34
Seeing and Using Your Hands in VR Jakob Johansson AWE EUR 2016

Jakob Johansson (Gleechi) Seeing and Using Your Hands in VR

Embed Size (px)

Citation preview

PowerPoint Presentation

Seeing and Using Your Hands in VR

Jakob Johansson

AWE EUR 2016

Surgeon Simulator by Bossa Studios

3

Spaceship repair

Oculus Connect 2016

Spaceship repair

Toybox Demo by Oculus

Giant Cop by Other Ocean

7

ADR1FT by Three One Zero

8

Job Simulator by Owlchemy Labs

The cortical homunculusPrimary motor cortex

10

25Mixamo

11

Performance

speed, strength, repeatability, accuracy, etc.)Flexibility (quantity of tasks)

What Hand do you need for your Application?

12

Performance

simple, user-friendly, dev-friendly, responsive, etc.

What Input do you need for your Application?Flexibility (quantity of tasks)

13

Some things we learned

Choose controller based on the use case

14

Daydream

HTC VivePerception Neuron

Manus Machina

Oculus Touch

GloveOne

Dexmo Glove

Kinect One

Sony PS4 Camera

Nimble VR

Intel Realsense

LeapMotion

Sony Move

STEM

T-Glove

Motion ControllersGloves3D sensors

15

Feedback

Finger Tracking

Motion ControllersGloves3D sensorsConvenient

16

Some things we learned

Choose controller based on the use caseAvoid the uncanny valley

17

R2-D2

C-3PO

18

R2-D2

C-3PO

20

Some things we learned

Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)

21

Some things we learned

Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistent

23

Representation

Gloves / human handsRobot handsTransparent handsCartoon handsTools & controllers

Interaction

Highly naturalSomewhat naturalObject penetrationInvisibleStaticComplex

Abstract

24

Some things we learned

Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistentSkip the arms for now

25

Some things we learned

Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistentSkip the arms for nowThink long and hard about every object in the scene

26

Some things we learned

Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistentSkip the arms for nowThink long and hard about every object in the sceneMake it obvious how to interact with the object

28

The Gallery by Cloudhead Games

29

Some things we learned

Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistentSkip the arms for nowThink long and hard about every object in the sceneMake it obvious how to interact with the objectPick the most natural grasps

30

M. R. Cutkosky (1989). On grasp choice, grasp models, and the design of hands for manufacturing tasks

Grasp Taxonomies

Some things we learned

Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistentSkip the arms for nowThink long and hard about every object in the sceneMake it obvious how to interact with the objectPick the most natural graspsUse feedback

32

VirtualGrasp

33

Thank [email protected]: @Jakob_Gleechi