VR Headset comparison Dec. 27th (Winter break)

 

We have finished making our comparisons between the different VR headsets. We spent many hours testing their functionalities using Unreal Engine. Based on our observation of the devices in action, we have compiled our survey to compare the functional differences in Google Cardboard, Google Daydream, and Samsung Gear VR. The Google Cardboard is a  simple headset to use. It does not provide control, and the headset does not have a head strap. Daydream the controller which enables interaction in the game. With that being said, the Daydream’s controller is difficult to hold and sometimes collaboration with the controller does not work like intended. In conclusion, the Daydream and Samsung gear VR are the best for our game.

Haptic Palpation for Medical Simulation in Virtual Environments Nov. 15

This group proposed a novel approach to enable haptic palpation interaction for virtual reality-based medical simulators. The main contribution is an extensive user study conducted with a large group of medical experts. To provide a plausible simulation framework for this user study, we contribute a novel and detailed interaction algorithm for palpation with tissue dragging, which utilizes a multi-object force algorithm to support multiple layers of anatomy and a pulse force algorithm for simulation of an arterial pulse.  So they proposed a modification for an off-the-shelf haptic device by adding a lightweight palpation pad to support a more realistic finger grip configuration for palpation tasks. The results of the user study suggest reasonable face validity of the simulator prototype.

Summary of VR papers Nov. 6, 2018

Extended Depth-of-Field Projector by Fast Focal Sweep Projection

https://ieeexplore.ieee.org/document/7014259?arnumber=7014259

In this project, the team created a simple and cost-efficient method for extending a projector’s depth-of-field (DOF) is proposed. They did this through the leveraging of liquid lens technology, they can periodically modulate the focal length of a projector at a frequency that is higher than the critical flicker fusion frequency. Fast periodic focal length modulation results in forward and backward sweeping of focusing distance.

Immersive Group-to-Group Telepresence

https://ieeexplore.ieee.org/document/6479190

The goal of this project was to present a novel immersive telepresence system that allows distributed groups of users to meet in a shared virtual 3D world. The approach is based on two coupled projection-based multi-user setups, each providing multiple users with perspectively correct stereoscopic images. At each site, the users and their local interaction space are continuously captured using a cluster of registered depth and color cameras. The captured 3D information is transferred to the respective other location, where the remote participants are virtually reconstructed. The way they had multiple groups interacting with each other was good for the research. But they used a majority of males complete the research instead of some females. I feel as though this could have created a skew in their results.

 

Summary of VR research papers- October 12, 2018

Wide Field Of View Varifocal Near-Eye Display
https://ieeexplore.ieee.org/document/7829412

This utilized VR hardware to tackle the challenge presented for near-eye displays. They did this by introducing a new field of view, which has a near-eye display for augmented reality. They did this through a single see-through display, it has varifocal deformable membrane mirror for eye reflecting display. The benefits of use membranes include a wide field of view and also fast depth switching.

Human Augmentation and the age of Internet-of-abilities
http://www.vrst2016.lrz.de/keynotes-award/

Professor Jun Rekimoto presented a project at the vrst conference in 2016. Their project was covering human augmentation which introduces the fundamental shift from human-computer-interaction. They discussed the possibilities and also the challenges that are presented in enhancing human abilities. They also presented other projects that are also related to human augmentation.

Mixed Reality Virtual Pets to Reduce Childhood Obesity

https://ieeexplore.ieee.org/document/6777460?arnumber=6777460

This research project looked at the correlation between childhood obesity and virtual pets. They sought to use these pets to make children engage in physical exercise from the motivation of interactive media systems. Their application and system were built on strategies, technology, and research in serious video games for health. The found that their focal point would be virtual pets due to the fact that they are popular in children games. The concept was based on a virtual animal clinic that had obese pets that needed exercise.

Oculus platform to measure sensory integration for postural control in patients with vestibular dysfunction

https://ieeexplore.ieee.org/document/8007458

While building a low-cost virtual reality platform while also using the most substantial advancements in the VR field. The target for this project was to target sensory integration for postural control in a manner that is salient and specific to the individual while also making it affordable for them to use. The aim was to establish some feasibility for adults with Vestibular dysfunction. The testing sessions consisted of two scenes which had three sphere’s and they recorded the patient’s postural sway. They did this all using the oculus rift VR headset. They tapped into domains that were not accessible in the clinic and will be very rewarding to those that have any sensory deficits.

Research VR Games- October 5, 2018

This week I have researched different games that have used implemented virtual reality in the unreal engine. I have found that the unreal engine makes it easy for a person to create a game even though they don’t have any prior knowledge in coding. They have also installed a tool which allows you to move objects in the game.

Virtual reality pop.com “”- This article is speaking about the different headset choices that you could use to implement your VR game. For their demo, they created a game in which the player the player can move freely by grabbing and destroying them. For their demo they went with the HTC vive because it can be developed for desktop, it allows room-scale, and it also has two motion controls. They finally walked through the steps of setting up the controls.

Motherboard.com “Watch a Designer Work with the Unreal Engine from Within Virtual Reality”-  This article covered a cool tool that the unreal gaming has. While they develop their project they were virtually able to occupy it. The demonstration showed by Mike Fricker showed him using motion controllers to select objects and modify them.

Unrealengine.com “Designing a new VR consumer experience with Unreal Engine”- A Canadian-based e-commerce platform designed a VR consumer experience so the online shopping experience could be more tailored to the individual tastes of their customers. They are looking to carve out a bold vision for their online consumers. They chose the unreal engine due to the ease that comes with getting started with it, it is easy for the artist to draw, and it’s good for the developers.

Medium.com- this article compared the UE and unity in the virtual reality sphere. The successes from unity are modest compared to the achievements from URE. URE offer better graphics, the interface is more convenient, and it has more useful plug-ins. But to develop a mobile game on unity you would have to buy a license for IOS and Android.

http://www.esri.com – this VR experience offered urban planning for city officials, planners, designers, and citizens. It allowed them to immerse themselves in an environment and view. It allows them to discuss or modify possible development scenarios in ways that may not be possible on regular computer screens.