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Group02_RoomShift — Transcript

by Jesslyn Boediono · 1,130 words · 212 segments · language en · Watch on YouTube

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  1. 0:00Hello, everyone. We are group two. Today
  2. 0:02we are going to present our research
  3. 0:03paper called RoomShift Room-Scale
  4. 0:05Dynamic Haptics for VR with
  5. 0:07Furniture-Moving Swarm Robots published
  6. 0:09at CHI 2020. So, a bit about RoomShift.
  7. 0:13RoomShift is a system that used robots
  8. 0:15to move real furniture and make virtual
  9. 0:18reality environments physically
  10. 0:19touchable. So, the main idea is to
  11. 0:21connect the physical world with the
  12. 0:23virtual world, so users can not only see
  13. 0:25virtual objects, but also physically
  14. 0:27interact with them. Let's look at the
  15. 0:29research background.
  16. 0:31So, virtual reality can create realistic
  17. 0:33rooms and objects, but there's still a
  18. 0:35gap between seeing and feeling. For
  19. 0:37example, users might see a chair and a
  20. 0:40table in VR, but there may be no real
  21. 0:42object for them to touch or to sit on.
  22. 0:45This creates a challenge when users want
  23. 0:47to explore large virtual environments in
  24. 0:50a small physical space. Researcher
  25. 0:53asked,
  26. 0:54"Can we dynamically rearrange real
  27. 0:56furniture to match what we see in VR?"
  28. 1:00So, the motivation behind RoomShift is
  29. 1:02to make virtual environments feel more
  30. 1:04realistic through physical interactions.
  31. 1:07When a user enter a new virtual room or
  32. 1:10change their viewpoint, robots can move
  33. 1:12real furniture to
  34. 1:14the correct positions. This allow users
  35. 1:16to sit, lean, touch, or place objects on
  36. 1:18real surface while experiencing a
  37. 1:20virtual environment.
  38. 1:22The goal is to make physical touch match
  39. 1:24virtual content in real time.
  40. 1:27>> Now, let's look at the main contribution
  41. 1:29of RoomShift. The system uses a group of
  42. 1:32robots to lift, move, and place real
  43. 1:34furniture.
  44. 1:36First, the robots drive underneath the
  45. 1:37furniture and lift it using mechanical
  46. 1:40scissor lift. Next, multiple robots
  47. 1:42coordinate to move the furniture to the
  48. 1:44new position.
  49. 1:45Finally, they place the furniture where
  50. 1:47it needs to be, matching the virtual
  51. 1:49environment and the user's location. The
  52. 1:51paper also reports a track space of 10
  53. 1:54by 10 m. Key reference. Before
  54. 1:56RoomShift, the other researcher had
  55. 1:59already explored a way to connect
  56. 2:00physical object with virtual reality.
  57. 2:03Example, haptic retargeting explored how
  58. 2:06the one real object could create the
  59. 2:08feeling of touching different virtual
  60. 2:10objects.
  61. 2:11Shapebots explored using shape changing
  62. 2:14changing swarm robots to create physical
  63. 2:17interfaces. Lift house explored modular
  64. 2:20building blocks for room scale shape
  65. 2:22changing interfaces. This reference help
  66. 2:25us understand how room shift builds on
  67. 2:27earlier ideas and move towards a more
  68. 2:30dynamic physical environment. Tree
  69. 2:32diagram system architecture. This
  70. 2:35diagram explain the room shift system
  71. 2:37architecture. It is divided into three
  72. 2:39main groups, hardware, workflow, and
  73. 2:41software. First, the hardware groups
  74. 2:43show the physical equipment used in the
  75. 2:45system, such as the Roomba robots,
  76. 2:48mechanical scissor lift, motion tracking
  77. 2:50cameras, Oculus Go headset, and other
  78. 2:52devices. Second, the workflow group
  79. 2:55explain how to system operate
  80. 2:57step-by-step. The motion tracking
  81. 2:59cameras track the position of the
  82. 3:01robots, furniture, and user. Then, the
  83. 3:04node.js main server processes the
  84. 3:06tracking data and calculate the robot
  85. 3:09path. After that, Wi-Fi communication
  86. 3:11send the movement commands to the robot
  87. 3:13at 30 times per second. The nine swarm
  88. 3:16robot then move, lift, and reposition
  89. 3:18the physical furniture. Finally, the
  90. 3:21user can see, physically interact with
  91. 3:23the corresponding virtual furniture in
  92. 3:25the VR environment. Lastly, the software
  93. 3:28groups include programs and technology
  94. 3:31that control the system, such as
  95. 3:33node.js, A-frames,
  96. 3:35Qualisys tracking software, web socket,
  97. 3:38and path planning
  98. 3:39algorithms. All these three groups work
  99. 3:41together to connect the physical
  100. 3:43environment with the virtual world.
  101. 3:45>> Next is tree diagram two, interaction
  102. 3:48techniques. Room shift introduce four
  103. 3:51main interaction techniques. The first
  104. 3:53two are embodied interactions. Users can
  105. 3:56walk and touch real surfaces or physical
  106. 3:59move furniture. The other two are
  107. 4:01controlled based interactions. Users can
  108. 4:04teleport to another view point or
  109. 4:06virtual move furniture using VR
  110. 4:09controls. These techniques allow users
  111. 4:12to interact with both the physical and
  112. 4:14virtual environments.
  113. 4:16The next of our three diagram is
  114. 4:18application areas. The paper introduced
  115. 4:21two main application areas. The first is
  116. 4:24virtual tours. For example, users can
  117. 4:27explore a virtual property and sit on a
  118. 4:30real chair while viewing a virtual
  119. 4:31living room. The second is architectural
  120. 4:34design. Designers and clients can
  121. 4:36explore and change rooms layouts while
  122. 4:39feeling the corresponding physical
  123. 4:40furniture arrangement. These are
  124. 4:43proposed application scenarios for room
  125. 4:45shift rather than examples of broad
  126. 4:48commercial use.
  127. 4:50Next, we analyze the design space from
  128. 4:52the perspective of interaction type.
  129. 4:55There are two main categories, embodied
  130. 4:57interaction and controller-based
  131. 4:59interaction. Embodied interaction
  132. 5:02involves physical actions such as
  133. 5:04walking, touching, and moving objects.
  134. 5:07Controller-based interactions uses VR
  135. 5:10controllers to teleport or move virtual
  136. 5:13objects. This shows how room shift
  137. 5:16combines physical actions with virtual
  138. 5:18controls.
  139. 5:20For this slide, we further analyze room
  140. 5:22shift from two perspectives. First, the
  141. 5:24physical environment can range from
  142. 5:26static physical props to robot moved
  143. 5:28furniture and finally to a dynamically
  144. 5:31reconfigured room. Second, the user
  145. 5:33experience includes touching and feeling
  146. 5:36objects, walking and navigating through
  147. 5:38spaces, and then editing and rearranging
  148. 5:41the environment. These two categories
  149. 5:43are our own analysis of the room shift
  150. 5:46system rather than an original framework
  151. 5:49from the researchers.
  152. 5:51For this slide, we compare different
  153. 5:53haptic technologies based on the body
  154. 5:55area they target and their weight. We
  155. 5:58can see the different approaches for the
  156. 6:00feet, hands, and the full body. Feet
  157. 6:03technologies include tactile vibration,
  158. 6:06force feedback, wearable haptic devices,
  159. 6:09and multi-body or full body systems. One
  160. 6:12important observation is that heavier
  161. 6:14devices can make movement less
  162. 6:15convenient, while very lightweight
  163. 6:18devices may not provide enough physical
  164. 6:20feedback. This comparison helps us
  165. 6:22understand the challenges of designing
  166. 6:24comfortable and effective haptic
  167. 6:27systems. RoomShift explores another
  168. 6:29approach by using robots to move
  169. 6:31physical objects around the user instead
  170. 6:34of relying only on wearable devices.
  171. 6:37>> So, the next is future direction.
  172. 6:40Although RoomShift shows an interesting
  173. 6:41way to improve physical interaction in
  174. 6:43VR, there are still areas that can be
  175. 6:45improved.
  176. 6:46First, robots could become more flexible
  177. 6:49and support different shapes and types
  178. 6:51of furniture.
  179. 6:52Second,
  180. 6:53future systems could explore other
  181. 6:55technologies, such as drones and
  182. 6:57cable-based robots.
  183. 6:59Third,
  184. 7:00robotic systems could be integrated into
  185. 7:02smart homes and offices to automatically
  186. 7:04rearrange furniture.
  187. 7:06Finally,
  188. 7:07gaze tracking, voice commands, gesture
  189. 7:10control, and several robot-to-robot
  190. 7:12coordination could improve the overall
  191. 7:14user experience.
  192. 7:15So, the next is takeaway.
  193. 7:18To conclude, the main idea of the
  194. 7:20RoomShift,
  195. 7:21the room itself can become the part of
  196. 7:24the interface. Instead of only using
  197. 7:27controller to simulate touch,
  198. 7:29RoomShift moves real objects to create
  199. 7:32physical
  200. 7:33feedback that match
  201. 7:34virtual content.
  202. 7:36By combining real furniture,
  203. 7:39coordinated robots, and whole body
  204. 7:41interaction, it creates a more immersive
  205. 7:44VR experience. We think this research is
  206. 7:46interesting because it shows how
  207. 7:50everyday physical environment could
  208. 7:52become interactive in the future.
  209. 7:54That's the end of our presentation.
  210. 7:56Thank you for listening. If any
  211. 7:59question, we are happy to answer the
  212. 8:01questions. Thank you.

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