Group02_RoomShift — Transcript
Full transcript
- 0:00Hello, everyone. We are group two. Today
- 0:02we are going to present our research
- 0:03paper called RoomShift Room-Scale
- 0:05Dynamic Haptics for VR with
- 0:07Furniture-Moving Swarm Robots published
- 0:09at CHI 2020. So, a bit about RoomShift.
- 0:13RoomShift is a system that used robots
- 0:15to move real furniture and make virtual
- 0:18reality environments physically
- 0:19touchable. So, the main idea is to
- 0:21connect the physical world with the
- 0:23virtual world, so users can not only see
- 0:25virtual objects, but also physically
- 0:27interact with them. Let's look at the
- 0:29research background.
- 0:31So, virtual reality can create realistic
- 0:33rooms and objects, but there's still a
- 0:35gap between seeing and feeling. For
- 0:37example, users might see a chair and a
- 0:40table in VR, but there may be no real
- 0:42object for them to touch or to sit on.
- 0:45This creates a challenge when users want
- 0:47to explore large virtual environments in
- 0:50a small physical space. Researcher
- 0:53asked,
- 0:54"Can we dynamically rearrange real
- 0:56furniture to match what we see in VR?"
- 1:00So, the motivation behind RoomShift is
- 1:02to make virtual environments feel more
- 1:04realistic through physical interactions.
- 1:07When a user enter a new virtual room or
- 1:10change their viewpoint, robots can move
- 1:12real furniture to
- 1:14the correct positions. This allow users
- 1:16to sit, lean, touch, or place objects on
- 1:18real surface while experiencing a
- 1:20virtual environment.
- 1:22The goal is to make physical touch match
- 1:24virtual content in real time.
- 1:27>> Now, let's look at the main contribution
- 1:29of RoomShift. The system uses a group of
- 1:32robots to lift, move, and place real
- 1:34furniture.
- 1:36First, the robots drive underneath the
- 1:37furniture and lift it using mechanical
- 1:40scissor lift. Next, multiple robots
- 1:42coordinate to move the furniture to the
- 1:44new position.
- 1:45Finally, they place the furniture where
- 1:47it needs to be, matching the virtual
- 1:49environment and the user's location. The
- 1:51paper also reports a track space of 10
- 1:54by 10 m. Key reference. Before
- 1:56RoomShift, the other researcher had
- 1:59already explored a way to connect
- 2:00physical object with virtual reality.
- 2:03Example, haptic retargeting explored how
- 2:06the one real object could create the
- 2:08feeling of touching different virtual
- 2:10objects.
- 2:11Shapebots explored using shape changing
- 2:14changing swarm robots to create physical
- 2:17interfaces. Lift house explored modular
- 2:20building blocks for room scale shape
- 2:22changing interfaces. This reference help
- 2:25us understand how room shift builds on
- 2:27earlier ideas and move towards a more
- 2:30dynamic physical environment. Tree
- 2:32diagram system architecture. This
- 2:35diagram explain the room shift system
- 2:37architecture. It is divided into three
- 2:39main groups, hardware, workflow, and
- 2:41software. First, the hardware groups
- 2:43show the physical equipment used in the
- 2:45system, such as the Roomba robots,
- 2:48mechanical scissor lift, motion tracking
- 2:50cameras, Oculus Go headset, and other
- 2:52devices. Second, the workflow group
- 2:55explain how to system operate
- 2:57step-by-step. The motion tracking
- 2:59cameras track the position of the
- 3:01robots, furniture, and user. Then, the
- 3:04node.js main server processes the
- 3:06tracking data and calculate the robot
- 3:09path. After that, Wi-Fi communication
- 3:11send the movement commands to the robot
- 3:13at 30 times per second. The nine swarm
- 3:16robot then move, lift, and reposition
- 3:18the physical furniture. Finally, the
- 3:21user can see, physically interact with
- 3:23the corresponding virtual furniture in
- 3:25the VR environment. Lastly, the software
- 3:28groups include programs and technology
- 3:31that control the system, such as
- 3:33node.js, A-frames,
- 3:35Qualisys tracking software, web socket,
- 3:38and path planning
- 3:39algorithms. All these three groups work
- 3:41together to connect the physical
- 3:43environment with the virtual world.
- 3:45>> Next is tree diagram two, interaction
- 3:48techniques. Room shift introduce four
- 3:51main interaction techniques. The first
- 3:53two are embodied interactions. Users can
- 3:56walk and touch real surfaces or physical
- 3:59move furniture. The other two are
- 4:01controlled based interactions. Users can
- 4:04teleport to another view point or
- 4:06virtual move furniture using VR
- 4:09controls. These techniques allow users
- 4:12to interact with both the physical and
- 4:14virtual environments.
- 4:16The next of our three diagram is
- 4:18application areas. The paper introduced
- 4:21two main application areas. The first is
- 4:24virtual tours. For example, users can
- 4:27explore a virtual property and sit on a
- 4:30real chair while viewing a virtual
- 4:31living room. The second is architectural
- 4:34design. Designers and clients can
- 4:36explore and change rooms layouts while
- 4:39feeling the corresponding physical
- 4:40furniture arrangement. These are
- 4:43proposed application scenarios for room
- 4:45shift rather than examples of broad
- 4:48commercial use.
- 4:50Next, we analyze the design space from
- 4:52the perspective of interaction type.
- 4:55There are two main categories, embodied
- 4:57interaction and controller-based
- 4:59interaction. Embodied interaction
- 5:02involves physical actions such as
- 5:04walking, touching, and moving objects.
- 5:07Controller-based interactions uses VR
- 5:10controllers to teleport or move virtual
- 5:13objects. This shows how room shift
- 5:16combines physical actions with virtual
- 5:18controls.
- 5:20For this slide, we further analyze room
- 5:22shift from two perspectives. First, the
- 5:24physical environment can range from
- 5:26static physical props to robot moved
- 5:28furniture and finally to a dynamically
- 5:31reconfigured room. Second, the user
- 5:33experience includes touching and feeling
- 5:36objects, walking and navigating through
- 5:38spaces, and then editing and rearranging
- 5:41the environment. These two categories
- 5:43are our own analysis of the room shift
- 5:46system rather than an original framework
- 5:49from the researchers.
- 5:51For this slide, we compare different
- 5:53haptic technologies based on the body
- 5:55area they target and their weight. We
- 5:58can see the different approaches for the
- 6:00feet, hands, and the full body. Feet
- 6:03technologies include tactile vibration,
- 6:06force feedback, wearable haptic devices,
- 6:09and multi-body or full body systems. One
- 6:12important observation is that heavier
- 6:14devices can make movement less
- 6:15convenient, while very lightweight
- 6:18devices may not provide enough physical
- 6:20feedback. This comparison helps us
- 6:22understand the challenges of designing
- 6:24comfortable and effective haptic
- 6:27systems. RoomShift explores another
- 6:29approach by using robots to move
- 6:31physical objects around the user instead
- 6:34of relying only on wearable devices.
- 6:37>> So, the next is future direction.
- 6:40Although RoomShift shows an interesting
- 6:41way to improve physical interaction in
- 6:43VR, there are still areas that can be
- 6:45improved.
- 6:46First, robots could become more flexible
- 6:49and support different shapes and types
- 6:51of furniture.
- 6:52Second,
- 6:53future systems could explore other
- 6:55technologies, such as drones and
- 6:57cable-based robots.
- 6:59Third,
- 7:00robotic systems could be integrated into
- 7:02smart homes and offices to automatically
- 7:04rearrange furniture.
- 7:06Finally,
- 7:07gaze tracking, voice commands, gesture
- 7:10control, and several robot-to-robot
- 7:12coordination could improve the overall
- 7:14user experience.
- 7:15So, the next is takeaway.
- 7:18To conclude, the main idea of the
- 7:20RoomShift,
- 7:21the room itself can become the part of
- 7:24the interface. Instead of only using
- 7:27controller to simulate touch,
- 7:29RoomShift moves real objects to create
- 7:32physical
- 7:33feedback that match
- 7:34virtual content.
- 7:36By combining real furniture,
- 7:39coordinated robots, and whole body
- 7:41interaction, it creates a more immersive
- 7:44VR experience. We think this research is
- 7:46interesting because it shows how
- 7:50everyday physical environment could
- 7:52become interactive in the future.
- 7:54That's the end of our presentation.
- 7:56Thank you for listening. If any
- 7:59question, we are happy to answer the
- 8:01questions. Thank you.
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