Group01_Drag:On — Transcript
Full transcript
- 0:00Hello everyone. We are group one and we
- 0:02will be presenting on Dragoon.
- 0:05Dragoon is a VR controller providing
- 0:07haptic feedback based on drag and weight
- 0:10shift.
- 0:11For the research background, they found
- 0:13that most VR controllers provide only
- 0:16limited haptic feedback like vibrations
- 0:19and they are usually very lightweight
- 0:21and can't realistically convey size,
- 0:24resistance or inertia.
- 0:26And for motivation, they found a few
- 0:28studies based on mass distribution
- 0:30sensations on at the fingertips and
- 0:33physical connection.
- 0:35And they made Dragoon which introduces a
- 0:39new concept of a shape-changing VR
- 0:42controller that can provide a dynamic
- 0:45passive haptic feedback based on air
- 0:48resistance and weight shift which
- 0:49changes based on
- 0:52which of the fans are open and how wide
- 0:54they are open. So for example, if they
- 0:56are both closed, then it will be more
- 0:58like a long object like a sword. If they
- 1:01are both half open, then it might be
- 1:03like a small sign for example in the
- 1:05scale
- 1:06scenario down here.
- 1:08And if they are both fully open, then it
- 1:10could be a large item, a large flat item
- 1:13like a shield.
- 1:15And they also provided the prototype
- 1:17which is consists mostly of
- 1:20cheap or 3D printed parts.
- 1:23And they also provided an evaluation
- 1:26where they study how users perceive
- 1:28Dragoon's feedback and how it compares
- 1:31to
- 1:32haptics provided by an equivalent
- 1:33passive prompt.
- 1:36And they also provide basic
- 1:37recommendations for the application of
- 1:39drag and weight shift base controllers
- 1:41such as Dragoon.
- 1:43And this was our first attempt at
- 1:45organizing all of the related works. We
- 1:48first organized them into six groups.
- 1:51The first two being
- 1:55changing the
- 1:57uh, actual environment to adapt to the
- 2:00virtual environment and then changing
- 2:03the virtual environment to adapt to the
- 2:05real environment. And the other four are
- 2:07based on what kinds of
- 2:10feedback they are. For example, impact,
- 2:13resistance, te- uh,
- 2:15texture, and weight. This was our second
- 2:18attempt at categorizing all of the
- 2:21related works. We first separated them
- 2:23in ubiquitous into ubic ubiquitous type
- 2:27displays, wearable and wearable type
- 2:29displays. And in ubiquitous type
- 2:31displays, we separated them into visual,
- 2:34spatial, and touch. For visuals, they
- 2:37are largely
- 2:40projected onto real objects and using
- 2:43the real objects to present the virtual
- 2:47objects.
- 2:48In spatial, they
- 2:50change the actual space in order to
- 2:54adapt to the virtual environment. And in
- 2:56touch, they use
- 2:58static
- 3:00devices and air to provide a pressure,
- 3:04uh, sense of pressure and texture.
- 3:07In wearable type displays, they we
- 3:09separated them into ones on the head and
- 3:12one one's on the
- 3:14limbs.
- 3:15The ones on the head were mostly just VR
- 3:18and AR helmets. And the ones on the
- 3:20limbs were worn on the hands, fingers,
- 3:25or on the legs.
- 3:27And would directly provide stimulation
- 3:32or impact.
- 3:35And among those, we then separated them
- 3:37into our two design spaces.
- 3:40The first one was a on the ubiquitous
- 3:43type designs, which the visual one and
- 3:46we then separated them based on how much
- 3:50stimulation was given. So, for the
- 3:52visual ones, there wasn't a lot of
- 3:55energy put into them, largely because
- 3:57you probably can't
- 3:59genuinely provide a lot of energy to the
- 4:01eyes to avoid overstimulation.
- 4:04And
- 4:05in regards to space and touch, they were
- 4:08pre- pretty evenly spaced out.
- 4:11But when it comes to wearable devices,
- 4:14there is a
- 4:15like a very obvious
- 4:18gap when it comes to
- 4:21heavy energy on the head because the
- 4:23head is
- 4:25quite delicate and you can't really put
- 4:27a lot of uh
- 4:29how
- 4:30power onto it. And lightweight
- 4:34textural when it comes to uh textural
- 4:38stimulation when it comes to the limbs
- 4:42instead of the fingers.
- 4:44So we decided to make one for the feet
- 4:48where we wanted to create something that
- 4:50could stimulate walking on a beach, for
- 4:52example, because when you're walking on
- 4:54the sand with your bare feet, it's not
- 4:56something that you can usually
- 4:58experience when you're not near the
- 5:00beach. So we want to create something
- 5:04like the AI-generated picture on the
- 5:06left, which is
- 5:09kind of a sandal that is a and the
- 5:12bottom sole is replaced with a bag
- 5:14filled with sand.
- 5:17And it will be strapped onto the user's
- 5:19foot.
- 5:20And then in regards to the
- 5:23actual experience, we want
- 5:26to also add like fans blowing
- 5:30wh- blowing mist, which might be
- 5:34we we kind of want to add salt to the
- 5:36mist to make to stimulate
- 5:39like the actual seawater
- 5:41because it's kind of salty.
- 5:43But we aren't very sure about how that
- 5:45works
- 5:46uh if that would work properly yet. And
- 5:48then we will also create a VR game based
- 5:51around the user
- 5:54walking on the sandals and with the mist
- 5:57and fighting a beast on the beach.
- 6:01And that is our presentation. Thank you.
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