Virtual Reality

First, if you have a red-cyan glasses, you should see the long square pillar with some sense of depth in the following simple image. Red-blue glasses may also work.


A simple red-cyan stereo scene

To simulate a virtual environment in a head mounted display (HMD) such as the Oculus Rift, in our case we split the display window into two different scene. The left scene render what left eye and see and the same as right. Furthermore, we used the Razer Hydra controller as our tracker to track the user’s head position in 3D. Thus we used Sixense SDK which support the Hydra.


Left eye and right eyes view-port in a single display window


Besides playing HMD and stereo display, we also did a HCI (human-computer-interface) experiment for VR. When interacting computer in 3D, things become more complicated than in 2D, which you can easily drag and drop windows or click icon with mouse or touch pad.

In 3D VR, the “cursor” or your virtual hand may be a ray for indicating which object you want to select. For handy use, we found out that use a cone as “cursor” instead of a ray will be easier to select objects. Furthermore, a interaction method call “Go-Go” which is a non-linear transformation of user’s behavior, can also improve user experience in VR somehow. The “Go-Go” method transform the cursor linearly (that means, user moves hand 5 cm, the virtual hand moves 5 cm in the virtual world as well) if the hand act in certain range. Beyond this range (go outside the range sphere), the virtual hand move faster than the real hand, so that user can reach far objects easier.


The cone represents a virtual hand of user. It was white but turns yellow to reflect that it touches an object so that user can interact with the object.


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