elonmusk: We figured out how to design rocket parts just w hand movements through the air (seriously). Now need a high frame rate holograph generator.
@elonmusk: Will post video next week of designing a rocket part with hand gestures & then immediately printing it in titanium
As there are no further details, and the video is now slightly delayed (per Twitter as of September 2nd: @elonmusk: Video was done last week, but needs more work. Aiming to publish link in 3 to 4 days.), it’s time to speculate! I was hoping to have seen the video by now, but oh well. Deadline is deadline.
First of all: what’s he talking about? My best guess is a free-hand, direct-manipulation, 6-DOF user interface for a 3D computer-aided design (CAD) program. In other words, something roughly like this (just take away the hand-held devices and substitute NURBS surfaces and rocket parts for atoms and molecules, but leave the interaction method and everything else the same):