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Group01_Drag:On — Transcript

by Evan Wang 王帆 · 799 words · 144 segments · language en · Watch on YouTube

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  1. 0:00Hello everyone. We are group one and we
  2. 0:02will be presenting on Dragoon.
  3. 0:05Dragoon is a VR controller providing
  4. 0:07haptic feedback based on drag and weight
  5. 0:10shift.
  6. 0:11For the research background, they found
  7. 0:13that most VR controllers provide only
  8. 0:16limited haptic feedback like vibrations
  9. 0:19and they are usually very lightweight
  10. 0:21and can't realistically convey size,
  11. 0:24resistance or inertia.
  12. 0:26And for motivation, they found a few
  13. 0:28studies based on mass distribution
  14. 0:30sensations on at the fingertips and
  15. 0:33physical connection.
  16. 0:35And they made Dragoon which introduces a
  17. 0:39new concept of a shape-changing VR
  18. 0:42controller that can provide a dynamic
  19. 0:45passive haptic feedback based on air
  20. 0:48resistance and weight shift which
  21. 0:49changes based on
  22. 0:52which of the fans are open and how wide
  23. 0:54they are open. So for example, if they
  24. 0:56are both closed, then it will be more
  25. 0:58like a long object like a sword. If they
  26. 1:01are both half open, then it might be
  27. 1:03like a small sign for example in the
  28. 1:05scale
  29. 1:06scenario down here.
  30. 1:08And if they are both fully open, then it
  31. 1:10could be a large item, a large flat item
  32. 1:13like a shield.
  33. 1:15And they also provided the prototype
  34. 1:17which is consists mostly of
  35. 1:20cheap or 3D printed parts.
  36. 1:23And they also provided an evaluation
  37. 1:26where they study how users perceive
  38. 1:28Dragoon's feedback and how it compares
  39. 1:31to
  40. 1:32haptics provided by an equivalent
  41. 1:33passive prompt.
  42. 1:36And they also provide basic
  43. 1:37recommendations for the application of
  44. 1:39drag and weight shift base controllers
  45. 1:41such as Dragoon.
  46. 1:43And this was our first attempt at
  47. 1:45organizing all of the related works. We
  48. 1:48first organized them into six groups.
  49. 1:51The first two being
  50. 1:55changing the
  51. 1:57uh, actual environment to adapt to the
  52. 2:00virtual environment and then changing
  53. 2:03the virtual environment to adapt to the
  54. 2:05real environment. And the other four are
  55. 2:07based on what kinds of
  56. 2:10feedback they are. For example, impact,
  57. 2:13resistance, te- uh,
  58. 2:15texture, and weight. This was our second
  59. 2:18attempt at categorizing all of the
  60. 2:21related works. We first separated them
  61. 2:23in ubiquitous into ubic ubiquitous type
  62. 2:27displays, wearable and wearable type
  63. 2:29displays. And in ubiquitous type
  64. 2:31displays, we separated them into visual,
  65. 2:34spatial, and touch. For visuals, they
  66. 2:37are largely
  67. 2:40projected onto real objects and using
  68. 2:43the real objects to present the virtual
  69. 2:47objects.
  70. 2:48In spatial, they
  71. 2:50change the actual space in order to
  72. 2:54adapt to the virtual environment. And in
  73. 2:56touch, they use
  74. 2:58static
  75. 3:00devices and air to provide a pressure,
  76. 3:04uh, sense of pressure and texture.
  77. 3:07In wearable type displays, they we
  78. 3:09separated them into ones on the head and
  79. 3:12one one's on the
  80. 3:14limbs.
  81. 3:15The ones on the head were mostly just VR
  82. 3:18and AR helmets. And the ones on the
  83. 3:20limbs were worn on the hands, fingers,
  84. 3:25or on the legs.
  85. 3:27And would directly provide stimulation
  86. 3:32or impact.
  87. 3:35And among those, we then separated them
  88. 3:37into our two design spaces.
  89. 3:40The first one was a on the ubiquitous
  90. 3:43type designs, which the visual one and
  91. 3:46we then separated them based on how much
  92. 3:50stimulation was given. So, for the
  93. 3:52visual ones, there wasn't a lot of
  94. 3:55energy put into them, largely because
  95. 3:57you probably can't
  96. 3:59genuinely provide a lot of energy to the
  97. 4:01eyes to avoid overstimulation.
  98. 4:04And
  99. 4:05in regards to space and touch, they were
  100. 4:08pre- pretty evenly spaced out.
  101. 4:11But when it comes to wearable devices,
  102. 4:14there is a
  103. 4:15like a very obvious
  104. 4:18gap when it comes to
  105. 4:21heavy energy on the head because the
  106. 4:23head is
  107. 4:25quite delicate and you can't really put
  108. 4:27a lot of uh
  109. 4:29how
  110. 4:30power onto it. And lightweight
  111. 4:34textural when it comes to uh textural
  112. 4:38stimulation when it comes to the limbs
  113. 4:42instead of the fingers.
  114. 4:44So we decided to make one for the feet
  115. 4:48where we wanted to create something that
  116. 4:50could stimulate walking on a beach, for
  117. 4:52example, because when you're walking on
  118. 4:54the sand with your bare feet, it's not
  119. 4:56something that you can usually
  120. 4:58experience when you're not near the
  121. 5:00beach. So we want to create something
  122. 5:04like the AI-generated picture on the
  123. 5:06left, which is
  124. 5:09kind of a sandal that is a and the
  125. 5:12bottom sole is replaced with a bag
  126. 5:14filled with sand.
  127. 5:17And it will be strapped onto the user's
  128. 5:19foot.
  129. 5:20And then in regards to the
  130. 5:23actual experience, we want
  131. 5:26to also add like fans blowing
  132. 5:30wh- blowing mist, which might be
  133. 5:34we we kind of want to add salt to the
  134. 5:36mist to make to stimulate
  135. 5:39like the actual seawater
  136. 5:41because it's kind of salty.
  137. 5:43But we aren't very sure about how that
  138. 5:45works
  139. 5:46uh if that would work properly yet. And
  140. 5:48then we will also create a VR game based
  141. 5:51around the user
  142. 5:54walking on the sandals and with the mist
  143. 5:57and fighting a beast on the beach.
  144. 6:01And that is our presentation. Thank you.

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