This slide was presented in Session "Seeing in different light" at the 10th Augmented Human International Conference (AH2019).
https://www.augmented-human.com
【Publication】
Akira Ishii, Masaya Tsuruta, Ippei Suzuki, Shuta Nakamae, Junichi Suzuki, and Yoichi Ochiai. 2019. Let Your World Open: CAVE-based Visualization Methods of Public Virtual Reality towards a Shareable VR Experience. In Proceedings of the 10th Augmented Human International Conference 2019 (AH2019). ACM, New York, NY, USA, Article 33, 8 pages. DOI: https://doi.org/10.1145/3311823.3311860
1ST BEST PAPER AWARD
【Project page】
https://digitalnature.slis.tsukuba.ac.jp/2017/05/reversecave/
【Project movie】
https://www.youtube.com/watch?v=5BYORmQR6U8
【Presenter】
3rd author: Ippei Suzuki (鈴木 一平)
University of Tsukuba, School of Informatics
College of Media Arts, Science and Technology
Digital Nature Group (Yoichi Ochiai)
https://1heisuzuki.com
【Abstract】
Virtual reality (VR) games are currently becoming part of the public-space entertainment (e.g., VR amusement parks). Therefore, VR games should be attractive for players, as well as for bystanders. Current VR systems are still mostly focused on enhancing the experience of the head-mounted display (HMD) users; thus, bystanders without an HMD cannot enjoy the experience together with the HMD users. We propose the "ReverseCAVE": a proof-of-concept prototype for public VR visualization using CAVE-based projection with translucent screens for bystanders toward a shareable VR experience. The screens surround the HMD user and the VR environment is projected onto the screens. This enables the bystanders to see the HMD user and the VR environment simultaneously. We designed and implemented the ReverseCAVE, and evaluated it in terms of the degree of attention, attractiveness, enjoyment, and shareability, assuming that it is used in a public space. Thus, we can make the VR world more accessible and enhance the public VR experience of the bystanders via the ReverseCAVE.
Let Your World Open - Augmented Human 2019 #AH2019 (Oral presentation by Ippei Suzuki)
1. 1Copyright 2019 ReverseCAVE Team.
Let Your World Open CAVE-based Visualization Methods of
Public Virtual Reality towards a Shareable VR Experience
Akira Ishii, Masaya Tsuruta, Ippei Suzuki, Shuta Nakamae, Junichi Suzuki, Yoichi Ochiai
4. 4Copyright 2019 ReverseCAVE Team.
Current Awkward VR Scenes… VR player with an HMD is a closed world within VR Users AUGMENTED HUMAN 2019
Only player enjoys VR contents
6. Observers can also enjoy the attraction 6Copyright 2019 ReverseCAVE Team.
Background Traditional entertainments entertain not only experiencing people but also bystanders AUGMENTED HUMAN 2019
7. 7Copyright 2019 ReverseCAVE Team.
Our Goal Towards Shareable VR Experience AUGMENTED HUMAN 2019
Incomprehensible Understandable
14. 14Copyright 2019 ReverseCAVE Team.
Implementation Virtual cameras in VR environment AUGMENTED HUMAN 2019
4 virtual cameras
on player’s head
Player
Front Back
RightLeft
16. 16Copyright 2019 ReverseCAVE Team.
User Study 1
Degree of attention, attractiveness, enjoyment, and shareability
17. 17Copyright 2019 ReverseCAVE Team.
User Study 1 Degree of attention, attractiveness, enjoyment, and shareability AUGMENTED HUMAN 2019
Purpose
To evaluate the degree of attention,
attractiveness, enjoyment, and shareability
by comparing with previous methods
Participants
10 participants | 21-26 years old
18. 18Copyright 2019 ReverseCAVE Team.
User Study 1 Degree of attention, attractiveness, enjoyment, and shareability AUGMENTED HUMAN 2019
Conditions
Procedure
Simulated video game expo
ReverseCAVE (Ours)First-person view (FPV) Chroma key
1. As visitors of a video game expo, walk around and observe the VR
player who playing zombie VR game at each exhibition booth.
2. Evaluate and complete the questionnaires each visualization method.
19. 19Copyright 2019 ReverseCAVE Team.
AUGMENTED HUMAN 2019
Degree of attention
Q1. If you imagine that you were at a video game exposition,
do you think that you would stop in front of the booth and observe the content of the VR game?
2.60
Result 1-1 Degree of attention
3.20
4.20
M
First-person view
Chroma key
ReverseCAVE
Significant difference**p < 0.01
Strongly disagree Neutral Strongly agree
1 2 3 4 5
**
20. 20Copyright 2019 ReverseCAVE Team.
AUGMENTED HUMAN 2019
Attractiveness
3.00
Result 1-2 Attractiveness
3.40
4.40
M
*p < 0.05
3.20
3.90
4.30
Q3. Did you think that by using this
visualization method, the contents of the VR
game would be attractive (fun, interesting)
to you?
Q2. Did you feel that the situation of the
demonstration of the VR game was attractive
(fun, interesting)?
Significant difference
Strongly disagree Neutral Strongly agree
1 2 3 4 5
*p < 0.05 Significant difference
*
*
21. 21Copyright 2019 ReverseCAVE Team.
AUGMENTED HUMAN 2019Result 1-3 Enjoyment
Enjoyment
2.50
3.70
4.50
M
2.60
3.70
4.00
Q5. Did you think that by using this
visualization method, the contents of
the VR game will be enjoyable to you?
Q4. Did you feel that the situation of the
demonstration of the VR game was
enjoyable?
Strongly disagree Neutral Strongly agree
1 2 3 4 5
**
*
**p < 0.01 Significant difference
*p < 0.05 Significant difference
22. 22Copyright 2019 ReverseCAVE Team.
AUGMENTED HUMAN 2019Result 1-4 Shareability
Shareability
3.00
3.40
4.40
M
3.20
3.90
4.30
Q7. Did you want to share the contents of the
VR game with others?
Q6. Did you want to share the situation of
the demonstration of the VR game with
others (e.g., talk to friends, post on SNS)?
Strongly disagree Neutral Strongly agree
1 2 3 4 5
p = 0.05 No significant difference
**
**p < 0.01 Significant difference
25. 25Copyright 2019 ReverseCAVE Team.
User Study 2 Shareability on SNSs AUGMENTED HUMAN 2019
Purpose
To explore shareability of each
visualization method on SNSs
by photo shooting workshop.
Participants
12 participants | 18-24 years old
*They did not participate in Study 1
Chroma Key
ReverseCAVE
26. 26Copyright 2019 ReverseCAVE Team.
User Study 2 Shareability on SNSs AUGMENTED HUMAN 2019
Conditions Simulated video game expo
ReverseCAVE (Ours)Chroma key
27. 27Copyright 2019 ReverseCAVE Team.
User Study 2 Shareability on SNSs AUGMENTED HUMAN 2019
Procedure
1. As visitors of a video game expo,
participants walk around and observe
the VR player who playing zombie VR
game at each exhibition booth.
2. Participants captured photographs of
the situation in order to freely share
them on SNSs as visitors at the video
game expo.
30. 30Copyright 2019 ReverseCAVE Team.
Result Sharing context AUGMENTED HUMAN 2019
Chroma key ReverseCAVE
Focused on the VR player
Not eager to shoot the content
Focused both on
the VR player and the content
31. Chroma key ReverseCAVE
Included both the VR player
and the TV display in the same
frame, in front of the player.
Taken from not only the front
side but also the back side of
the player.
31Copyright 2019 ReverseCAVE Team.
Result Variety of Shots AUGMENTED HUMAN 2019
With ReverseCAVE, variety of the viewpoints of the photographs was wider.
33. 33Copyright 2019 ReverseCAVE Team.
Discussion Positives AUGMENTED HUMAN 2019
Positive comments | Study 1
“I felt that it was difficult to completely understand the VR contents
via the information from only the FPV or the Chroma key.
On the other hand, I felt that the ReverseCAVE clearly informed me
about both the player’s view and feelings, so this is better for
understanding the situation.”
“Usually, I feel strange in cases where the player wears an HMD, but
I actually didn’t feel strange at all this time (w/ ReverseCAVE).”
ReverseCAVE has an advantage in terms of
sharing and visualization of the VR contents.
34. 34Copyright 2019 ReverseCAVE Team.
Discussion Negatives AUGMENTED HUMAN 2019
Negative comments | Study 1
“I think that the topic of the visualization method (ReverseCAVE) might
come up first in a conversation. The topic of the VR content is not
as likely to come up in a conversation.”
“The visualization method (ReverseCAVE) may catch a great deal of
attention and people might be not interested in the VR content
very much.”
ReverseCAVE is sometimes more prominent
and more appealing than the VR contents.
35. 35Copyright 2019 ReverseCAVE Team.
Limitations Limited play area AUGMENTED HUMAN 2019
ReverseCAVE requires
the player to be enclosed
within the translucent
screens, the movement
of the player is limited.
Contents that require narrower
spaces, such as games in video
game expositions or advertisement
demonstrations, are suitable.
36. 36Copyright 2019 ReverseCAVE Team.
Limitations Lighting condition AUGMENTED HUMAN 2019
ReverseCAVE requires a moderately dark environment
in order for appropriate projection luminance to be maintained.
37. 37Copyright 2019 ReverseCAVE Team.
Future Work AUGMENTED HUMAN 2019
We will explore the transparency and open
(non-screen) area of the surrounding
screen to study how these parameters
effect the bystanders’ impression.
e.g., three displays and one open side
We will conduct further user studies at
real public spaces in order to verify that
the results of the present work.
Open side
*Composited image for illustration purposes
Demonstration at SIGGRAPH Asia 2017 VR Village
38. 38Copyright 2019 ReverseCAVE Team.
Related Work AUGMENTED HUMAN 2019
ShareVR [1] FaceDisplay [2]
[1] Jan Gugenheimer, Evgeny Stemasov, Julian Frommel, and Enrico Rukzio. 2017. ShareVR: Enabling Co-Located Experiences for Virtual Reality Between HMD and Non-HMD Users. In Proceedings of CHI ’17. pp. 4021–4033.
[2] Jan Gugenheimer, Evgeny Stemasov, Harpreet Sareen, and Enrico Rukzio. 2018. FaceDisplay: Towards Asymmetric Multi-User Interaction for Nomadic Virtual Reality. In Proceedings of CHI ’18. Article 54, 13 pages.
ReverseCAVE is non-participative approach.
The interaction with bystanders is not so important in public VR context
because they are not acquainted with one another in many cases at video game expositions.
These work are participative approach.
39. 39Copyright 2019 ReverseCAVE Team.
Let Your Wold Open CAVE-based Visualization Methods of
Public Virtual Reality towards a Shareable VR Experience
Akira Ishii Masaya Tsuruta Ippei Suzuki Shuta Nakamae Junichi Suzuki Yoichi Ochiai
Design of the ReverseCAVE system to address the problems of
shareability in VR in public spaces.
Implementation of a proof-of-concept of the ReverseCAVE to
evaluate the feasibility of the design.
Experimental evaluation of the performance of the
ReverseCAVE in public spaces:
ReverseCAVE were preferred in the context of sharing VR experiences in public spaces.
ReverseCAVE motivated the participants to capture photographs with a wide variety of angles and
viewpoints, and captured a higher number of photographs that included both the player and the contents.