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Crossroads
The ACM Magazine for Students
FA L L 2 01 5 V OL . 2 2 • NO . 1

11

begin
5 LETTER FROM THE EDITORS

8 INBOX

9 INIT
Our Virtual Reality Revolution:
This time it’s for real
By Pedro Lopes

11 ADVICE
Writing your Dissertation
By Marius-Tudor Benea

12 UPDATES
Excellence Around the World
By Claudia Schulz

13 MILESTONES
Virtual Reality Device Developments
By Jay Patel

14 CAREERS
In Praise of Side Projects
By Natalie Gordon

16 BLOGS
From Novice to Expert:
The art of science of pedagogy
By Olivia Simpson
Top Image by A. and I. Kruk

Cover Art by
Iwona Usakiewicz / Andrij Borys Associates /
Shutterstock.com

2 XRDS • FALL 2015 • VOL.22 • NO.1


Virtual Reality

18 46 64

features end
18 FEATURE 46 FEATURE 64 LABZ
L-to-R: Image courtesy of FOVE; Image by Durantelallera / shutterstock.com; Image of VFX-1 by eVRydayVR. Image of Oculus Rift Dev Kit 2 by Ats Kurvet.

One Step Beyond Managing Cybersickness The Virtual Human Interaction Lab
Virtual Reality: Connecting past in Virtual Reality By Andrea Stevenson Won
and future developments By Lisa Rebenitsch
By Diego Martinez Plasencia 65 BACK
52 FEATURE VR Head-Mounted Displays
24 FEATURE What Is the Vergence- By Finn Kuusisto
Substitutional Reality: Accommodation Conflict
Bringing virtual reality home and How Do We Fix It? 66 HELLO WORLD
By Adalberto L. Simeone By Robert Konrad Sorry Kids, Iron Man’s
and Eduardo Velloso Superpowers Aren’t Unique
56 FEATURE By Lara Zupan And Marinka Zitnik
30 FEATURE VR to the Rescue: Avoiding danger
Using Your Own Muscles: with mine disaster simulations 68 ACRONYMS
Realistic physical experiences in VR By Alain Boulay
By Pedro Lopes, Alexandra Ion, 68 POINTERS
and Robert Kovacs 61 PROFILE
Susumu Tachi: The scientist 69 EVENTS
36 FEATURE who invented telexistence
Eccescopy: To look, is to see By Adrian Scoică 72 BEMUSEMENT
By Ken Perlin

40 FEATURE
Lost in the Rift:
Engaging with mixed reality
By Daniel Boland and Mark McGill

XRDS • FALL 2015 • VOL.22 • NO.1 3


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4 XRDS • FALL 2015 • VOL.22 • NO.1


LETTER FROM THE EDITORS

Deep Dreams
are Made
of These
O
ver the summer, the Internet went into a collective frenzy for what looked like
psychedelic images more fitting for a late 1960s dorm room, not for the most
popular tech news sites. Images of dogs sprouting other dogs in fractal delight,
and other hallucinatory apparitions took over the Internet. I’m describing Google’s
“DeepDream” image software.1 It seemed like everyone and their uncle were posting crazy,
deepdreamed images on my Facebook feed for a few weeks. Of course these computers
weren’t dreaming, or at least not the way we do. A complex artificial neural network
trained on images, not REM sleep, are generated from unsupervised
is responsible for creating these learning, have existed for a long time
bizarre creations. (ANNs were hot in the 1980s), but now
UPCOMING ISSUES What began as a submission for the we have more data. In many cases the
2014 ImageNet Large-Scale Visual Rec- features the system finds make little
Winter 2015 ognition Challenge, became software or no sense at one level, but contrib-
created to identify objects and pat- ute meaningfully many levels up. But
[December issue]
terns. The DeepDream software takes now deep learning is starting to make
Internet of Things that code and optimizes input images big progress in speech and image rec-
so that its system can find features in ognition. Graphics and HCI research-
Spring 2016 images for easier classification. ers are starting to use these tools to
[March issue] Deep learning has been advancing produce exciting results; in a recent
the field of artificial intelligence at meeting, a colleague suggested using
Digital Fabrication
Google and beyond. These levels of ar- deep learning to classify some of my
tificial neural networks (ANN), which data. Once the HCI people start using
Summer 2016 it, you know it must be a big deal.
[June issue] 1 http://googleresearch.blogspot.
All of this comes out of an AI ap-
Cultures in Computing co.uk/2015/07/deepdream-code- proach that starts to look a lot more
example-for-visualizing.html like how our brain works than tradi-

XRDS • FALL 2015 • VOL.22 • NO.1 5


often answered by a “we don’t know.” mous weapons will become the Ka-

Looking toward But more and more researchers are


seeing the importance of lots of data,
lashnikovs of tomorrow,” easy to pro-
duce and hard to control. Signatories
the horizon, or exposure to events, as central to include Elon Musk, Stephen Hawking,

these evermore our learning and perception. Philoso-


phers like Alve Noë have described
and AI experts like Stuart Russell, Eric
Horvitz, and Peter Norvig.
intelligent the importance of embodiment in Of course, we are not there to-
machines mean learning and cognition. AI research-
ers have long aspired to embody these
day. As tech journalist John Markoff
pointed out during a recent interview
new, evermore principles in their research, but for at the Computer History Museum in
intelligent the past few decades support-vector
networks (SVNs) and machine learn-
Silicon Valley, robots can barely open
doors. The recent DARPA robotics
applications in ing have prevailed. Now, big data and challenge, although clearly display-
almost every robotics might change this.
Looking toward the horizon, these
ing some impressive strides in the
field, had a human operator in the
domain. evermore intelligent machines mean loop and still resulted in viral videos
new, evermore intelligent applications of robots falling over.
in almost every domain. But there may Further down the line we will need
be darker applications: ImageNet can to think about not only the ethics of
be useful for labeling YouTube videos, robot use, but also the rights of ro-
but it can also be used to identify en- bots as well. In a clear effort to beef
emy combatants. That is why a number up my nerd cred, I’ve recently become
of AI researchers and technologists addicted to “Star Trek: The Next Gen-
tional machine learning approaches. have recently been pushing a ban on eration.” One of the most interesting
Of course, we still have little under- AI weapons that have the ability to story lines on the show, or at least for
standing of how the brain works on a decide who or what to target.2 Some an arm-chair computer science ethi-
fundamental level—many of the inter- say an AI arms race may push us in an cist like myself, is that of Lt. Com-
esting questions in neuroscience are undesired direction, and that “autono- mander Data—one of two androids
in the galaxy—and his quest to un-
derstand what it means to be human.
In the episode “Measure of a Man,”
Starfleet wants to make copies of
Data for military means but to do so
may involve potentially dissembling
him. Data must convince a Starfleet
court that he is alive and sentient.
Just as the current fight for animal
legal “personhood” for captive apes
or circus animals has made us ques-
tion the rights of animals, would my
MASTER OF SCIENCE IN Roomba or a future version of it need

COMPUTER SCIENCE
such freedoms?
Now is the time to think about
these issues. Can we hard code ethics
and morals into these robots? How
With a focus on network security, the MSCS positions students with can we teach ethics to robots if we
advanced technical skills essential to today’s programmers. can’t yet teach it to the engineers who
are programming the robots? With
• One-year or part-time formats • Competitive tuition large-scale engineering scandals
• Evening classes • Scholarships and financial aid like the Volkswagen Diesel exhaust
• Internship and networking • Optional test scores regulation fraud—the automaker was
opportunities caught with systems that falsified
pollutant numbers when tested—it
seems clear that when there are moti-
vations for financial gain ethical lines
become blurred. Before we can have
www.merrimack.edu/gradcs
ethical robots, we have to have more
graduate@merrimack.edu • 978-837-3563 NORTH ANDOVER, MA
2 http://futureoflife.org/AI/open_letter_autono- ethical engineers.
mous_weapons —Sean
— Follmer

6 XRDS • FALL 2015 • VOL.22 • NO.1


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INBOX

READ THE LATEST ISSUE


ONLINE OR ON THE GO
loving the current
issue of @XRDS_ACM
featuring comp bio!! it’s
so inspiring. read here.
http://xrds.acm.org/
current-issue.cfm
—Natalie Stanley, Ph.D.
student, UNC-Chapel Hill,
Twitter (@natstann)

Editor’s Note:
Thanks Natalie! Don’t
forget you can read the
latest issue online at
http://xrds.acm.org/
current-issue.cfm as well as
in the ACM Digital Library,
where you will find a link
for the digital edition. And
for those of you who like to
read on the go, download
our mobile app from the
iTunes store, Google Play,
and Amazon.

VOLUNTEERING WITH
XRDS Guessing bachelors/masters =portal&dl=ACM cfm?aid=2748105
@XRDS_ACM are you is the target? —Vaggelis Giannikas,
guys interested in HCI —Nicolai B. Hansen Research associate at the
/ Interaction Design University of Cambridge OTHER TWEETS
contributions :)? Editor’s Note: and Associate director of new in #XRDS_ACM
—Nicolai B. Hansen, Design If you are interested in the Cambridge Auto-ID Lab, The Wrens of Bletchley
researcher, Twitter (@ volunteering as a student Twitter (@VGiannikas) Park http://xrds.acm.org/
nbhansen) editor or blogger, please article.cfm?aid=2730914
contact us at xrds@acm. “I am also in the final stage. … #codebreakers
@nbhansen YES WE ARE. org with the subject line: Your article really helped #cryptography
What do you have in mind? “Student volunteers for me. Hope I have learned #engimamachine
—ACM XRDS Magazine, XRDS.” how to do good research #BletchleyPark
XRDS is ACM’s magazine for too. Thanks.” —Hacker Jou, Twitter
students by students, Twitter. Post by Ana Oliveira, Tue, (@hackerjou)
Image by Phish Photography

(@XRDS_ACM) THE PH.D. JOURNEY 05 May 2015 14:21:41 UTC;


Lessons from my personal http://xrds.acm.org/article.
@XRDS_ACM unsure, Ph.D. journey now
but most of our masters published in @XRDS_ACM - How to contact XRDS: Send a letter to the editors or other feedback by email (xrds@acm.
org), on Facebook by posting on our group page (http://tinyurl.com/XRDS-Facebook), via
students here in Aarhus do http://dl.acm.org/citation.cf Twitter by using #XRDS_ACM in any message, or by post to ACM Attn: XRDS, 2 Penn Plaza,
Research through Design. m?id=2752549.2748105&coll Suite 701, New York, New York 10121, U.S.

8 XRDS • FALL 2015 • VOL.22 • NO.1


$2 billion is the amount that Facebook paid in
2014 to acquire the VR startup Oculus.

INIT

Our Virtual Reality Revolution:


This time it’s for real

H
istory is repeat- are considering the world of
ing itself; we are VR, either as recent gradu-
reliving the verge ates ready to join the bub-
of virtual reality bling industry (think Valve,
(VR). The door is open and HTC, Samsung, Sony, Mi-
we can already peak in- crosoft, Facebook, Google)
side—through stereoscopic or as researchers looking
headsets made of plastic or to connect with fellow aca-
cardboard—into the magi- demics who research novel
cal realm of VR. Only time ways of experiencing VR.
will tell whether we will also Within these pages, XRDS
relive the death of VR. Al- shines light on both sides of
though computer scientists, the coin.
such as Ivan Sutherland, The University of Bris-
first crafted this technol- tol’s Diego Martinez
ogy in the 1960s, VR was Plasencia begins your voy-
later propelled by media age with a step-by-step nar-
hype in the 1990s. However ration of VR developments
it fell into a deep hiatus over the years. He guides
until 2012. It has only been readers from the designs of
three short years since VR consumer headsets, such
headsets experienced resur- as the Oculus Rift, to what
gence amongst consumers. might be the next, scene-
VR opens up an immense stealing technologies.
space where computer sci- VR technology allows
ence dives in; this special is- us to see new worlds, travel
sue will be an eye-opener for quickly to distant places,
emerging CS students who and be in full-body remote journey of “substitutional you to put on a very special
meetings. But as our eyes reality.” This is a technique type of virtual reality tech-
widen in surprise, the sen- that uses real-world objects nology: eccescopic goggles.
sation of “being there” is (think of all the everyday With this powerful tool,
broken as soon as we reach objects around you right imagined and provided
It seems out to touch anything. The
answer is immersive physi-
now) as stand-ins for vir-
tual objects. I also address
by Prof. Ken Perlin of New
York University, we embark
the last VR cal experiences, those that this challenge with my col- on a voyage that intercon-
revolution span beyond only “look-
ing at VR” and go as far as
leagues from the Hasso
Plattner Institute, Alex-
nects the shores of VR with
the continents of 3-D dis-
was missing “touching VR.” Working andra Ion and Robert Ko- plays, archipelagos of fu-
a critical on a solution to lost physi-
cality is Adalberto Sime-
vacs. We demonstrate new
mobile devices that enable
ture devices, and the poles
of human augmentation
component: one from the University of physical experiences in the philosophy and other ethi-
Photo Credit TK

an enthusiastic Portsmouth and Eduardo


Velloso from Lancaster Uni-
virtual realm, such as walk-
ing on steps or feeling forces.
cal questions.
Staying in touch with
audience. versity, who take you on a Out next stop requires the real world is a challenge

XRDS • FALL 2015 • VOL.22 • NO.1 9


with VR. Daniel Boland periences. He shares how
and Mark McGill from the a virtual simulator enables
University of Glasgow ex- rescue teams to train in re-
plore how to literally save alistic, yet safer, extreme
all those VR loners from environments, such as
getting lost, both physically deep mines.
and socially, by selectively It seems the last VR revo-
blending real elements into lution was missing a critical
the virtual world depend- component: an enthusias-
ing on how users wish to en- tic audience. But this time
gage with them. around things are different;
But with all innovative VR is out there for every-
technologies come grand body. The cost to experience
ACM Books. challenges. One of these big VR is rather small, thanks

In-depth.
unsolved VR challenges is to simplified solutions such
“cybersickness.” Lisa Re- as the Cardboard or the FO-

Innovative.
benitsch from Michigan V2Go, which leverage your
State University clarifies what existing smartphone as a
it is, what are the possible ex- VR display. Now we have

Insightful.
planations, and how can we makers, scientists, and the
expect to alleviate this con- public crafting VR applica-
dition for the future gen- tions; we are witnessing the
erations of VR technology. birth of new VR devices on
The VR Book: Human-Centered Robert Konrad of Stanford
University digs deeper into
Kickstarter every day, such
as input controllers (Six-
Design for Virtual Reality painful user experiences ense and Leap Motion) and
By Jason Jerald, PhD related to 3-D displays, and motion platforms (Virtuix
teaches us how the principle Omni and Vection VR). As
Good VR design requires strong communication between behind light-field displays of now, VR is starting to be
human and machine, indicating what interactions are might fix the “vergence- what we want it to be; since
possible, what is currently occurring, and what is about to accommodation conflict.” it is a constructed reality, VR
occur. A human-centered design principle, like lean At our final stop, Alain should be the place where
methods, is to avoid completely defining the problem at Boulay from Laurentian things are the way you
the start and to iterate upon repeated approximations and University shows us how want—your reality. Here, in-
modifications through rapid tests of ideas with real users. VR is used for altruistic ex- side the pages of XRDS, we
Thus, The VR Book is intended as a foundation for anyone share how that reality looks
and everyone involved in creating VR experiences today: from the challenges
including: designers, managers, programmers, artists, we face (cybersickness, lack
psychologists, engineers, students, educators, and user of haptics, etc.) to some
experience professionals. VR technology possible solutions (haptic
Available in hardcover, paperback and eBook.  allows us to see wearables and light field
cameras). We at XRDS hope
DOI: 10.1145/2792790
new worlds, VR has a bright future as a

For more info please visit travel quickly tool for mankind’s augmen-
tation. The triptych formed
http://books.acm.org to distant by researchers, public, and
places, and be industry will undoubtedly
be instrumental to the suc-
M M in full-body cess of VR.
&C &C
Association for Morgan & Claypool
Computing Machinery Publishers
remote —Pedro
— Lopes,
meetings. Issue Editor

10 XRDS • FALL 2015 • VOL.22 • NO.1


March 3, 2015
AMD unveiled its LiquidVR SDK, which enables the development of low latency,
high-performance VR software to run on AMD hardware.

ADVICE

Writing your Dissertation

E
very student, no matter his or
her field of study, has a dream
for life post graduation. Nev-
ertheless, this dream is often
overshadowed by a legitimate fear of
the Ph.D. dissertation and its defense.
The best way to overcome this situa-
tion is to have confidence in the work
you present. If you want to experience
the certitude of well-done work, the fol-
lowing pieces of advice should be con-
sidered when working on a computer
science dissertation.
1. Start writing as soon as possible!
You will never have all the pieces you
need before beginning, but taking this
step early will create a fertile ground for
great ideas and for writing an excellent
dissertation. As soon as you have cho-
sen a subject and your supervisor(s), keep in mind there is someone will- hard to digest. To overcome this, use
don’t hesitate to get a head start before ing to help you. The person who is in many examples and figures and refer
you are too busy. the best position to do so is your su- to them whenever possible. Short code
2. Draft the manuscript. The best pervisor. Avoid, the common mistake examples, which are well integrated
starting point is to create a draft of made by computer science students into the narrative thread, can also be
the manuscript, including its desired everywhere: trying to do everything by used to help you make salient points.
structure, and filling in all the ideas yourself. Regularly ask your supervi- For larger blocks of relevant code, try
you have. This will give you and your sor for help and feedback. You will not to use appendices instead.
supervisor a good overview of the proj- only produce a stronger dissertation, 7. Acknowledge every contribution. It
ect and its progress later on. It will even you will also gain an advocate during is wise to note those who helped you,
spark your imagination for new ideas, its defense. and it would mean a lot to them. This
and will provide you with a “frame- 5. Review your manuscript regularly. will further improve your relationships
work” to easily integrate these ideas The previous advice doesn’t exempt in the long run.
into your dissertation while everything you from having to be honest with If you pay attention to all the tips
is still fresh. yourself. You should review the en- discussed, it is almost impossible to
3. Progressively integrate all your tire manuscript regularly. It will help fail. And the bonus is you will present
new ideas and results. Now, given the you develop confidence in the quality a well-regarded dissertation. Starting
above-mentioned draft of your manu- of your work. Once you discover new early, regularly integrating new con-
script, try to record every new idea or things and you have new ideas or re- cepts, checking your manuscript, and
result as soon as it comes to you. And sults, parts of the original manuscript interacting with your supervisor will
don’t forget to set aside time to do the will become outdated. Your work will not only assure your success, but it will
integration with the rest of the manu- need to be refreshed according to your also give you a better taste for the sub-
Image by A. and I. Kruk

script. After all, with these small steps new understanding of the studied ject studied. Be careful you might be-
and a small dose of perseverance you problem. come addicted. Don’t worry, this is one
can travel long distances. 6. Use many examples. Often the of those cases when such a situation is
4. Interact often with your supervisor. theoretical concepts introduced in desirable.
The best piece of advice is to always a computer science dissertation are —Marius-Tudor
— Benea

XRDS • FALL 2015 • VOL.22 • NO.01 11


begin

UPDATES

Excellence Around the World


This year’s ACM award winners share
how their chapters came out on top.

W
hat makes a student chap-
ter excellent? Is there a rec-
ipe for success? We turned
to this year’s ACM Student
Chapter Excellence Award winners
for answers.
University of Petroleum and Energy
Studies (UPES) ACM Student Chapter,
India. “We have a very disciplined and
specialized hierarchy,” explained Yash
Shanker Srivastava, joint head of the
events and workshop management
committee of the UPES ACM Student
Chapter. In his opinion, this is the
chapter’s secret for effectively orga-
nizing a large variety of outstanding
events. The activities that won them The winners of the Outstanding School Service award, the Tehran ACM Student
the Outstanding Chapter Activities Chapter, holding copies of F1 Journal.
award were mainly targeted at pro-
grammers—not just from UPES, but hour per day in the programming lan- cinnati ACM-W Student Chapter won
from all over the world. An example guage of the participant’s choice. This the Outstanding Community Service
is their “Hour of Code” event, which attracted more than 500 programmers award. The passion of Chawla and the
was held online and intended to be from five continents. The chapter’s chapter’s members is to spark an in-
an international programming chal- second outstanding activity had an terest in computer science. The chap-
lenge for coders (rather than an event even greater number of participants: ter collaborated with a local school,
for programming novices). The UPES more than 2,000 students across In- where they mentored and taught
student chapter set up seven program- dia took part in Prodigy 2015. The school children ways to tackle pro-
ming problems to be solved in seven chapter’s annual technical festival gramming projects. The chapter also
days; coding was scheduled for one featured a variety of coding competi- received sponsorship from Microsoft
tions, workshops on current IT trends, to organize DigiGirlz, an event attend-
and invited talks. “We never had an ed by more than 50 girls from Ohio.
aim for winning the award,” says Sriv- Their goal was to motivate more girls
astava, “we only aimed to do awesome to pursue careers in technology.
work for students and make them love University of Tehran ACM Student Chap-
The secret computing technologies.” ter, Iran. What made the University of

to our success University of Cincinnati ACM-W Stu-


dent Chapter, USA. In order to be recog-
Tehran ACM Student Chapter stand out
from the other applicants for the Out-
is just not giving nized by ACM, chapter president Priya standing School Service award? The
up under any Chawla advises students to “ignite
a program that your chapter is pas-
chapter organized a large number of
diverse activities: weekly programming
circumstances. sionate about.” The University of Cin- contests, workshops on web-develop-

12 XRDS • FALL 2015 • VOL.22 • NO.1


US 4988981 A is the U.S. patent number for Zimmerman
and Lanier’s Data Glove, filed in 1989. It is one of the earli-
est wired gloves for a VR environment.

MILESTONES

Virtual
Reality Device
Developments
ment and typing on a Persian keyboard, Virtual-reality (VR) device designers have many
and programming classes for non-com- variables to consider when creating a new system:
puting students, to name a few. This use case, audience, comfort, and more. In this
meant members of the chapter could collection of milestones, we explore VR devices
“chose what they want[ed] to do and from different points in time and observe how their
whom they want[ed] to engage with,” creators chose to balance varying characteristics.
explained Amirreza Dadfarnia, editor-
in-chief of the chapter’s F1 Journal. This
quarterly publication contains not only
chapter news, but also articles covering
1950 Morton Heilig first describes his idea for
an “experience theatre,” which is an early
example of multimodal technology encompassing all five
hot topics in technology and computer senses into an immersive, cinema experience. Twelve years
science research. “Trust in yourself later, he builds the Sensorama prototype, which includes a
and never fear failure” is Dadfarnia’s display, odor producers, and a moving chair.
advice for becoming a successful
student chapter.
University of Karachi ACM Student
Chapter, Pakistan and Pontificia Univers-
1961 Philco Corporation develops the Headsight
device, a helmet that communicates with
a closed-circuit television system. It is intended as a
idad Javeriana ACM Student Chapter, Co- teleoperation device for the user to share findings when
lombia. The message is clear: In order exploring dangerous environments.
to develop excellence, a student chap-
ter needs a good balance of teamwork,
passion, and discipline. This is also the
advice shared by Madiha Nasim, the
1968 The Sword of Damocles is a head-mounted
virtual reality display, similar to goggles,
which uses a ceiling suspension system to support the
chair of the University of Karachi ACM heavy device on the user’s head. This system supports
Student Chapter, which won the Out- stereo images as well as field-of-view tracking.
standing Recruitment Program award.
“We work as a team, all with positive
attitudes, [...] for the betterment of the
society and after all computer science,”
1990 The first demonstration of Virtuality, a head-
mounted system for arcade-style games, is
released. Virtuality’s VR systems include sit-down pods and
explained Nasim. Alfredo Santamaría stand-up devices with joysticks for gaming.
agrees. He is the publicity leader of the
Pontificia Universidad Javeriana ACM
Student Chapter (for more informa-
tion on the chapter, see the Summer
2012 The first developer kit for the Oculus Rift, a
consumer-oriented head-mounted display,
is made available. Rift has received a great deal of industry
2015 issue of XRDS), which won the and consumer attention for its high-quality resolution, low
Outstanding Website award. His clos- latency, and affordability.
ing words of advice: “Give the best in
everything you do. ... The secret to our —Jay
— Patel
success is just not giving up under
any circumstances.”
—Claudia
— Schulz

XRDS • FALL 2015 • VOL.22 • NO.1 13


begin

The Oculus Rift head-mounted display


has six full degrees of freedom.

CAREERS

In Praise of Side Projects


Editor’s Note: Natalie Gordon’s
BabyList, of which she is founder and
CEO, began as a post on Hacker News
when she asked users to review her
side project. It’s work like this, outside
of our full-time jobs, that provides the
best experiences. Although we’ll likely
fail, it’s the fact that we’re not afraid to
fail in these projects that makes these
experiences richer.
—Bryan Knowles

G
etting your side project to
launch isn’t the end goal.
But not launching is the big-
gest reason that projects fail.
Learning to launch is one of the most
important skills you can develop to
better your career. Choose a project
that is as niche as possible. This way,
it’s more likely that you will actually
get to the hardest part (psychological-
ly), announcing “it’s live” and putting
it in front of real users. Yes you will be
vulnerable, and you will come up with
great reasons to push that uncomfort-
able feeling off, but launch when you’re
still embarrassed. Launch when you
know how incomplete your solution
is. You don’t need a “forgot password” shop. It doesn’t have to be code, but it I had previously launched a Spanish-
feature when you don’t have any users. does have to be something you create English language-learning site, which
You don’t need an awesome logo. Don’t from nothing. taught me first hand every lesson I
fall into the trap of thinking “you only I am four years into my latest side hope to teach you.
get to go live once, so it needs to be per- project. I’m the founder of an online Soon after my Hacker News post, I
fect the first time.” baby registry called BabyList. It start- met a young Filipino designer online.
Image by Eugenio Marongiu / Shutterstock.com

ed with a post on Hacker News; the Within a couple of months we were


WHAT IS A SIDE PROJECT? headline read: “I’m a pregnant hacker. able to launch a very simple version of
Any project that you are doing for fun, Please review my side project.” But the website that looked cute and solved
not to make money, is a side project. before that, I was programming full- many of the problems I had faced when
That’s not to say your side project can’t time as a contractor for a startup. I making my baby registry.
make money, but that’s not why you’re was expecting a baby, and I was creat- It was more than a year later before
doing it. Those fun projects that get ing my baby registry. I didn’t enjoy the I began working on BabyList full-time.
done outside of work can have a huge, work I was doing, so I decided to work By that point, it was clear there were
disproportionate impact on your on a “fun project”: building a better users who really cared about the prod-
whole career. It could be a library, a baby registry. uct. We were getting better at reach-
software app, a blog, or even an Etsy This wasn’t my first project to go live ing them online and realized this was

14 XRDS • FALL 2015 • VOL.22 • NO.1


June 13, 2015
The first-ever virtual reality painting exhibition,
“Tilt Brush,” was held in San Francisco, CA.

for and ace. But since your side project


isn’t your full-time job or education,
it’s the best possible place you can have
to mess up, to learn, and to try again.
˲˲ You will broaden your skills. Your
side project should force you out of
your comfort zone and introduce you
to a wide breadth of skills and tools.
Learn how to write a great email. Ac-
tually run an A/B test. Do an analysis
using Google Analytics. Learn about
SEO. Play with new technologies and
services. Trying something out is far
better than just reading about it.
˲˲ Your side project will open doors.
It could even make you some money.
It will definitely give you a ton of new
ideas for other projects or businesses.
Introducing yourself as the founder
of your project will make you more
distinct as a job candidate, or at least
more interesting at a party.
˲˲ Try working with a potential co-
founder. Collaborating with friends is
great. You will learn the most about
what it’s like to work with someone by
building something together. Do you
have complimentary skills? Are you
able to disagree? Can you make deci-
a business that could make money. a Harvard student directory definitely sions together?
Eventually, I joined a start-up accelera- passes as niche.
tor program, 500 Startups. I raised cap- ˲˲ You will learn that distributing your THE DESTINATION
ital, hired an amazing team of 10, and product and attracting users is hard, Your side project is not the destination.
continued to scale the business out. harder than you can imagine. Before It is the journey. What I’ve found moti-
you launch, it’s easy to dream about vating, more motivating than anything
Image by Everything Possible / Shutterstock.com

THE JOURNEY how your project will take the world by else, is the learning of the journey it-
Envisioning something and building storm. But once no one shows up, you self. I guarantee you’ll learn the les-
it yourself, with no boss or professor will be forced to hustle to attract us- sons I’ve mentioned. But first, launch
guiding you, is tough. But by narrow- ers by writing blog posts, answering it. Go public. Say, “I did this!”
ing your focus you can do something forum questions, working on SEO, and
meaningful for a small group of users. so on. Pro tip: Planning will never work
It’s easier to find a small group of us- as well as actually testing out ideas Biography
ers who really care about what you’ve post-launch. Natalie Gordon is the founder and CEO of BabyList,
built or are talking about it. Building ˲˲ You will fail many times. As painful an online baby registry. Before that, she graduated
from the University of Waterloo with a degree in computer
a next-generation social network is a as this sounds, it’s a necessary part of science and worked as a software developer at Amazon
terrible side project; although building real life. This isn’t a test you can study for five years.

XRDS • FALL 2015 • VOL.22 • NO.1 15


begin

Virtual reality immersion therapy is now a clinically


accepted form of treatment for posttraumatic stress
disorder for suffering military veterans.

BLOGS

sheer magnitude of human knowledge renders its cov-


erage by education an impossibility; rather, the goal
of education is better conceived as helping students
develop the intellectual tools and learning strate-
gies needed to acquire the knowledge that allows
people to think productively about history, science
and technology, social phenomena, mathematics,
and the arts. Fundamental understanding about
subjects, including how to frame and ask meaningful
questions about various subject areas, contributes to
individuals’ more basic understanding of principles
of learning that can assist them in becoming self-
sustaining,lifelong learners” [1].
However, the task of helping students develop tools and
strategies is considerably more complicated than teaching
facts. The goal of a science educator is to train students to
think like experts in the field—yet the gap between expert
and novice can be prohibitively large. The so-called “curse
of knowledge” or expert blindness might contribute to
the general idea that science education is bland, rigid,
and impersonal. Experts who have excelled to a level
of competency, which is no longer conscious, may have
trouble connecting to novices with no context for their own
level or mastery or lack thereof. How can experts connect to
From Novice to Expert: The novices in a way that is meaningful and engaging?
In direct response to this question, the researchers
art of science of pedagogy behind How People Learn emphasize three key findings.
By Olivia Simpson “Students come to the classroom with preconceptions
about how the world works. If their initial understanding
By now, the U.S. STEM problem—the growing gap between is not engaged, they may fail to grasp the new concepts and
demand and skill in American jobs in STEM fields—is well information that are taught, or they may learn them for
recognized.1 One source of the problem is a lack of interest [the] purpose of a test but revert to their preconceptions
in the sciences and mathematics among young Americans outside the classroom.”
that begins at an early age. Educators must work with the pre-existing knowledge
Improving our nation’s STEM education could be a students bring to the classroom, rather than as
huge step in tackling this problem. In fact, there is lots approaching them as empty slates. The constructivist
of research effort put toward how to better teach science mindset is that new learning is based on knowledge you
and math at all levels. How People Learn: Brain, Mind, already have, and that therefore learning is very individual.
Experience, and School is a collection of research on human One way to approach teaching with respect to pre-
learning and effective instructional environments. existing knowledge is active learning and peer instruction.
The authors note as the nature of information has shifted Active learning refers to the practice of deviating from
in the 20th century, the focus of education must as well: a lecture format and asking students to actively interact
“In the early part of the twentieth century, education with the material through worksheets, discussion, or
Image by Goran Bogicevic

focused on the acquisition of literacy skills: simple demonstrations. One striking research study conducted
reading, writing, and calculating. It was not the by Freeman et al. found overwhelmingly positive results
general rule for educational systems to train people among students who engage in active learning at least
to think and read critically, to express themselves
clearly and persuasively, to solve complex problems 1 Earlier this year, Bill Nye wrote an excellent commentary on the problem
in science and mathematics...More than ever, the for CNBC.com entitled “Fixing the US STEM Problem.”

16 XRDS • FALL 2015 • VOL.22 • NO.01


1962 The year Morton Heilig built Sensorama, a mechanical
contraption predating digital computers, considered to be among
the earliest examples of immersive, multi-sensory technology.

25 percent of class time [2]. In fact, the results were so help with the more difficult concepts.
overwhelmingly positive there was immediate push to shift “A ‘metacognitive’ approach to instruction can help
research from whether or not active learning is effective to students learn to take control of their own learning by
which kinds of active learning are most effective. defining learning goals and monitoring their progress in
Peer instruction is one form of active learning that has achieving them.”
been adapted in a number of college classrooms. A basic Notice the two things mentioned here: defining
peer instruction cycle would work like this: learning goals and monitoring progress in achieving them.
1. Ask a multiple-choice question to the class. Good Defining learning goals is not necessarily a natural thing
questions are ones that prompt discussion and challenge for a student—especially a novice—to do. This is another
the preconceptions of students. way the educator can help. Explicitly defining and relaying
2. Each student will answer on their own. learning goals can be a great organizational tool for both the
3. Ask students to discuss their answers with their instructor and the student. It is important to have detailed
neighbors. It might be difficult to engage shy students, but learning goals at both a course and topic level, and to
often asking them to “convince your neighbor your answer explicitly address two or three with every class session. Good
is correct” get the conversation going. learning goals should involve verbs (and not something vague
4. After a few minutes, ask students to again answer on and unmeasurable like “understand”) and look something
their own. like “by the end of this lesson/unit/course, you will be able
5. Lead a class-wide discussion based on the correct to...” This provides students a way for self assessment; using
answers and the answers you saw. this framework of knowledge to monitor themselves in how
I have personally been in a class that used peer- well they are achieving their goals.
instruction in this way. The class was a subject enough Monitoring progress is slightly more complicated, and
outside my comfort zone that I actually needed that bit of should involve many levels of evaluation and feedback.
encouragement to engage in the discussion. I personally During class time it is important to give some feedback and
found having these little in-class quizzes encouraged me to to encourage a “try-fail-receive feedback-try again” cycle
prepare more for the class, and to openly talk through my and atmosphere for exploration. These small evaluations
thought process when answering a question. Ultimately, I felt should not be summative. It is always important for
I gained a much better handle on the material because of it. feedback to be timely and at an appropriate level. It is hard
“To develop competence in an area, students must: to achieve both things, but it equips students with the
a.) have a deep foundation of factual knowledge, appropriate sense of metacognition crucial for improving
b.) understand facts and ideas in the context of from novice to expert.
a conceptual framework, and c.) organize knowledge All of the above ideas are just a few of the new
in ways that facilitate retrieval and application.” techniques being tested and used by instructors in
I think the most important point in this key finding is classrooms all over the country. These techniques could
point c—organizing knowledge in a way that facilitates really transform a classroom for the better—especially
retrieval and application. This is the point at which in STEM classrooms that are not especially discussion-
students step beyond learning facts and move toward based. The STEM problem is not insurmountable, and
learning tools and strategies. One way educators can instilling excitement and curiosity in students at an early
facilitate is by teaching some matter in depth, but age will encourage many to go on to get degrees and
providing many examples of the same concept at work. develop the skills this country needs.
Of course, there must be a firm foundational knowledge
base upon which the students organize information. A References
big question I’ve encountered among educators is how [1] National Research Council. How People Learn: Brain, Mind, Experience, and School:
to use a finite amount of class time to both impart the Expanded Edition. Washington, DC: The National Academies Press, 2000; http://www.
nap.edu/openbook.php?record_id=9853&page=1
factual knowledge base and build facts into a conceptual
[2] Freeman et al. Active Learning Increases Student Performance in Science,
framework. One idea is the “flipped classroom” model. Engineering, and Mathematics http://www.pnas.org/content/111/23/8410.abstract
In this setting, students are asked to do reading or small
homework exercises before class time. The idea is to ask Biography
students to learn the easy things on their own at home Olivia Simpson is a Ph.D. candidate at the University of California, San Diego working on
(definitions or basic concepts), while using class time to algorithms for network analysis.

XRDS • FALL 2015 • VOL.22 • NO.01 17


feature

One Step Beyond


Virtual Reality:
Connecting past and
future developments
We have come a long way since the late 1970s, when virtual reality
technology was in its infancy. With an array of new VR technologies
in the market, what might be the future impact on our daily lives?

By Diego Martinez Plasencia


DOI: 10.1145/2809921

V
irtual reality (VR) has gained incredible public visibility in the last three years,
undoubtedly as a result of Palmer Luckey’s vision: the Oculus Rift. What initially
started as a hobby, soon took off, becoming one of the brightest examples of
crowdfunding success. Over the years, Luckey accumulated a large collection of VR
headsets and by the age of 16 he started building his own. On August 1, 2012, he launched
his Kickstarter campaign, pledging a modest $250,000 and aiming to provide cheap and
high-quality headsets to a few VR enthusiasts. Unexpectedly, the campaign raised more
than $670,000 in its first 24 hours, and more than a million dollars within three days.
But Luckey’s most amazing achievement was making the world excited about VR again.
After witnessing the rise and fall The cinematographic industry also fu- develop a VR headset with unforeseen
of so many companies intent on com- eled our expectations to unreachable quality and priced under $300.
mercializing VR in the late ‘80s and levels with their futuristic vision of 3-D From that moment on Oculus has
‘90s (older readers might remember interfaces. After this long and continu- been a runaway success, which ended
the excitement around the Virtuality ous trickle of disappointments, VR en- with Facebook acquiring the company
gaming system, or how you felt when thusiasts were left heart-broken, hope- for $2 billion last year. The rise of Ocu-
you played “Dactyl Nightmare” for the less, and extremely skeptical. lus has also dramatically reshaped the
first time in an arcade). After decades However by the end of 2012, Ocu- stage of the technological market. Re-
of expensive and disappointing head- lus released its first development kit cent market reports foresee VR becom-
mounted displays (HMDs), I still re- only a few months after its campaign ing a mainstream technology in the
member my first experience with a Kai- launch—a big statement against all of near future. Last November, analysts at
ser ProView XL35. It was priced at more this skepticism. Although it was not Sophic Capital predicted VR will reach a
than €20,000 and only rewarded its yet a consumer-ready product, Luckey $7 billion market by 2018. Others, such
user with a field of view of 35 degrees. clearly demonstrated it was possible to as Piper Jaffray, estimate up to $62 bil-

18 XRDS • FALL 2015 • VOL.22 • NO.1


lion by 2025. All major companies have pheus will deliver the VR experience for reach for other HMD devices, such as
acknowledged this potential and are PS4 users. Companies like NVIDIA and support for social cues (e.g., eye con-
competing to gain a dominant position Apple have filed patents related to head- tact with other avatars), depth of field
in this growing market (see Figures 1a- sets, but have yet to reveal their inten- effects, or easy selection of small ob-
1d). Samsung partnered with Oculus tions. Even free community-based ap- jects by looking at them (e.g., keys on
to release Gear VR, a headset using an proaches, such as the Razer OSVR, are a keyboard). I tried FOVE’s prototype
embedded smartphone to create a self- now available. at the most recent South by Southest
contained wireless experience. Google Smaller companies have also joined festival. Although still an on-going de-
Cardboard, Zeiss VR, and Visus VR have this challenge, adding novel and inter- velopment, I was very impressed by its
Image courtesy of FOVE

proposed cases where users can fit their esting features to the plethora of com- display quality and gaze tracking ac-
smartphones to create VR experiences mercial VR headsets. In particular, curacy, maybe at the expense of com-
on the go. Valve’s bet is called HTC Vive FOVE includes gaze tracking in their fort. It felt slightly heavier than Ocu-
and aims to bring VR to its huge com- headsets to determine where you are lus’s DK2. Another ambitious project
munity of gamers. Sony’s Project Mor- looking, allowing possibilities out of is Mind Maze VR, which integrates an

XRDS • FALL 2015 • VOL.22 • NO.1 19


feature

world around you to create immersive


Figure 1a. The Oculus Rift soon proved high quality and affordable VR headsets experiences. The flexibility to take on
were achievable. Interest in the Kickstarter campaign showed there was consumer both aiding tasks and immersive gam-
interest in VR. These market opportunities have attracted investment from many ing makes Hololens a very ambitious
technological giants. Many alternative VR devices are on the horizon. approach. Microsoft plans to embed a
Figure 1b. Oculus’ booth at this year’s Consumer Electronics Show (CES), after Window 10 system into the Hololens,
being acquired by Facebook. Figures 1c and 1d. Headsets from OSVR and Sony providing users with all the resources
have also gained public visibility in many trade shows, such as CES and E3. of a computer in a device that can travel
with you and assist you (or amuse you)

Images from E3 2015 courtesy of Entertainment Software Association (ESA). Images from CES 2015 courtesy of Credit Consumer Electronics Association (CEA).Razer OSVR image courtesy of Maurizio Pesce (Flickr).
throughout the day. Whether these
potential developments outweigh the
impact (on your peripheral vision and
social life) of having the Hololens cover
your face, is yet to be seen.

REVOLUTION OR REFURBISHMENT?
(a) (b) The resurgence of AR/VR hardware
clearly demonstrates technology has
reached a point, in terms of quality and
price, where these devices can be made
available to the public in an attractive
format. Mobile devices can satisfy the
computing and power necessities of
these resource-hungry devices, while
remaining cheap and lightweight. Dis-
(c) (d) play size, refresh rate, and resolution as
well as the advances of sensing technol-
ogies at affordable rates (such as Kinect,
array of electroencephalography (EEG) The situation for newer AR headsets Leap Motion, GloveOne, and a myriad
sensors and also features a depth cam- was different. With all of the hype sur- of other devices) have reached a level of
era on the front of the device. The cam- rounding Oculus-like headsets, later maturity that makes the current offers
era supports hand interactions and AR solutions were conceived free of the possible. The spark required to actually
self-localization of the head. Interest- aesthetic concerns that constrained push technological giants to take on
ingly, it allows for augmented/mixed Google Glass. These AR headsets em- this challenge for consumer grade VR
reality experiences, which are experi- brace solutions that cover the user’s grew stronger with Luckey’s Kickstarter
ences that mix the virtual environment face, but allow for AR to be explored in campaign. After years of seeing VR/AR
and real world located around the user. full depth. Some of the earliest exam- through the big screen, people want to
Another consequence of this small ples are OVRVision and Leap Motion, experience it in their homes
revolution: Oculus’ momentum man- which both proposed clip-on solutions However, although the current
aged to also bring augmented reality to add a stereo video feed of the real range of devices undoubtedly outper-
(AR) back to life and into the market. world for Oculus Rift. VRVana’s Totem form the devices available before, it is
This adoption was initially slower, and Impression Pi were probably the also true that the formats proposed are
maybe influenced by what had been— first to add built-in cameras to their in no way different than the ones ex-
at best—a slow uptake of Google’s at- headsets, which provided integrated plored during the 1970s and 1980s by
tempt in this field. Although Google support to AR. the research community. Back in 1968,
Glass was conceived before Oculus ar- The big leap arrived at E3 2015, when Ivan Sutherland—who was a pioneer
rived, at the time skepticism against Microsoft presented its prototype of a in computer graphics, AR, and VR—
intrusive devices was strong in the pub- see-through AR headset: the Hololens. built the first head-mounted display
lic’s mind. Google attempted to keep Unlike the previously mentioned de- that included stereo 3-D graphics and
their device unobtrusive and aestheti- vices, Hololens features a semitrans- head tracking. In the following years
cally pleasing. But its small display, lo- parent screen that allows you to see the different types of headsets, tracking
cated off to the side, did not allow wear- real world with your own eyes, instead technologies, tactile and force feed-
ers to explore the full potential of the of a digitized video feed, which, even back devices, data-gloves, and 3-D con-
AR experience. This coupled with its if stereoscopic, would be no match for trollers were tested. According to this
not-so-attractive price (approximately the accuracy of human vision. Virtual older research, recent devices are not
$1500) and some social concerns (such contents can then be added onto your new at all. Today’s technology can eas-
as surreptitious video recording), pos- view of the real world, either in subtle ily be categorized according to histori-
sibly led Google to abandon the project ways—to help you find your way as you cal terminologies: Oculus, Gear VR, or
earlier this year. walk through a city—or overriding the HTC VIVE (and their 3-D controllers)

20 XRDS • FALL 2015 • VOL.22 • NO.1


are “VR systems”; Totem and Impres- possibility to transform the not-so-suc- who sees it displayed on the surface of
sion Pi are “video see-through AR sys- cessful “Second Life” into a more faith- a cafe table, where he is enjoying a chat
tems”; and Google Glass and Hololens ful representation of the metaverse de- with his girlfriend. In this scenario of
are “optical see-through AR systems” picted in Neal Stepheson’s Snow Crash interrelated, seamless, and ubiquitous
(see Figure 2). is equally as exciting. technology, current AR/VR technolo-
These new devices might have made The social implications of using gies look somewhat like jealous lovers.
AR and VR shine again, however they these technologies can have an im- By isolating you from the surrounding
have not introduced any conceptual pact, whose importance is yet to be world, you are cut off from the remain-
improvements over previous systems. seen. Users will, at least, wear devices ing infrastructure and only allowed to
This would not necessarily be a prob- on their faces, creating interference enjoy what it can offer you.
lem, but over the years AR/VR has been with eye contact and facial expression Social and technological isolation
described as a “solution looking for a and affecting potential social interac- could seriously limit the impact AR/
problem.” Much effort and money has tions. By cutting us off from the world VR technology will have on our lives.
been spent to pursue the concept of AR/ around us, VR can increase social iso- Looking for alternatives that reconcile
VR. However, a “killer application” has lation and raise other concerns. Ironi- immersive AR/VR and the IoT might
not yet been demonstrated, although cally, this technology has the potential play a key role in determining the types
many possible applications have been to bring us closer to someone on the of technologies that can have a deeper
theoretically considered: virtual tours other side of the world, but further impact on our lives. Present and future
to long-ago existing monuments, face- away from those closest to us. researchers should take on this chal-
to-face meetings with people on the This isolation also contrasts with lenge to develop such formats or inte-
other side of the world, or whole cities another concept becoming com- grated infrastructures.
where augmentations guide and help monplace nowadays: the “Internet The presence of touch-enabled sur-
us in our everyday tasks. Some have of Things” (IoT). An important part faces, such as tables and displays, is al-
even been put into practice, to some ex- of the technology market is moving ready becoming ubiquitous around us.
tent, like training simulators in surgi- toward devices that understand and Researchers from Hasso Plattner Insti-
cal and military settings. Still, AR and even anticipate our needs. In the IoT, tute are investigating how to adapt this
VR remain largely unexploited. a ubiquitous infrastructure around us concept to new formats, such as inter-
Even if the new devices rely on old would keep track of our agenda as we active floors with display and touch
formats, and their true application is move through our day: A public dis- abilities. BaseLase, developed by Aar-
yet to be found, it might be that mak- play in a museum tells you about an hus University, can create interactive
ing AR/VR technology available to the exhibit relevant to your son’s history floors of up to 75 square meters using
masses will become the tipping point to assignment; while your mobile device an integrated unit, which is only 1.3
boost the revolution. After all track balls guides you to the proper location, you meters high, and thus could be easily
and mice remained mostly experimen- notify your son about your finding, integrated with public furniture (see
tal equipment in 1968, the potential of
which only becoming apparent when Figure 2. In the foreground, novel devices in view of traditional VR/AR research.
broadly adopted by consumers purchas- Ivan Sutherland, VR pioneer, can be seen in the background wearing his headset.
ing the Macintosh 128K. Even more
telling, back in the time of IBM’s main-
frames many people questioned why
any layperson would need a personal
computer in the first place. And if enter-
tainment is the initial fuel to power the
adoption of AR/VR technology, it will
follow the similar path of personal com-
puter games, which certainly became
the (untold) driving reason for wide-
spread adoption among many users.

TOWARD NOVEL VR FORMATS


Current trends in the AR and VR mar-
kets offer exciting possibilities. Gam-
ing giants such as Valve, Microsoft
Xbox, and Sony are pushing for broad
adoption. Facebook’s Oculus deal will
certainly push for novel VR formats
touching on social networks with the
potential to revolutionize computer
mediated social interaction. While the

XRDS • FALL 2015 • VOL.22 • NO.1 21


feature

Figure 3a. BaseLase from Aarhus University. Projectors with the ability to cover big areas and even to be integrated in
public furniture are becoming available. [Reprinted with permission from Aarhus University.] Figure 3b. RoomAlive from
Microsoft Research. Interactive walls and projection are one of the alternatives to VR that allow ubiquitous augmentation
of the object and spaces we inhabit. Figure 3c. IlumiRoom from Microsoft Research. When coupled with head tracking,
projectors can be used to create immersive 3-D effects, without isolating the user from the real world. [Reprinted with
permission from Brett Jones].

(a) (b) (c)

Figure 3a). Mobile devices with embed- the correct perspective as the user to be used as windows to the AR ex-
ded projectors have been proposed as moves can create compelling 3-D illu- perience. The information projected
an alternative to display information sions. The Microsoft Research team from each user is retro-reflected to his
on the objects around us. In this case, lead by Andy Wilson has demonstrated or her eyes, so it only becomes visible
the device is bound to the user instead a variety of projector-based systems ex- to the user. CastAR also provides the
of a fixed infrastructure, but is still ploring this concept. In particular, the possibility to correctly see and inter-
part of the IoT. Beamatron combines a depth camera act with the 3-D contents using your
All these approaches can overlay and a projector on a pan-tilt platform. hands or controllers, which is not
augmentations (notifications and infor- This allows the system to track the possible with traditional optical see-
mation) on the world around us and not user’s head, the room, and project—for through HMDs. These headsets pres-
occlude users’ faces. However, there are instance, a racing car that interacts ent content floating at approximately
two important limitations when com- with the objects in the room. Illumi- 3 meters in front of us. Our eyes (we
pared to AR/VR headsets: 1) augmenta- Room and RoomAlive demonstrate can think of them as a lens with a usu-
tions lay on the surface of the world, you this concept with 3-D augmentations al depth of field of + 0.3 diopters) can
cannot create a virtual pet that seems popping out from any point on a wall or blend content with objects, which are
to walk on a table; and 2) information is even a whole room (see Figures 3a and more than 1.6 meters away from us.
equally visible to everyone. 3b). Taking a more literal approach, Thus, we will be able to blend the aug-
Overcoming the first limitation— the Tangible Media Group at MIT’s mentations on road signs and cars as
creating illusions that pop out from Media Lab created a shape-changing we drive (hopefully more than 1.6 me-
the surface where they are projected— tabletop, whose shape changes to ap- ters in front of us). However, if our eyes
usually requires stereo techniques. proximate that of the virtual content to focus on our finger 40 centimeters in
However, stereo is an effect that decays display. front of us, the contents of the head-
greatly as objects become more dis- CastAR, from Technical Illusions, set (optically, at 3 meters) will appear
tant. Thus, detecting the user’s head combines projected AR with retro- blurry. In contrast, CastAR augmenta-
position and showing the object from reflective materials on the surfaces tions’ depth is that of the table or wall

Figure 4. Systems embedding displays made of fog provide a look and feel similar to the headset based VR. Figures 4a and 4b.
Mistable allows users to interact with their personal contents on a fog screen in front of them. These contents can be shared on
the central tabletop, or they can be pulled above the tabletop to reveal their 3-D appearance and interact with them. Figure 4c.
Sensabubble uses projectors and soap bubbles filled with smoke to create displays that can float anywhere around the room.

(a) (b) (c)

22 XRDS • FALL 2015 • VOL.22 • NO.1


each other (social interaction). How-
Figure 5. The fog used in fog displays is made of polar molecules, which react to ever, users can access personalized
electric fields. This property is being explored to control the trajectory of bubble content in their fog screen, interacting
displays and the shape of fog screens. with it right in front of them and with-
out distracting others. Users can also
move content freely among the spaces,
with specific connotations associated
with each space. For instance, a user
can push a picture onto the tabletop,
for everyone to see it. Alternatively, they
can push it to someone’s fog screen, to
share with him or her only. The space
above the tabletop can be used to pres-
ent floating 3-D objects. As each user
sees the 3-D space through their per-
sonal screen, they can get a tailored
view of the same object. In a more ec-
centric approach, these researchers
have also explored using floating soap
bubbles filled with scented smoke (see
Figure 4c). With 3-D tracking, informa-
tion can be projected onto the bubbles,
creating on demand displays floating
where light is retro-reflected. We are an autostereoscopic display, which can anywhere in your house. The trajectory
free to approach and interact or touch display glasses-free stereo images. Us- of the bubbles can be controlled using
the virtual objects on these surfaces. ers sitting around the tabletop share a electric fields, a technique also being
The need for retro-reflective surfaces common surface they can use to share explored to create shape-changing fog
everywhere in a home, and the fact and interact. However, when a user displays (see Figure 5).
that it is a headset (although less ob- leans forward toward the transparent
trusive than others), clearly limits the region of the Lumisty film, the auto- CONCLUSION
applicability of CastAR. However, it is stereoscopic display becomes visible. These later systems certainly have not
certainly an interesting concept and This second display shows a tailored reached a level of maturity comparable
could allow for some amazing table view of the tabletop, with specific 2-D to that of the incoming commercial AR/
game experiences. or 3-D content for that user. Another VR headsets. Quite possibly, their best
The second challenge—showing user leaning forward will get a person- context of application, i.e., their “killer
content only to specific users (rather al view, different from that of the first application,” still remains unclear and
than anyone), while keeping the user user. This allows users to access their their price range is out of our reach by
away from any eyewear—has also been personal information and to transi- several orders of magnitude. However,
explored. Systems like IllusionHole, tion from shared to individual tasks they follow an inspiration that can
TADs, and Mustard combine masks and (or simply talk to others) quickly. At bring together concepts from 3-D in-
user tracking to provide shared surfac- the same time, their attention stays teraction with unobstructed access to
es with user specific content, allowing on the same space where the other us- other present, or future, technologies
each user to see something different. ers are, so everyone can keep track of around us. And, more important, they
Other systems use intelligent diffuser the group’s developments. A potential demonstrate new possibilities that
materials, such as Lumisty film, which limitation is someone can occlude the can spark our imagination. And who
diffuse light or become transparent vision of other users while interacting knows, maybe these sparks will one
depending on the observer’s location. with personal content that the others day catch fire and inspire the next revo-
Combining these and several projec- cannot see. lution in 3-D interfaces, taking us one
tors, systems like Lumisight and Ulteri- Mistable follows a very similar phi- step beyond VR.
orScape create tabletops where the im- losophy, combining a tabletop with an
age seen by each user depends on which interactive fog screen between each Biography
side of the table they sit. user and the display (see Figures 4a Diego Martinez Plasencia is a researcher in 3-D user
The University of Bristol’s Interac- and 4b). Fog screens use a thin curtain interactions (3DUIs) at the University of Bristol. His research
work involves all shorts of technologies, from the traditional
tion and Graphics Group has proposed of fog as a projection surface and a pro- virtual-reality headset or projection systems, to auto-
several tabletop systems aiming to jector. Non-projected areas (black) stay stereoscopic display technologies and fog screens. In recent
years, his research has focused on creating systems that
take on both challenges simultane- transparent, while colors projected be- allow users to get the benefits of collaborative VR worlds, but
ously (personalized and 3-D content). come visible, seemingly floating in thin in formats that integrate seamlessly in our day-to-day lives.

PiVOT is the first system that com- air. This arrangement allows users ac-
bines Lumisty film, a projector, and cess to the shared tabletop and to see © 2015 ACM 1528-4972/15/09 $15.00

XRDS • FALL 2015 • VOL.22 • NO.1 23


feature

Substitutional Reality:
Bringing virtual
reality home
Now that virtual reality headsets are finally reaching the wider
consumer market, how can we merge the physical and virtual worlds
to create a unified multi-sensory experience?

By Adalberto L. Simeone and Eduardo Velloso


DOI: 10.1145/2810044

F
or many of us, virtual reality (VR) evokes all sorts of imagery—from neon vector
graphics to dream worlds built to imprison humankind. In its essence, VR as an
artistic medium promises to fulfill a quintessential human desire of exploring places
and living lives that are unattainable in the real world. VR has also found fruitful
practical applications in the fields of architecture, training, design, and rehabilitation. And
with the release of consumer head-mounted displays, such as the Oculus Rift and other
headsets, VR is finally ready to enter our homes. The textbook definition of VR refers to the
artificial simulation of sensory experiences. Modern VR systems do a great job of simulating
visual and auditory sensations, but there is still a long way to go until we are
able to successfully simulate the other real-world counterpart that the user are significantly different than our
senses, often described as the “holy could experience physically? We call furnished (and often messy) homes.
grail” of VR. To truly understand the this “substitutional reality” (SR) [1]. For example, the instruction manual
potential of VR, it is necessary to expe- Each virtual object has a physical ob- for HTC’s Vive headset explicitly rec-
rience the complete package. We are ject that substitutes it, allowing users ommends users to rearrange furni-
interested in looking for alternative to experience the virtual world in the ture in order to make space for the
possibilities for stimulation without same way as the physical world. They tracked area. Other home VR systems
necessarily simulating experiences can navigate the environment without often avoid this problem by limiting
through additional actuators. Our bumping into furniture, or touch and users to their desks, and allowing
approach is to leverage the physical feel virtual objects as if they were real navigation through mice, keyboards,
properties of the world around us to (see Figure 1). and game controllers. However, this
Image by Jennifer Morrow

stimulate the senses that we cannot Research labs responsible for effectively removes two of the most
yet simulate in VR. What if physical building VR systems often employ compelling presence-enhancing fac-
objects, rather than being obstacles large, empty rooms that allow users to tors in our living rooms—touch and
or impediments, were incorporated move freely without the fear of bump- locomotion.
into the virtual environment? What if ing into furniture or tripping on ob- Previous work on passive haptics
every object in the virtual world had a stacles. However, these environments has shown the use of an exact match

24 XRDS • FALL 2015 • VOL.22 • NO.1


XRDS • FALL 2015 • VOL.22 • NO.1 25
feature

Figure 1. Two virtual environments based on the layout of a real room (middle), a medieval courtyard (left), and the bridge
of a spaceship (right). In these substitutional environments, every physical object is paired, with some degree of discrepancy,
to a contextually appropriate virtual object.

(a) (b) (c)

between the physical and the virtual which it is deployed. There are three face reconstruction, object tracking,
objects can highly benefit the experi- main components to an SR system. and 3-D rendering at a frame rate high
ence [2]. However, if virtual reality is a First, it requires a means of captur- enough not to cause nausea is a highly
mere replica of the physical world, is ing the physical environment. The computationally intensive task. The
it easier to just take the headset off? most basic way of accomplishing this feasibility of these components has
In SR we seek to embrace this mis- is to manually create a virtual envi- been previously demonstrated in
match between the two environments ronment that substitutes the physical other works and products [3]. A Utah-
and investigate how far a designer can one. Individual objects can then be based startup, The Void, is working
push this difference until it breaks tracked using computer vision, infra- on an SR experience using a theme
the illusion. What if a designer wants red markers, or inertial measurement park approach. With a combination
to add objects that do not have a physi- units. More sophisticated approaches of props, wearable haptic devices, and
cal counterpart? include scanning the environment environmental effects, the company
Imagine you are in your living with a wearable depth camera or even proposes to create multisensory expe-
room, sitting on your couch, and combining the input from several riences. In “the Void,” a physical envi-
drinking a cup of tea while watching cameras using projection mapping. ronment is specifically built to match
TV. You turn off the television, place Second, it requires a means to rec- the virtual environment. The physical
your mug on the coffee table in front ognize, segment, and map physical props provide haptic feedback and
of you, and put on a VR headset that objects to their virtual counterparts. the system uses tracking data to pair
transports you to a medieval court- Possibilities range from supporting them to their virtual counterparts.
yard. All of a sudden, the couch under- users to manually creating such map- In substitutional reality, users are
neath you becomes a wooden bench. pings to automating the substitution fully immersed in the virtual environ-
The tea cup is now a ceramic mug rest- process. Third, it needs to render the ment. However, other works in mixed
ing on a beer keg. Where there used virtual environment back to the user reality also aim to merge the physi-
to be a TV, you now see a sword rack. through a head-mounted display cal and virtual worlds. For example,
Every object in the physical world is while it tracks moving objects. This Microsoft’s Hololens overlays digital
now substituted by a new one, which can present significant challenges for content onto physical objects through
matches the context and theme of the system developers as combining sur- a wearable see-through display. On
virtual environment, but with certain the other hand, RoomAlive, also by
variations. Would you still believe you Microsoft, projects digital content
are sitting on a wooden bench despite onto the physical environment using a
the comfort of a cushioned couch? Every object in the combination of projectors and depth
Would the difference in size between
the teacup and the beer mug affect
physical world is cameras [4]. Although these projects
have different motivations and goals,
how you manipulate it? Would you now substituted by the underlying techniques can also be
still believe you were drinking beer
as the sweet taste of tea touches your
a new one, which used for SR systems.

lips? These are only some of the ques- matches the context LEVELS OF MISMATCH
tions that this scenario uncovers.
and theme of the Considering the mismatch between
physical objects and their virtual
ENABLING TECHNOLOGIES virtual environment, counterparts, we propose a sequence
An SR system is capable of dynami-
cally creating a virtual environment
but with certain of five levels of mismatch. At the bot-
tom level we have replicas, substitut-
based on the physical environment in variations. ed objects that are 1:1 representations

26 XRDS • FALL 2015 • VOL.22 • NO.1


of their physical proxy. In the second such as iron, users might expect it be engaged primarily by using life-
level, we have aesthetic substitution, to be heavy. But if the proxy object is like props, or whether it could be pos-
in which visual properties, such as the lighter, it will then affect the believ- sible to use approximations in their
texture or material of the object are ability of the experience. We expect stead. For example, not many of us
modified. In the third level, we have an SR system should be able to find have a lightsaber at home. Conversely,
addition/subtraction, in which there the best match according to the re- a torch or an umbrella are very com-
are differences in the physical shape quirements of the experience and the mon. Can we use objects that can be
of the object, with virtual objects pre- best design guidelines. Thus, if the manipulated in a similar way and
senting features that do not exist in physical box is light, the mismatch still be engaged in the VR experience?
the physical object and vice versa. In can be minimized if it is rendered as Would knowing we are wielding a
the fourth level, we have functional if it is made of tin. If the mismatch torch instead of a lightsaber be im-
substitution, in which there is a mis- between the actual and the expected mersion breaking?
match between the affordances of weight is desired, designers can use We set out to answer these ques-
the two objects (for example, between it to simulate super-human abilities, tions in a second study. Different
a book and a small box, which are i.e., pairing physical pillows to heavy from our first study, this time around
opened in different ways). Finally, in boulders in a superhero game. Find- we fixed the virtual appearance of the
the fifth level, there is a categorical ing these design guidelines is among object participants interacted with
substitution, where there is little to no the main objectives of this and future to look like Darth Vader’s lightsaber.
resemblance between the virtual and research. However, in reality, participants in-
physical objects. As we move across Ideally, in Ivan Sutherland’s semi- teracted with three objects: a 1:1
these different levels of mismatch, nal essay on augmented reality, “The ForceFX’s replica of Darth Vader’s
the more we hinder the believability Ultimate Display,” every object simu- lightsaber, a torch, and an umbrel-
of the substitution process. lated by a computer would feel as real la. Participants had to hit a floating
To better understand the effects of as the actual object. We will probably sphere with their virtual lightsaber.
each level of mismatch we conducted have to wait a bit more to enjoy this After each session, we asked for their
a user study with two tasks. In the “Holodeck”–type VR experience. In feedback on the object they wielded:
first, we substituted the same physical the meantime, the best way to cor- If they felt it distracted or supported
object (a mug) with multiple virtual roborate the illusion is to use physi- the idea of wielding a lightsaber, how
representations (see Figure 2). cal props, as The Void is planning to much they preferred using it, etc. We
Our results indicate the material do. However domestic users cannot found no significant differences be-
used to portray an object significant- rely on the same resources available tween the actual lightsaber replica
ly influences the user’s expectations. to a commercial endeavor. Thus, we and the torch. When asked if they
If a box is rendered with a material asked ourselves whether users would could guess which object they held,

Figure 2. In the picture each pair of objects exemplifies a different substitution type. The replica mug is used as baseline
(a). The pair of substitutive objects are: (aesthetic) glass (b) and wooden mug (c), and hot (d) and icy mugs (e); (addition/
subtraction) big mug (f) and small mug (g); (function) basket (h) and lamp (i); and (category) box (j) and sphere (k).

XRDS • FALL 2015 • VOL.22 • NO.1 27


feature

participants did so correctly only 28 of the best design practices to follow


COMMUNICATIONSAPPS percent of the time.
This indicates that true 1:1 repli-
cas are not mandatory to enjoy a VR
when building VR experiences based
on physical environments. The stud-
ies we conducted indicate the idea of
experience. Indeed, it is possible to using mismatching objects in place
substitute more common objects in of the virtual ones they should substi-
place of those required by the VR ex- tute is a feasible one. There are, how-
perience. This is an important aspect ever, several implications that would
to consider, especially when VR expe- be worthwhile to follow. In the model
riences geared toward entertainment we presented, we introduced several
most frequently involve objects that categories. Whereas we compared
might be imaginary or very unlikely to the effects of different properties at
be found in a domestic environment. a coarse grained scale, more work is
Can all objects equally substitute an- necessary to quantify exactly how far
other one needed by the experience? we can push this mismatch.
After analyzing our experiment’s re- Locomotion also represents anoth-
sults, we feel in order to minimize er main direction. We mainly focused
the risk of breaking the illusion, the on the mismatch between physical
two objects should be similar at least and virtual objects. The same con-
Access the in the parts the user is most likely to cept of mismatched substitution can
latest issue, interact with. Thus, a torch is a good
candidate for a lightsaber, whereas
also be applied to furniture and other
architectural features such as doors,
past issues, a book would not be. When we inter- staircases, etc. Based on our results,
act with a sword, we are more likely we can immediately rule out substi-
BLOG@CACM, to focus on the hilt rather than on tutions greatly diminishing the size
the blade. Thus, the object can have of an object as being potentially dan-
News, and a greater mismatch in the areas less gerous. The core idea of SR rests on
likely to be interacted with, such as the assumption that the environment
more. the blade. By extension, objects that perceived while immersed is related
are out of reach can have even greater to the physical one in which the ex-
mismatch with their paired physical perience takes place. Subtracting ele-
proxy, or even not exist at all. ments from the virtual environment
would break this assumption. There-
FUTURE DIRECTIONS fore, all physical elements should be
The exploratory nature of our inves- represented in the virtual environ-
tigation uncovered several direc- ment in some way.
tions for future research [5], which we The key issue is how do we incor-
Available for iPad, broadly categorized as those affecting porate tangible elements together
perception and the design of SR expe- with immaterial ones? We created
iPhone, and Android
riences, as well as the technical chal- two wildly different environments
lenges to building SR systems. based on the same physical one.
One of the overarching goals of this However in order to design the wid-
research is to inform future designers est variety of environments, some
immaterial elements could still be
needed. For example, if we were to
map a narrow hallway structure to
The core idea of anything else than an actual hallway,
Available for iOS, SR rests on the we could find ourselves in the situa-
tion where part of the hallway is tan-
Android, and Windows assumption that gible and the other is not. Thus being
the environment able to walk straight through walls
would severely affect the believabil-
perceived while ity of the experience, especially if on
immersed is related the other side of the wall are tangible
objects that we cannot see because of
to the physical one in the virtual wall. Is this scenario likely
which the experience and if so, what we could do to mini-
mize or negate its occurrence? An-
takes place. other problem is represented by the

28 XRDS • FALL 2015 • VOL.22 • NO.1


disparity existing between a typical
virtual environment and the physical
The textbook have improved significantly from the
state they were back then, VR still
environment. If our physical environ- definition of VR faces several challenges. To prove its
ment is substituted by a single, room-
sized virtual environment, how do we
refers to the artificial worth, virtual reality has to evolve
beyond being a display alternative.
transition to another one? Future re- simulation of Substitutional reality has the po-
search could explore the feasibility of
redirected walking techniques to the
sensory experiences. tential to untether users from their
desks and immerse them into worlds
cluttered environments that would Modern VR systems where passive haptics strengthen the
be common in SR.
The technical side represents the
do a great job of illusion. This concept is not just ap-
plicable to entertainment. Imagine
next part of the puzzle. So far, we have simulating visual going to a museum where an exhibi-
authored the environments manually
and tracked participants and objects
and auditory tion allows you to explore a building
from a different time period, where
with state-of-the-art optical tracking sensations, but props are substituted by period pieces
systems. Our vision of SR is one where
virtual environments are dynamically
there is still in the virtual environment. Substitu-
tional reality could help rescue and
adapted to the layout of the physical a long way to go response personnel train under harsh
environment, through a “substitution
process.” In order to be fully dynamic,
until we are able to conditions in virtual replicas of real
environments where fire or other ac-
this process will need to reconstruct a successfully simulate cidents have been introduced. In the
3-D representation of the physical en-
vironment. However, unlike current
the other senses. future, substitutional reality could
even be applied to outdoor environ-
research in the field of 3-D reconstruc- ments, where the terrain and flora are
tion, in most cases SR will only require substituted with those from a differ-
an approximation of the environment ent planet, or perhaps even a different
(for example, a 3-D environment con- ping the actual cockpit instruments reality. The possibilities are endless.
sisting of the bounding boxes of the to objects we have on our desk, so that
objects in the scene). This intermedi- pressing a button will encounter pas- References

ate representation can then be adapt- sive feedback, with the potential of [1] Simeone, A. Substitutional Reality: A research
agenda. In Proceedings of the first Workshop on
ed to the particular requirements of heightening the sense of presence. Everyday Virtual Reality (WEVR) at VR 2015. IEEE,
the VR experience: The bounding box- In automated mapping of virtual to 19-22.

es identifying a chair can be turned physical objects, designers of SR expe- [2] Hoffman, H. G. Physically touching virtual objects
using tactile augmentation enhances the realism of
into a car seat or a tree trunk, a desk riences will have to do so without ac- virtual environments. In Proceedings of the Virtual
Reality Annual International Symposium, IEEE,
into a stone altar, etc. This is no easy tually knowing what the physical en- 1998,59-63.
task and will require research into vironment looks like. The logic of the [3] Izadi, S., Kim, D., Hilliges, O., Molyneaux, D.,
both hardware and software solu- experience needs to be described in Newcombe, R., Kohli, P., Shotton, J., Hodges,
S., Freeman, D., Davison, A., and Fitzgibbon, A.
tions. We believe it can be achieved in abstract terms, i.e., “place this object KinectFusion: Real-time 3D reconstruction and
steps: Starting from the dynamic sub- near a window if available, otherwise interaction using a moving depth camera. In
Proceedings of UIST 2011. ACM, 559-568.
stitution of the immediate surround- on the first available planar surface.”
[4] Jones, B., Sodhi, R., Murdock, M., Mehra, R., Benko,
ings of a user’s desk, then proceeding Further, it is conceivable that for the H., Wilson, A., Ofek, E., MacIntyre, B., Raghuvanshi,
to the substitution of a single room, same experience not all physical en- N., and Shapira, L. Roomalive: Magical experiences
enabled by scalable, adaptive projector-camera
and eventually large environments— vironments will present the same de- units. In Proceedings of UIST 2014. ACM, 637-644.
perhaps even outdoor ones. The first gree of mismatch. For example, if we [5] Simeone, A., Velloso, E. and Gellersen, H.
step especially supports what the consider a medieval experience, the Substitutional reality: Using the physical
environment to design virtual reality experiences.
gaming press regards as a “killer ap- degree of mismatch will be a lot less In Proceedings of CHI 2015. ACM, 3307-3316.fdfd
plication,” specifically cockpit games if deployed in an actual castle rather
such as flight and racing simulators. than in a high-rise apartment. How Biographies
These VR experiences simulate simi- can we quantify the mismatch in or- Adalberto L. Simeone is a lecturer at the School of Creative
Technologies at the University of Portsmouth (UK). His
lar conditions to those we would find der to objectively compare the same research focuses on how to bridge the gap between users
in reality. In most cases, it would not experience across different physical and their access to 3-D interaction and virtual reality
technologies.
be possible to walk around the cock- environments?
Eduardo Velloso is a Ph.D. candidate at Lancaster
pit and thus these are ideal for a desk- University and will take up a position as a Research Fellow
top VR game. One of the disadvan- CONCLUSION at the Microsoft Research Centre for Social Natural User
Interfaces at the University of Melbourne in January 2016.
tages of VR is we lose awareness of the These are exciting times for virtual His research interests include multi-modal interaction,
surrounding environment while im- reality. Although it failed to become eye tracking, and post-desktop user interfaces.

mersed and thus activating functions mainstream in the 1990s, 20 years


© 2015 Copyright held by Owner(s)/Author(s).
that require the keyboard becomes later it is experiencing a renaissance. Publication rights licensed to ACM.
problematic. SR could help by map- Although computing technologies 1528-4972/15/09 $15.00

XRDS • FALL 2015 • VOL.22 • NO.1 29


feature

Using Your
Own Muscles:
Realistic physical
experiences in VR
Leveraging the user’s own muscles to simulate impact and forces
from a virtual reality world allows us to create more immersive
experiences without bulky equipment.

By Pedro Lopes, Alexandra Ion, and Robert Kovacs


DOI: 10.1145/2810243

C
onsumer virtual reality headsets (such as the Oculus Rift, Samsung Gear VR, or
Google’s Cardboard) provide an exciting peek through the window of virtual reality
(VR), but that is where our experience ends. As we reach out to touch these novel
realities we are left with a sense of disillusion, because all we see are 3-D ghosts
without any mass. To give VR users a sense of an object with mass, traditionally large robots
are used that can, for instance, move the user or simulate virtual terrain. However, these
large and stationary robots are out of place in the mobile age: We are used to small and
light, yet powerful, devices in our pockets. After all, consumer-ready VR became a reality Image by Alicia Kubista / Andrij Borys Associates / Shutterstock.com
when the headsets finally met the size and portability requirements of our mobile times.
At the Hasso Plattner Institute’s their fingers, arms, and even the ter- as Lufthansa’s flight simulator.1 These
HCI Lab, our research has focused rain under their feet. This is our con- motion platforms are heavy station-
primarily on bringing a physical tribution to making virtual reality ary machinery that are too impractical
component to mobile VR experi- physical. to ever reach our homes—even if you
ences. Users can reach out and feel could afford a large motion platform,
what is, virtually, there. Because we MOBILE TERRAIN SIMULATION space is sacred these days. This tech-
have engineered these devices to be From the inception of VR in the 1960s nology was acceptable when VR was
wearable, they leave the user uncon- [1], through the industry hype of the a specialist product, and these ma-
strained to freely move in space and 1980s, up until today, many efforts chines shone through their precision
enjoy the virtual experience to its have been geared toward helping users rather than their form factor. In fact,
fullest. In this article we describe a to “feel” virtual worlds. Industry and the biggest players in VR were not gam-
new world of VR, in which users feel research labs responded to this chal-
forces from the virtual world through lenge by using motion platforms, such 1 http://www.virtual-fly.com

30 XRDS • FALL 2015 • VOL.22 • NO.1


XRDS • FALL 2015 • VOL.22 • NO.1 31
feature

with just a headset, you encounter vari-


Figure 1. The Level-Up motorized stilts allow users walking in a spatial virtual ous obstacles that you cannot interact
reality environment to experience physical elevation. with using your physical senses. Howev-
er, with Level-Ups you can actually step
on these objects as depicted in Figure 1.
To get across obstacles, you physically
lift your foot and climb across. In the
physical reality, we see physical eleva-
tion is rendered using our Level-Up mo-
torized stilts. Depicted here, Level-Ups
provide the physical sensation of an el-
evated ground to a user wearing a head-
mounted display tracked by an optical
motion capture system. Every Level-Up
device consists of a boot, mounted onto
a lift table, which in turn is mounted
onto a simple artificial foot. The lift ta-
ble is actuated by a motor, which is ob-
served by an encoder and controlled by
a microcontroller that communicates
via bluetooth with VR applications.
Each boot can render an elevation of
up to 12.5 centimeters. Because Level-
Ups only extend while the user’s foot is
in mid-air, they can be fully extended
or contracted with a compact 40W mo-
tor in half a second, yielding a wearable
free-walking physical feedback device.

THE CHALLENGE OF
MOBILE FORCE FEEDBACK
Level-Ups was, for us, a clear step in the
right direction toward mobile physical
VR, but is it what sci-fi had us dream-
ing about for years? What about feeling
forces from the virtual world?
These dreams of a physically be-
lievable virtual reality aren’t new, but
so far they required heavy gear, such
ers, but training centers (e.g., airplane piece of infrastructure such as Circu- as exoskeletons. These are large me-
pilots) and amusement parks (e.g., laFloor. It is enough having a Roomba chanical contraptions mounted onto
VR rides). roam around a house for cleaning pur- users; a motor is placed at every joint
These massive motion platforms poses, but four jumbo-sized Roombas of their limbs and thus users are able
were able to provide the sense of “be- moving around the living room for the to manipulate their limbs while they
ing moved” or the sensation of accel- sole purpose of emulating VR terrain? experience VR. Think of motion plat-
eration, but weren’t really suited for In one of our projects, we took a dif- forms that you carry around. The hu-
simulating a “walk in the park.” Thus, ferent approach to ground simulation. man is rather powerful, and therefore
many researchers designed mechani- Instead of placing the human into a the motors required to move our limbs
cal devices targeted at rendering the robotic device, we mounted motors must be powerful, too. And powerful
sensation of stepping onto uneven under the human. With this approach, motors are large. Now if you look at
ground. Canonical examples of these the physical feedback device goes Google Cardboard, Oculus Rift, or any
were treadmills equipped with indi- wherever the human goes—it is mo- other headset on the market, you real-
vidually height-adjustable elements bile. Our computer-controlled stilts, or ize their form factor is orders of mag-
that simulated bumpy terrain and “Level-Ups,” allow users to physically nitude smaller than the actuator sys-
virtual slopes [2], or the CirculaFloor, experience elevation. Level-Ups are tems that would allow us to bring some
which uses four robot units that place designed to allow users to freely walk physicality to virtual experiences. So
themselves under the user’s steps [3]. in the virtual and physical world, and how can we produce enough power to
However, in the era of consumer-ready produce a higher sense of presence. actually move a human limb, but in a
mobile VR we cannot expect to own a While you walk in a virtual world very concise form factor?

32 XRDS • FALL 2015 • VOL.22 • NO.1


At first this sounded as contradic- perceived the interaction between the an Arduino microcontroller, a Blue-
tory as Newton’s Third Law, which de- involuntary and voluntary tilt as force tooth modem, and an EMS unit (similar
mands a counter force to every force feedback. In fact, these participants to muscle rehabilitation devices found
you want to apply; this is why an exo- rated muscle-propelled force feed- in a doctor’s clinic), which outputs a
skeleton has to be a certain size—it back as more exciting than vibration maximum 50V/100mA. If you stop and
must attach to your arm and apply a feedback, which is the standard feed- think for a second about these num-
counter force (called force feedback) to back modality for mobile devices. bers, you will realize the 100mA needed
your muscle motion. The same applies The great thing about not using mo- to actuate muscles is two orders of mag-
if you want to play virtual soccer: A ro- tors is we were able to miniaturize the nitude more efficient than actuating a
botic contraption would need to apply device to fit in a 133 mm × 70 mm × 20 conventional motor. This happens be-
a force to your foot every time you hit mm casing, weighing only 163 grams. cause, in reality, the electrical muscle
the massless virtual ball you see on This simple prototype is comprised of stimulation is just a “control signal” to
the headset. So how do you keep the
required amount of force feedback, Figure 2. Our prototype electrically stimulates the user’s arm muscles via the
but scale down the hardware? Our ap- electrodes shown, causing the user to involuntarily tilt the device. As this user is
proach has been to simply take all the countering this force, he perceives force feedback.
mechanics out of the equation and
replace them with our own muscles.
Because our technique uses human
muscles to create the force sensation,
we called it “muscle-propelled force
feedback.”

LEVERAGING THE USER’S MUSCLES


Muscle-propelled force feedback
brings force feedback to mobile de-
vices. It explores the user’s own muscle
power as a replacement for motors.
To achieve this, we actuate the user’s
muscles using electrical muscle stim-
ulation (EMS), a technique first ex-
plored in physical rehabilitation in the
1960s and 1970s [4], and more recently
in the research of Tamaki, Miyaki,
and Rekimoto [5].
Figure 2 illustrates the use of our
mobile force feedback prototype in
a mobile gaming scenario. The mus-
cle-propelled prototype is mounted
on the back of a mobile phone. The Figure 3. A close-up of our prototype and the electrodes, which carry the medically
player connects to it by attaching two compliant electrical signals that actuate the user’s muscles.
electrodes to the flexor muscles on
the forearm as depicted in Figure 3.
The game requires the user to steer an
airplane through strong side winds
by tilting the device. The game ren-
ders the wind force by tilting the de-
vice against the user’s will. It achieves
this by stimulating muscle tissue in
the user’s arm though the electrodes,
triggering an involuntary contrac-
tion. This causes the user’s arms to
tilt sideways and thus the device to
tilt. Since the airplane is controlled
by tilt, the involuntary tilting threat-
ens to derail the airplane. To stay on
course, players counter the actuation
using the force of their other arm. As
we showed in a study, participants

XRDS • FALL 2015 • VOL.22 • NO.1 33


feature

the muscle, and the body itself has a


large supply of energy that is used to ac-
We describe a new store in your basement.
This is why the most conventional
tually perform the contraction. world of VR, in which way to emulate the sensation of impact
After we demonstrated muscle-pro-
pelled force feedback at a few confer-
users feel forces is to use vibration. There are haptic suits
out there, such as the Tesla Suit,2 which
ences (ACM’s Augmented Human’13, from the virtual has embedded vibrotactile and electro-
ACM CHI’13, and IEEE World Hap-
tics’13), some of our peers were really
world through their tactile stimulators touching your skin.
This is a great step forward, however
excited about the idea of having mo- fingers, arms, and Newton would certainly not be thrilled
bile force feedback. While this type of
force feedback works well for “invisi-
even the terrain about it since vibration motors only
stimulate the skin’s surface and will not
ble” forces like wind or magnetism, we under their feet. make your arm move. An impact sensa-
started asking the next question: How tion is more complex than you might
would this feel in virtual reality when a think. For instance, if someone pushes
visible object hits you? Can we create a you, your skin detects pressure through
believable physical sensation? Can we transmitted onto your limbs. So how its mechanoreceptors at the location
let the user feel the virtual world? can we replicate that sensation? One you were touched, your muscles move
possibility is to add a robotic arm that and your proprioceptive sense will
REALISTIC PHYSICAL hits you in the “physical world” exactly tell your brain your muscles are being
EXPERIENCES IN VR when you get hit in the “virtual world.” moved. So the requirements for impact
It turns out this is harder than it Unfortunately that is (1) dangerous as it emulation pile up: We need to stimulate
sounds. When somebody hits you in might break our bones into pieces, (2) the skin, we need to apply pressure, and
“real” physics-based reality, you feel the expensive, and (3) requires large ma- we need to inform the proprioceptive
point of contact and you feel the impact chinery that you likely don’t want to sense by moving your muscles. We need
to do all of this, and keep the hardware
Figure 4. Impacto is designed to render the haptic sensation of hitting and being smaller and less dangerous than a mas-
hit. The key idea that allows the small and light impacto device to simulate a sive robotic arm. The answer is, again,
massive hit is it decomposes the stimulus into tactile feedback (rendered by a your own muscles.
solenoid) and force feedback (rendered by electrical muscle stimulation). To tackle this challenge we built
impacto, a device designed to render
the haptic sensation of hitting or be-
ing hit in virtual reality as shown (see
Figure 4). The key idea that allows our
rather small device to simulate a mas-
sive hit is it decomposes the stimulus
into two distinct components: tactile
sensation and force feedback sensa-
tion. Tapping the skin with a solenoid
renders the tactile sensation; the force
of the impact is added by thrusting
the user’s arm backwards using elec-
trical muscle stimulation. In fact,
because the EMS is able to move the
arm at such a compact form factor, we
can keep the solenoid component to a
minimum size, because all it needs to
do is tap the skin. As a matter of fact,
participants of our study rated impact
simulated using impacto’s combina-
tion of solenoid hits and electrical
muscle stimulation as more realistic
than either technique in isolation.
The sensation of impact plays a key
role in many sports simulations such
as boxing, fencing, football, etc. Imag-
ine all the sport simulators, games,
and digital experiences you had so far,

2 http://www.teslasuit.com/

34 XRDS • FALL 2015 • VOL.22 • NO.1


the consumer form factor: mobile and
Figure 5: By wearing impacto on the feet, the user experiences the impact of wearable. This is the start of the end
kicking a virtual soccer ball (left). He hits a virtual baseball with impacto’s solenoid of virtual experiences with no physical
on the prop and electrodes on the wrist extensor muscle (right). sense of force, impact, and terrain eleva-
tion. Companies have been marketing
their VR products as “experiences like
you are actually there” (e.g., Google’s
360 camera rig) or “feel the sudden im-
pact of a bullet” (e.g., the Tesla Suit), but
these are ghost experiences without any
strong physical sensations. However,
by actuating the users’ own muscles we
can provide strong physical sensations
and fit all of this in a convenient mobile
package that users have come to expect
from technology. Our approach prom-
ises a future of physical VR without
wearing bulky apparatus, such as large
motion platforms or exoskeletons, an
approach that leaves the user untangled
and free to move.

References
[1] Iwata, H., Yano, H., and Fukushima, H. CirculaFloor:
A locomotion interface using circulation of movable
tiles. Computer Graphics and Applications, IEEE 25, 1
(2005), 223–230.
[2] Noma, H., Sugihara, T., and Miyasato, T. Development
of ground surface simulator for Tel-E-Merge system.
In Proc. VR ‘00. IEEE, 2000, 217–224.
now image that all those impacts be- ence: soccer juggling. This setup points [3] Strojnik, P., Kralj, A., and Ursic, I. Programmed
come real, and you feel them in your the solenoid component at the user’s in- six- channel electrical stimulator for complex
stimulation of leg muscles during walking. IEEE
skin and muscles. step (top of the foot) and the EMS unit to Trans. Biomedical Engineering BME-26, 2 (1979),
To demonstrate how one could feel the calf muscles. The electrical muscle 112–116.

impact in VR experiences, we imple- stimulation causes the foot to slightly [4] Sutherland, I. E. A head-mounted three dimensional
display. In Proc. AFIPS ‘68. ACM, New York, 1968,
mented three VR sport simulators: bend backward at the moment the ball 757–764.
boxing, soccer juggling, and baseball. hits the foot. Also, by placing impacto [5] Tamaki, E., Miyaki, T., and Rekimoto, J. Possessed
hand: Techniques for controlling human hands using
Boxing is a sport in which impact units on arms and legs, users experience electrical muscles stimuli. In Proc. CHI ‘11. ACM, New
sensation is crucial. The opponent’s av- a Thai boxing simulator where they feel York, 2011, 543–552.
atar keeps its guard up and attacks pe- virtual punches and kicks. As in all our
riodically. Users must choose the right sport simulators, we use a Kinect cam- Biographies
moment to start a successful attack. era to track the user’s body posture and Pedro Lopes is a Ph.D. student of Prof. Patrick Baudisch’s
Human Computer Interaction lab in Hasso Plattner
When the virtual character attacks, the an additional wireless accelerometer on Institut. Lopes creates wearable interfaces that read
impact of the virtual punch is rendered the solenoid to determine the foot’s tilt. and write directly to the user’s body through our muscles
[aka proprioceptive interaction]. He augments humans
with impacto—users feel the tactile Lastly, we can actuate users, even and their realities by using electrical muscle stimulation
sensation on the location where the while they operate objects. This allows to actuate human muscles as interfaces to new virtual
worlds. He also enjoys playing improvised music and is the
avatar hits them and they feel their arm impact sensation to happen in hand- digital content editor of XRDS.
being thrust backwards due to the mass held props that the user manipulates Alexandra Ion is a Ph.D. student of Patrick Baudisch at the
of the avatar’s arm colliding with their in a virtual world: Imagine hitting a Human-Computer Interaction lab at the Hasso Plattner
Institute. She is interested in haptics and mechanical
own arm. When users attack, again we baseball with your VR bat. Figure 5 properties in fabrication. Ion has previously worked with
render the impact by tapping users at shows a prop becoming animated; Dr. Michael Haller at the University of Applied Sciences
Upper Austria, Campus Hagenberg on large interactive
the location they encountered the oppo- here a stick is a stand-in for a baseball whiteboards with pen input.
nent, e.g. their fist or arm, and stimulate bat. We mounted the solenoid onto Robert Kovacs is a mechatronics engineer and artist.
their biceps causing their arm to stop the prop but the EMS unit, in contrast, Currently, he is a Ph.D. student at the Human-Computer
Interaction lab at Hasso Plattner Institut and works
upon collision. stayed with the user; here it stimulated on large-scale fabrication. He previously studied at
Users can use multiple impacto units the wrist muscles exactly when the ball Free University in Berlin and the University of Novi Sad,
Serbia. Kovacs is the co-founder of Oktopod Studio,
at the same time, as well as mounting hits the virtual bat. an educational tool for mechatronics, robotics, and
them on other limbs and muscles (such automation based on open-source hardware.

as the triceps, quads, etc.). In Figure 5 CONCLUSIONS


© 2015 Copyright held by Owner(s)/Author(s).
we mounted a unit to the user’s calves, We are finally getting rid of the mass- Publication rights licensed to ACM.
which enables a different VR experi- less ghosts in VR and are sticking to 1528-4972/15/09 $15.00

XRDS • FALL 2015 • VOL.22 • NO.1 35


feature

Eccescopy:
To look,
is to see
Creating a future where dreams walk among us.

By Ken Perlin
DOI: 10.1145/2810052

I
n 2003, I visited Will Wright at Maxis, while he was still working on “The SIMS 2.”
He showed me a box—exactly the size of a computer game CD box—with nice artwork,
text, and system requirements. It was everything you’d expect, except it was labeled “SIM
Everything.” The release date was 10 years in the future. I looked more closely at the system
requirements, and they were far beyond anything that was available then. Will explained this was
always the way he and his colleagues planned new game releases. Right up front they design the
box, the artwork, the characters, and the nice little blurb that goes on the back of the box.

Turning the CD box over in my hand, I world. Each of us will have our own ECCESCOPY IN POPULAR CULTURE
said, “So the box is actually empty?” “No,” personal view of this augmented re- Of course, the dream of merging the
he replied, “The game is already in the ality. I call this sort of display “ec- real and the virtual is far from new. Vi-
box. You just can’t open it yet.” cescopic,” from the Latin “ecce” and sions of an eccescopic reality have a
A few years later I read Vernor “scope.” To look is to see. long history in popular culture. These
Vinge’s novel, Rainbows End. I re- Will it be a good thing or a bad visions often highlight real killer apps
alized everything in it would be at- thing when virtual objects appear for eccescopy: Enhancing the ability of
tainable in the next few decades. to inhabit physical space? And how people to communicate with each other
Computer screens will become su- will it affect our relationship with without disrupting their sense of shared
perseded by wearables and eventu- the world around us? Will eccescopy physical space.
ally by contact lenses. People will be- take us even further away from physi- For example, in the 1957 film “For-
come used to seeing virtual objects cal reality, or will it allow us to better bidden Planet,” a machine developed
superimposed onto the physical join mind and body? by the fictional alien race The Krel

36 XRDS • FALL 2015 • VOL.22 • NO.1


allowed its user to project virtual ob- The 1999 film “The Matrix” present- be quite difficult to create. The prob-
jects into thin air merely by thinking ed the ultimate extension of this idea. In lem isn’t the physical connection of
Image by Viktoriya / shutterstock.com

of them. Twenty years later, the first the film, a simulation replaced the phys- electrode arrays to brains. That’s dif-
“Star Wars” film showed something ical world. Life was lived entirely within ficult, but not impossible. In the next
vaguely similar: An eccescopic depic- cyberspace. In such a constructed world, 20 years, direct brain/computer inter-
tion of Princess Leia in a beam of light. nothing is real, yet anything becomes face technology is likely to advance far
Ten years after that, “Star Trek the possible. People can have superpowers, beyond what we can do today. Science
Next Generation” introduced the Ho- and objects can change form or even has already advanced considerably
lodeck, a completely immersive alter- disappear instantaneously. in this direction. No, the basic prob-
nate reality in which everything could Yet a direct-brain interface like lem is your perception of reality is
be eccescopic. the one in “The Matrix” turns out to already a construct—one maintained

XRDS • FALL 2015 • VOL.22 • NO.1 37


feature

by your brain. For example, you don’t ty to “paint” a 3-D shape onto individual
literally see things the way a camera dust particles floating in the air.
does. At any moment in time, your Whereas Holodust creates a glow-
eyes perceive only a tiny window into ing image of an object that seemingly
Distinguished reality from which your brain then
constructs a plausible model. It is re-
floats in thin air, the 360 degree Light
Field Display at USC is more ecce-
Speakers Program ally this constructed model that you scopic, because it allows the shading
“see.” We don’t know very much about of a virtual object to change as it is
how this construction process works, seen from different directions. Unfor-
http://dsp.acm.org which means we can’t hack into it tunately, that technology relies on a
with any effectiveness. And even if slanted metal mirror rotating at a very
we could, a direct brain interface like high speed. If you tried to touch it you
the one in “The Matrix” would need would most likely destroy both the dis-
to replace the considerable amount play and your hand.
of image processing done by our optic
nerve. We might also need to simulate THE FUTURE EVOLUTION OF
the saccades and other movements ECCESCOPIC TECHNOLOGY
made by our eyeballs as our brain con- Charles Darwin observed every geno-
Students and faculty tinually refocuses its attention. type requires a viable phenotype. That
The most reliable way to transmit is, no mutation can survive unless it
can take advantage of visual information to the brain is in can produce viable offspring. Technol-
ACM’s Distinguished the form of visible light. Why invent ogy is like biological evolution in that
something new, when you already it can’t just magically jump far ahead.
Speakers Program have something as powerful as the Every step along the path to innova-
human retina? tion needs to be useful, otherwise it
to invite renowned will die in the marketplace before en-
ECCESCOPIC PROTOTYPES abling the next step.
thought leaders in IN THE LAB For example, I don’t think we will
Around 2002, our research group at first achieve widespread eccescopy
academia, industry
NYU developed an early prototype of through surgery. Yes, technically we
and government Holodust—a kind of eccescopic display, could give everyone an artificial lens
which created virtual images of 3-D ob- implant, but until there is a good rea-
to deliver compelling jects directly onto a cloud of dust. Since son for such an intervention, people
you can never know the exact position won’t do it. It’s not even that invasive
and insightful talks of each particle in a cloud of dust, our eye surgery is so exotic. You probably
scheme used two scanning lasers: An know many people who have had cata-
on the most important infrared laser to sweep through the racts and are walking around today
topics in computing cloud looking for dust particles, as well with an acrylic lens implant or two.
as a visible laser along the same opti- You don’t know who they are, because
and IT today. cal path that could flash on command. it’s not something people generally
This dual laser approach gives the abili- talk about. The operation itself is
ACM covers the cost relatively simple and safe, requiring
only local anaesthetic and no stay in a
of transportation hospital. But it’s only done because it
for the speaker avoids blindness. A very different val-
ue proposition than, say, implanting
to travel to your event. People will become an artificial lens so you can do Google
used to seeing searches within your eyeball. Most
people won’t opt for invasive surgery
virtual objects unless it helps them to be more “nor-
superimposed mal,” however that word is currently
defined in their culture.
onto the physical Not too long ago, putting an elec-
world. Each of us tronic auditory enhancement device in
your ear was something you did surrep-
will have our own titiously. A hearing aid was something
personal view of this you tried to hide—ideally you didn’t
want anyone to know you needed one.
augmented reality. Recently there has been a fascinating

38 XRDS • FALL 2015 • VOL.22 • NO.1


trend in the other direction. A hearing
device on one’s ear may now be per-
Why invent eccescopic world there would still be
private spheres, and we would do well
ceived as a source of empowerment. something new, to protect them. But one could argue
In the case of bluetooth hands-free
cellphones, people don’t try to hide
when you already a democracy best flourishes when its
shared public spaces are exposed to
these devices, they try to show them have something the light, not when they are shadowed
off. I think the key distinction here is
between “I am trying to fix a problem”
as powerful as the in darkness and fear.
Then again, the more we build
and “I am giving myself a superpower.” human retina? our interaction technologies into our
The former makes you socially vulner- own bodies, the more vulnerable we
able, whereas the latter makes you so- become to perception hacking. Once
cially powerful. computer technology is used for per-
Yet the thing that strikes me about ception of the world around us, then
both of these set-ups is they interfere response—was accessible wherever our senses become vulnerable to be-
with eye contact. In both cases, you we already happen to be looking, then ing hacked. Our eyes might see things
cannot look directly into the pupil of there would be no need to break eye that aren’t there, our ears might hear
the person wearing the head-mounted contact. We would develop ways to things that don’t exist, or our fingers
display. The pupil is hidden by the dis- query a computer that do not require might touch objects that are not real.
play mechanism, which is literally in loss of eye contact. In an eccescopic An entirely new field might arise;
the way. Something tells me this is a world, “eyes free” methods of entering a field of security that protects you
show stopper for widespread adop- text might become not only socially from having your augmented reality
tion. When looking at another person acceptable, but socially necessary. replaced by a chimera.
face-to-face, most people want to see That leads to the question of priva-
their eyes. I suspect retaining the abil- cy. One objection to everyone having CONCLUSION
ity to see other peoples’ eyes will be their own eccescopic display would Of course you never really know how
necessary for widespread acceptance be the loss of personal privacy within the future will unfold. As the great
of an eccescopic future. the public sphere. Wherever you go on user interface imagineer J. K. Rowling
a city street, somebody will be sure to once said: “Predicting the future is a
LIFE IN AN ECCESCOPIC FUTURE record you, and those recordings can very difficult business indeed.”
How different would things look in be pieced together to track your every Sometimes innovations simply re-
an eccescopic world? As different as movement. Yet there are times when quire the proper moment to take root.
books on paper and the Web. Instead even this can be a good thing. In 1965, Western Electric ran a maga-
of a world of computer screens (even For example, in 2003, like many zine advert for a hybrid between a tele-
the little screens on smartphones), New Yorkers, I attended a protest of vision set and a telephone. We now
imagine a world where information our then president’s decision to go know, half a century later, such a prod-
is truly in the air around you. First, to war against Iraq. New York City uct never took the world by storm. Yet
eccescopic interfaces will allow us to police routed the crowd of protesters all those years ago that team of West-
interact with other people directly, in a very odd way. We were shunted ern Electric designers had hit upon
without any screens getting in the off into various side streets, eventu- an essential grain of truth: Eventu-
way. Second, they will allow us to ally quite a few of us found ourselves ally the television and the telephone
“paint” and otherwise annotate the penned in when policemen on horse- would converge in the consumer mar-
physical world around us in ways that back charged into the crowd. For the ketplace. It just wouldn’t happen un-
are visible only to some people and unfortunate people in front, there was til you could carry the technology in
not to others. no way to avoid the kicking hooves of your pocket.
Let’s take the first point. Suppose the horses. The next day, national The details may not all be clear yet,
we are having a conversation about newspapers printed the NYPD’s de- but eventually we will be living in an
American history, and a question scription of the incident: Hostile pro- eccescopic world, and we need to start
comes up, such as: “What was the testers attacked police horses, and the designing for that world.
name of Thomas Jefferson’s wife?” police had done their best to protect The game is already in the box.
In today’s world, at least one of us the helpless horses from the danger-
would need to break eye contact with ous and unruly mob. Biography
the other to type a query onto a com- That was 12 years ago. Today the Ken Perlin, a professor in the Department of Computer
puter screen. Meanwhile, the other police couldn’t have gotten away with Science at NYU, is the director of the Games for Learning
Institute, a member of NYU/MAGNET, and founding
person is probably also visually dis- a stunt like this. Too many people in director of the Media Research Laboratory. He is a
engaging—since it is impossible to recipient of the SIGGRAPH Achievement Award and an
the crowd would be carrying smart- Academy Award for Technical Achievement. His computer
maintain eye contact with a person phones, each with the ability to in- graphics work is featured in the Whitney Museum of
American Art.
who is staring at the screen of their stantly upload images of what really
phone. But if we knew the entire happened before the police had a
search transaction—both query and chance to take the phones away. In an © 2015 ACM 1528-4972/15/09 $15.00

XRDS • FALL 2015 • VOL.22 • NO.1 39


feature

Lost in the Rift:


Engaging with
mixed reality
Virtual reality users are torn between the real and virtual worlds.
Determining how, and when, to show elements of reality in a virtual
view is key to providing usable VR experiences.

By Daniel Boland and Mark McGill


DOI: 10.1145/2810046

A
new virtual reality (VR) user reaches out and feels around in the dark, searching for the
controller yet unable to see where it is. Elsewhere, immersed in their own VR experience,
another user is oblivious to the other person who walks into the room; they are standing
side by side, but unaware of the other’s presence. Mixed reality approaches that allow
these real-world elements to be blended into VR can break the user’s sense of immersion in
their virtual experience. Our research on engagement-dependent mixed reality has solved this
problem, by selectively blending real elements into the virtual world as users wish to engage with
them, which creates a seamless interaction across the continuum of real and virtual reality.
The Oculus Rift’s Kickstarter cam- a number of sizeable problems in try- reality to be mapped to VR. However,
paign triggered a resurgence of in- ing to deliver a VR experience that is perhaps the most pressing concern
terest in VR head-mounted displays usable in the real “consumer” world. currently facing the VR community is
(HMDs). Advances in small form factor Some of these problems are funda- not related to the rendering or display
displays (e.g., the high refresh rate, low mentally technological. For example, of VR experiences, but instead how we
persistence, and high definition pan- the fidelity of the VR experiences in- interact with VR experiences and make
els typically used in mobile devices) creases—as our capability to render VR HMD usage compatible with real-
demonstrated high fidelity VR HMDs and display them does—through world environments.
were now not only technologically fea- more powerful GPUs, better displays,
sible, but a viable and affordable con- and wider field-of-view lenses. Simu- THE GLOVES COME OFF
sumer reality. What followed has seen lator sickness, another major prob- The problem immediately becomes
Image by Creativity103

the likes of Samsung (Gear VR), Sony lem for users, is being addressed with apparent when you first wear a VR
(Morpheus), HTC/Valve (Vive), Oculus/ additional sensing such as external HMD. You find yourself in a virtual
Facebook (DK1/2, CV1), and Google tracking cameras combined with world with no perception of reality.
(Cardboard) battling to be the leader in headset-based inertial motion sens- How do you interact with this new vir-
this VR renaissance. But there remains ing, allowing for every movement in tual world you inhabit? The go-to in-

40 XRDS • FALL 2015 • VOL.22 • NO.1


Photo Credit TK

XRDS • FALL 2015 • VOL.22 • NO.1 41


feature

Gloveone2 uses vibrotactile actuators


Figure 1: Milgram et al.’s reality-virtuality continuum. Here we can see augmented embedded in a glove, allowing a lim-
reality (pictured the Microsoft Hololens) and augmented virtuality (pictured the ited perception of virtual objects. In
Oculus Rift DK2) contained within the scope of mixed reality, with examples given contrast, the Dexta Robotics Dexmo3
of what the user might perceive at different points along the continuum. uses mechanical actuators to create a
force-feedback exoskeleton glove, al-
lowing virtual objects to be grabbed
Reality-Virtuality (RV) Continuum and released. Mid-air feedback also
shows promise, using ultrasound [1]
or air vortices [2]. Given the relative
lack of maturity of these technolo-
gies, interaction with real tangibles in
some form is likely to be required for a
variety of experiences.
With respect to tangible objects,
handheld motion controllers (e.g.,
Oculus Touch, Playstation Move, and
SteamVR) are the most promising cur-
rent approach. They typically provide
Augmented Augmented the capability for high-bandwidth in-
Reality (AR) Virtuality (VR) put and “hand presence,” meaning
the positional tracking of hands and/
Mixed Reality (MR) or fingers, at the cost of being able to
naturally manipulate virtual objects
through touch. Other approaches aim
put mechanisms (game controllers, reality and touch objects virtually al- to retain the capability to pick up and
mice, and keyboards) immediately be- lows common interactions without the manipulate virtual objects. Substitu-
come more difficult to use when they go-between of a peripheral. However tional reality appropriates real-world
can’t be seen. If you want proof of this, the word “touch” is problematic here. tangible objects to represent virtual
close your eyes, stand up, spin around Hand-tracking solutions often lack objects, for example turning a torch
a bit on the spot, and then try to type haptic feedback when touching a VR into the hilt of a VR lightsaber [3].
something on your keyboard. If you object, which pulls users out of the vir- Apart from these, other modalities for
survive unscathed, you might remark tual experience, making precise ma- interaction are also available. Voice,
that it is anything but easy. There are nipulation difficult. gaze, and motion tracking all allow
styles of interaction that don’t need This lack of haptic feedback can some semblance of mapping the ac-
peripherals, such as gestural interac- be compensated for in numerous tions of the real world to the virtual.
tion. But even this can be hazardous ways. For example, Neurodigital’s Allowing the user to move in VR can
when you can’t see the real obstacles be achieved using omnidirectional
that surround you in your household, treadmills, external sensing with re-
such as plant pots, walls, or beloved directed walking, substitutional reali-
family pets. One way of solving this ty on a larger scale, or even room-scale
problem is to develop highly targeted VR [4].
interactions for specific VR contexts, However, many of the discussed in-
like the flight rig in the Birdly VR In shutting off teraction techniques share a common
Simulator.1 General consumer use of
VR will, however, require generic and
reality, we can problem; the interaction starts in real-
ity, yet the VR user has limited percep-
adaptable interaction techniques, become extremely tion of that reality.
suitable for use in home and office
spaces without significant deploy-
immersed in LOST IN THE RIFT
ment or installation. VR without Being unable to perceive reality when
As such, considerable efforts have
gone into recreating real-world inter-
distraction. in VR has serious consequences re-
garding usability. Take handheld
actions in VR. Hand tracking (e.g., us- But the more controllers; if we put the control-
ing the leap motion VR) allows users
to interact with 3-D VR elements in a
we shut off reality, ler down, we need to be able to see
where it is in order to pick it back
natural manner, using their proprio- the more difficult up again. For hand-tracking interac-
ception. Being able to reach out in
certain interactions 2 http://www.gloveonevr.com/
1 http://somniacs.co/ become. 3 http://www.dextarobotics.com/products/Dexmo

42 XRDS • FALL 2015 • VOL.22 • NO.1


tions, we need to be aware of what
real-world objects might be interact-
There will be HMDs In order to augment virtuality with
reality and achieve this seamless in-
ed with. Waving one’s hands in the in the future tegration of real and virtual, we first
air may make for an immersive ex-
perience, but knocking over a cup of
that will support need a VR HMD that is able to sense
elements of reality. Such sensing
water would make for a rather moist both AR and can be room-wide (e.g., Oculus Con-
one. For movement through real-
world spaces, we need a perception
VR/augmented stellation, HTC/Valve Lighthouse,
or Microsoft Kinect) or mounted
of where we can move. Walking into virtuality modes on the headset itself (e.g., Leap Mo-
a wall impacts your immersion in VR
as well as your head. The problems
and will have the tion VR, Gear VR camera, or Google
Project Tango). These sensing tech-
don’t stop there. There are a variety of ability to transition niques typically support depth cap-
scenarios where a user might want to
perform a necessary interaction with
between any point on ture, person identification, object/
hand tracking, and biometrics across
reality (e.g., typing on a keyboard or the RV continuum. a wide field-of-view. Using multiple
eating some popcorn), or might need sensors, we can start to accurately
to be aware of reality (e.g., your com- map out the room. For example, we
puter spontaneously combusting). can track the VR user (e.g., position
Not only can this make for awkward and orientation, compensating for
situations, it can also leave users feel- user can see nothing but VR), with drifts in on-board inertial sensing),
ing vulnerable with little control over all the points in-between comprising the social context of the room (e.g.,
their personal space. of mixed reality—a blend of real and who is there, what are they attend-
In a survey of 108 existing VR HMD virtual. Depending on how this mix- ing to, and where they are), and the
users, we confirmed there were sig- ing is skewed, it might be interpreted physical context of the room (e.g., ob-
nificant problems regarding interact- as augmented reality (AR), a view of jects, obstructions, and walls). Our
ing with peripherals and communi- reality that is augmented with virtual work was predicated on these sens-
cating the social context of the room. aspects, or augmented virtuality (AV), ing capabilities being widely avail-
Users reported being ineffective at a view of VR that is augmented with able, and was concerned with how we
interacting with real-world objects aspects of reality. Early work in this might use this sensing to enable the
and peripherals. This was unsurpris- area by Metzger [6] proposed a seam- VR HMD user to interact with, and be
ing, but confirmatory, given that users less integration of real-world human aware of, reality. To do this, we had
were unable to see these objects and interfaces with the virtual world, and to answer two questions: How should
peripherals. For social contexts, we our work explores how to realize this. we incorporate reality and when?
found users were unaware of the pres-
ence and proximity of others in the Figure 2. Feedback from real objects can be used to augment virtuality, providing
room. In both cases, users agreed the a low-level control loop that can support high bandwidth interaction, such as
VR HMD should have in-built support typing. The more the user engages with reality, the more real feedback is mixed
for incorporating reality. with virtuality.
In essence, the isolation a VR HMD
provides is both its greatest strength
and most significant weakness. In
shutting off reality, we can become
extremely immersed in virtual reality
without distraction. But the more we
shut off reality, the more difficult cer- Engagement AV
tain interactions become. The problem
space is in deciding when, and how, to
breach that isolation and communi-
cate information regarding real-world
context and objects.
The extent to which we breach this Inferred Engagement
isolation is defined by where we are
on the “reality-virtuality (RV) contin-
uum” [5], also known as the “mixed
reality continuum” (see Figure 1).
The RV continuum is a scale ranging
between completely real (meaning Reality Virtual Reality
the user can see nothing but reality)
and completely virtual (meaning the

XRDS • FALL 2015 • VOL.22 • NO.1 43


feature

scenes would be spoiled by a ghostly,


Figure 3. A VR HMD wearer’s view of engagement-dependent mixed reality. hovering keyboard. By only including
Here, the user has reached out to interact with an object; in turn, the system has an object as the user engages with it
inferred this engagement and temporarily brought the available objects to be (for example by reaching out for it, or
interacted with into the VR view. by gaze), the engagement-dependent
mixed-reality approach enables a
high bandwidth interaction such as
keyboard input while allowing users
to otherwise remain immersed in
their VR experience (see Figure 2).
As we infer the user’s engagement,
we can also blend elements where there
is a high likelihood of engagement.
Obvious examples include necessary
objects, such as a cup that is frequently
drank from (see Figure 3), or hazards
such as a wall in the path of the user (as
is the case with the feedback provided
by the HTC Vive headset).
This could also apply in virtuality,
for example incorporating an avatar
of a friend into an otherwise real-
world view. This is particularly useful
for blending people into the VR view
as they enter the room. It can be as-
sumed a VR user wants to be aware
ENGAGEMENT-DEPENDENT engagement is considered to be the of people entering their personal
MIXED REALITY user’s attention to an element, such as space, and so there is an implicit level
There are clearly scenarios where users by a sustained gaze, or the user’s con- of engagement with these people al-
would want to blend real elements into trol of an object reaching for a cup or ways blended in slightly as “ghosts.”
their virtual experience. The question typing on a keyboard. This “engage- As the VR user interacts with others,
then is how to find the appropriate bal- ment-dependent” mixed reality allows they can be blended in more fully, oc-
ance between real and virtual—where a number of pressing VR usability is- cluding part of virtuality (see Figure
does the user want to be on the RV sues to be addressed. 4). This example, with its degrees of
continuum? Our work explores how to Let us again look at the case of the blending, demonstrates how engage-
intelligently infer which elements of keyboard or controller in detail. We ment-dependent mixed reality spans
reality or virtuality the user is engag- know finding and interacting with the RV continuum dynamically.
ing with, and adapts the mixed-reality these peripherals unsighted is dif-
blending accordingly (for more details ficult. We could incorporate these THE CONVERGENCE
beyond this article, see McGill et. al. objects into mixed reality; however OF VR AND AR HMDS
[7] and the associated video4). This having such real elements perma- While much of our work is based
nently visible in VR would impact im- around the concept of a VR HMD
4 www.youtube.com/watch?v=SHdfxuh7_GY mersion—even the most immersive combined with sensors for capturing

Figure 4. When a person enters the same physical space as the VR user, they are faded into the virtual view. When the user
wishes to engage with them, they would become fully opaque. Left: reality; middle: low engagement; right: high engagement.

44 XRDS • FALL 2015 • VOL.22 • NO.1


CACM_TACCESS_one-third_page_vertical:Lay

and incorporating reality, there is an- CONCLUSIONS: CAN I SEE YOU NOW?
other class of mixed-reality displays What we’ve described is a means to
currently in use. AR headsets typical- balance the needs of VR users who are
ly rely on a see-through display where torn between two worlds: reality and
virtual content can be rendered on virtuality. Users want to interact with
top of the user’s view of reality (as op- a virtual world, yet have to route said
posed to reality rendered virtually).
They occupy the AR part of the RV
interaction via the real world. This bal-
ance between immersion in virtuality ACM
continuum, with Microsoft Hololens and awareness of reality is key to pro-
being a recent example of the state of viding usable, yet immersive, VR head- Transactions on
the art. sets that can be used in homes, and
Because AR headsets have the abil-
ity to transition between a range of
offices, as well as other shared, social,
complex spaces without impediment.
Accessible
points on the RV continuum, we can
apply our engagement-dependent
Our work provides a foundation for
both AR and VR displays, with transi-
Computing
mixed-reality approach. This time tions in mixed reality governed by the
the blending would govern when and user’s engagement. This engagement-
how much virtual content is rendered dependent approach to mixed reality
on top of reality. For example, a lin- provides experiences that better adapt
gering gaze on a tourism landmark to user needs, and break down the
might be a cue to incorporate addi- isolating digital and physical barriers
tional relevant information. raised by head-mounted displays.
The underlying technologies used
in AR headsets suggest in the future References

there will be HMDs that support both [1] Wilson, G., Carter, C., Subramanian, S., and Brewster,
S. Perception of ultrasonic haptic feedback on
augmented reality and VR/augmented the hand: localisation and apparent motion. In
virtuality modes, and will have the Proceedings of the 32nd annual ACM conference on
Human factors in computing systems (CHI ‘14). ACM,
ability to transition between any point New York, 2014,1133-1142.
on the RV continuum. For example, we [2] Sodhi, R., Poupyrev, I., Glisson, M. and Israr., A.
can envisage Hololens–like headsets AIREAL: interactive tactile experiences in free air.
ACM Trans. Graph. 32, 4 (July 2013).
where there is an additional display [3] Simeone,A., Velloso, E., and Gellersen, H..
layer that can selectively occlude real- Substitutional Reality: Using the Physical
Environment to Design Virtual Reality Experiences.
ity, such that the rendering of virtual In Proceedings of the 33rd Annual ACM Conference
content can be done on top of reality on Human Factors in Computing Systems (CHI ‘15).
ACM, New York, 2015, 3307-3316.
or on top of a blank, dark canvas— ◆ ◆ ◆ ◆ ◆
[4] Machkovech, S. SteamVR: The room-scale VR
much like how 3-D TV active-shutter world that feels like an “IMAX in your house.” June This quarterly publication is a
glasses work today. Such headsets 13, 2015. Ars Technica UK. http://arstechnica.
would be at once empowering and iso-
co.uk/?p=19673. quarterly journal that publishes
[5] Milgram, P., and Fumio, K. A taxonomy of mixed
lating in equal measure, supporting reality visual displays. IEICE TRANSACTIONS on
refereed articles addressing issues
instantaneous transitions between Information and Systems 77.12 (1994), 1321-1329.
of computing as it impacts the
virtual spaces and augmented reality [6] Metzger, P.J. Adding reality to the virtual. In
lives of people with disabilities.
Proceedings of the 1993 IEEE Virtual Reality
spaces. But how would we make these Annual International Symposium (VRAIS ‘93). IEEE
transitions seamless? What elements Computer Society, Washington, DC, USA, 1993, 7-13. The journal will be of particular
of reality should get carried back and [7] McGill, M., Boland, D., Murray-Smith, R., and interest to SIGACCESS members
Brewster, S. A Dose of Reality: Overcoming Usability
forth? And how do we provide users Challenges in VR Head-Mounted Displays. In and delegates to its affiliated
Proceedings of the 33rd Annual ACM Conference on
with a stable mental model for inter- Human Factors in Computing Systems (CHI ‘15). conference (i.e., ASSETS), as well
acting with reality as their immersion ACM, New York, 2015, 2143-2152.
as other international accessibility
into VR increases? There would be
a need for consistent behaviors and Biographies
conferences.
rule sets regarding transitions across Daniel Boland applies data science and machine learning ◆ ◆ ◆ ◆ ◆
the RV continuum, be they pertaining approaches to HCI. This work was informed by his Ph.D.
thesis on adapting to user engagement. Learn more at www.acm.org/taccess
to interactions with reality, aware- www.dannyboland.com.
ness of social contexts, and so on. We Mark McGill is a Ph.D. student at the University of Glasgow
www.acm.org/subscribe
suggest an engagement-dependent in the Multimodal Interaction Group, led by Prof. Stephen
Brewster. Outside of VR, his research interests are
mixed-reality model could underpin in multi-user and multi-view TV. Learn more at www.
such interactions, and such a model is markmcgill.co.uk.

a necessity if interactions with reality


© 2015 Copyright held by Owner(s)/Author(s).
are to be as seamless and effortless as Publication rights licensed to ACM.
users might expect. 1528-4972/15/09 $15.00

XRDS • FALL 2015 • VOL.22 • NO.1 45


feature

Managing
Cybersickness
in Virtual Reality
If the physical side effects associated with virtual reality are not
managed, the widespread adoption of VR may come to a halt.

By Lisa Rebenitsch
DOI: 10.1145/2810054

S
creenwriters, science fiction authors, you, and I… we all have dreamed of virtual
reality (VR) for decades. Hollywood whet our appetite for VR with films such as “The
Matrix,” “Total Recall,” and “Brainstorm.” As early as 1982, when “Tron” introduced
VR to the masses, the technology seemed well within reach for us all. VR was
present on the small screen as well as in the form of the Holodeck on “Star Trek: The Next
Generation.” By the early 1990s consumers could finally purchase VR gaming devices; there
was the Nintendo Virtual Boy, the Sega VR console, and the Sony Glasstron. The addition of
head tracking enabled dynamic VR applications, while 3-D screens heralded a new interface
mirroring the real world. Beyond entertainment, VR has also been used for military
and aviation training; its versatility lator sickness or visually induced mo- up to the software. Therefore, devel-
has been useful in design, data visual- tion sickness (VIMS), has been well opers simply needed to wait and even-
ization, and more. But just as VR began documented since the 1960–1970s. tually hardware improvements would
to peak, it nearly became extinct. These motion sickness–like symptoms eliminate cybersickness. There was
There are multiple reasons for this, were first reported while using military one major exception: In 1995, Mon-
but one of the most significant is the and aviation simulators. The term cy- Williams, Wann, and Rushton pre-
technology over-promised and under- bersickness is associated with full vir- dicted improving the hardware would
delivered. Military training simulators tual environments, while VIMS is used actually increase cybersickness [1]. To
were extremely expensive to operate. more broadly and refers to any situation better understand how cybersickness
Image by Durantelallera / shutterstock.com

Even as a commercial product, de- that involves looking at imagery, real or works requires delving into human
vices proved too costly for consumers. computer generated. Cybersickness is physiology and how we adjust to vi-
Despite implementing the most basic not the same thing as motion sickness. sual imagery.
technology, a monochromatic display, They differ with respect to their symp-
the Nintendo Virtual Boy was a failure. toms: Motion sickness is identified pri- WHAT IS CYBERSICKNESS?
There was also the issue of comfort. marily by nausea, while cybersickness There are a few common theories ex-
The Glasstron and Sega headsets were involves disorientation and dizziness plaining cybersickness, with the most
heavy. Worst of all, using VR devices usually preceded by nausea. prevalent being sensory mismatch.
made some people ill. The general assumption around This theory states if there is a mis-
Cybersickness, also known as simu- 1990 was the hardware would catch match between the sensory input to

46 XRDS • FALL 2015 • VOL.22 • NO.1


Photo Credit TK

XRDS • FALL 2015 • VOL.22 • NO.1 47


feature

the inner ear and the eyes, a person will


feel motion sickness. An example of
One of the best Individual user factors include age,
gender, and frequency of use of VR.
this is when a person is viewing a mov- things developers There is still a great deal of uncer-
ie and sees something moving while
the viewer remains stationary. There
can do is to include tainty concerning what factors affect
cybersickness, and what their indi-
are two other theories that are gaining optional settings vidual ramifications are. Causative
favor. The first is the postural insta-
bility theory, which states if someone
that decrease effects are missing, and therefore,
good estimation models are also lack-
cannot maintain a stable posture with the likelihood of ing. Since there is no good estimation
sensory input, he or she will be ill. The
second theory, the rest frame theory,
cybersickness. model of cybersickness, if a developer
wants to know if an application and
states the less anticipated the sensory system could cause cybersickness,
input, the more ill someone becomes they need to actually build it. How-
with the less-anticipated movement. ever the developer would need to find
In other words, you expect a stationary a varied group of people to test it and
viewpoint if you are sitting in a station- then ask how sick they become. This
ary chair, but a movie gives you a mov- been posed over the last few decades. is a risky venture; money would be in-
ing viewpoint. For example, the driver Broadly, these sources can be catego- vested into a system that may or may
in a car anticipates the direction of rized into hardware, software, and the not be operable.
movement better than the passenger individual user. Hardware includes So why are causative effects still
who does not have control, and there- components such as resolution, lag, unclear when cybersickness has been
fore, will have fewer symptoms. size of the screen, and more. Software studied for decades? There are a few
Several dozen sources for cyber- refers to the application, speed of reasons: experimental results are wide
sickness related to these theories have movement, and general appearance. spread, results from different labs can
be hard to compare, and cybersickness
Figure 1. An evolution of VR technology from the 1990s to the present. VR is difficult to measure and quantify.
headsets on the left are from the 1990s, and the headsets on the right are their The simulator sickness questionnaire
modern equivalent. used by about 75 percent of the field,
is not ideal [2]. Like most surveys it is
1990s Current subjective. It is also overly sensitive,
nonlinear, and very time consuming.
Unfortunately, it is currently the best
comparison tool we have.
A relatively recent alternative to
questionnaires is measuring postural
instability (essentially how much some-
one “wobbles”). In general, as a person
becomes more “wobbly,” they will feel
more ill. Postural instability has shown
correlation in multiple experiments,
but the results cannot be applied to a
Sony Glasstron Sony Personal 3D Viewer general setting. The correlation values
(a) (b) vary greatly from lab to lab, and from
experiment to experiment. Postural
monitoring also usually requires the
subject to maintain special postures
and attach sensors to their person.
Asking someone to wear a sticky sen-
sor and assume the Tandem-Romberg
stance (close their eyes, place the feet
heel-toe-heel-toe, and cross their arms)
for 20 seconds every four minutes, is
not the most reasonable request.

VR IS BACK, BUT SO
IS CYBERSICKNESS
Nintendo Virtual Boy Oculus Rift
Recently, there have been significant
(a) (b)
changes to VR hardware: The costs
have come down and the hardware

48 XRDS • FALL 2015 • VOL.22 • NO.1


has started to catch up. The Oculus
Rift has replaced the Virtual Boy, and Table 1. Components of cybersickness are shown below. Options that normally
the Sony Personal 3D Viewer HMZ-T1 lessen cybersickness are on the left, while options that normally increase
has replaced the Glasstron (see Fig- cybersickness are on the right.
ure 1). New multidirectional walking
platforms like Cyberith Virtulizer and
Virtuix Omni will soon be available.
People are excited about VR again and
there is renewed interest in finding
new ways to use VR. But there is still Screen size
much to explore on the human side of
VR. Are the systems comfortable? Are
they easy to navigate? Are they easy
to add to your home? The answers to
Small Viewing Area Large Viewing Area
these questions may be a resound-
(a) (a)
ing yes. Yet, one element may severely
harm the progress of VR and cause it
die out again: cybersickness.
Part of my research on cybersick- Speed
ness involves querying users. When
discussing the phenomenon, 90 Walk Run
percent of audiences have either ex- (c) (d)
perienced illness or know someone
who has become sick while watch-
ing a movie. There is a website, www.
moviehurl.com, entirely devoted to
rating movies for their nausea induc- Textures
ing effects. There are the classical
examples, “The Blair Witch Project”
and the “Bourne” movie series, as well Realistic Textures Generic Repeating Textures
as newer films, “The Hunger Games” (e) (f)
and “Earth to Echo.” Although movies
and VR have several similarities, VR
has a higher incidence and severity
of cybersickness. Researchers study-
ing the problem usually report a 40-60 Time
percent susceptibility rate and claim
more than 90 percent of the popula- Short Duration Long Duration
tion have the potential to be affected. (g) (h)
Personally, I have exited Oculus Rift
demonstrations overhearing people
saying they felt ill, even though they
did not consider themselves to be
prone to motion sickness. This prob- Play position
lem is not going away. Instead, Mon-
Williams, Wann, and Rushton’s pre- Sit Stand
diction is proving true. More people (i) (j)
are using VR and more people are be-
coming ill.
Some marketers have insisted cy-
bersickness will be gone in a few years
due to hardware advancements. Yet it Frequency
has been a problem for 60 years; it is
not going to be solved in a few more.
This misguided belief is based on the
fact that the original hardware was Use VR Frequently Use VR Infrequently
nowhere near sufficient. One of the (k) (l)
problems with this assumption is VR
systems are composed of more than

XRDS • FALL 2015 • VOL.22 • NO.1 49


feature

as little as 15 minutes. If you anticipate


Figure 2. Multidirectional walking platforms are depicted Virtuix Omni (left) and there will be an issue with cybersick-
the Cyberith Virtualizer (right). Both place a user on a slippery floor that monitors ness, break up game play into 15-min-
the direction and speed of steps for use in VR. Slipping is prevented by a brace at ute active segments buffered by mel-
the hips and waist. low inactive segments.
Field of view. Also known as the rel-
ative size of a screen at a set distance,
field of view also has a significant
effect on cybersickness. Doubling
the field of view will approximately
double the frequency and severity of
cybersickness. This is one of the easi-
est settings developers can include. If
someone says they are sensitive to cy-
bersickness, shrink the field of view by
displaying the application in only half
the screen. However, field of view is
regularly affected by the display itself.
(a) (b) Head-mounted displays like Oculus
Rift often have smaller effective fields
of view than large TVs. If the field of
just hardware. What does the applica- So what about the software and view and interaction are identical
tion look like? Can you see to the hori- individual side? Why has there been across displays, little to no effect can
zon? Can you turn sideways? How fast less focus on these categories? To be seen because of the display used.
are you moving? Then, there is the per- start, these are a lot harder to define. However, this is much more difficult
son. Some users are simply more sus- You also cannot place those types of than it seems. In a head-mounted dis-
ceptible to cybersickness. It does not restrictions on software because any play, there is more head motion than
matter if you put these people on a real guideline posed will eventually be bro- in a large TV, which cannot move. The
roller coaster or a virtual one. Either ken by an application. A user will be instant a user moves with a large TV,
way, they will get sick. a user. You cannot control them. Any the field of view also changes.
So why is there such a focus on monitoring measure that delays start- Speed. The next easiest component
hardware? The biggest reason is it is ing or affects comfort is not going to be to control is forward speed. Generally
an ideal solution. Solve the hardware well tolerated. users vastly underestimate distances
problem, and everyone’s problem is traveled in VR, so their sensory ex-
solved. Unfortunately, we really do WHAT AFFECTS CYBERSICKNESS? pectations are not met. It is easy to
not know how much of cybersickness The difficulty in identifying cybersick- add a speed setting so users will feel
is strictly due to hardware. Develop- ness begs the question, what can be as though they have moved at their
ers are focusing intensely on lag and done to prevent it? Much of what causes anticipated speed. However, there is a
tracking accuracy, but most studies cybersickness, how to detect it, and how catch: Users consistently feel worse at
on lag looked at delays of 100-200ms. to prevent it remains unclear. Many faster speeds. I have added a run but-
VR equipment at 10HZ would not be components of VR such as level of real- ton due to requests, but later had a few
considered sufficient in the first place. ism, zoom, display type, demographics, participants avoid using it, with one
There is a reason TV screens and mon- etc. have experiments both supporting going as far as calling it the “sickness
itors are 60HZ or higher. However, lag and denying their effects. However, button.” If an application permits
does need to be improved. Low frame we do know a few components that high speeds, a “stamina” meter can
rates can cause a flickering effect— have had reliable results. These are ex- prevent continuous use and decrease
flashing lights are used to diagnose plained and summarized in Table 1. the likelihood of cybersickness.
migraines and for other brain tests. Duration. One of the best-reported The effect of rotation speed is less
Jitter is also bad. Just ask anyone who components that correlates to cyber- certain. Most of the experiments on
cannot watch a shaky camera movie. sickness is duration. It is important rotation forced a continual back and
The goal in VR is to feel as though to bear in mind the warning labels on forth motion. How many circumstanc-
there is no difference between the real consoles may only follow some experi- es are there that force continual sway-
and virtual world. Tracking and lag are mental results. Nintendo1 suggests a ing back and forth? There are few other
only two parts of a whole. Even with break every 30 minutes when using than boat or carnival rides. The only
perfect tracking, there will be lag as 3-D, but, on average, you can expect to exception is that simple up-down (bob-
the computer must wait for the track- start noticing cybersickness effects in bing for example), left-right (most turn-
ing information to be sent and then de- ing for example), and tilt (windmills for
termine how to use this information in 1 https://www.nintendo.com/consumer/ example) rotations are tolerated better
the application. systems/3ds/en_la/health_safety.jsp than rotations that combine two or

50 XRDS • FALL 2015 • VOL.22 • NO.1


more simple rotations (diagonal rota-
tions for example).
There have been Virtuix Omni, which allow walking in
all directions, may be critical for more
Enforce Expectations. VR hard- significant changes immersive (“better”) systems to pre-
ware does not perfectly match the real
world. In short, users can tell what they
to VR hardware: vent illness. More extreme methods
would be to prevent any type of jitter
are seeing and feeling does not match The costs have (e.g., shaky camera) by smoothing the
what they expect. One way to decrease
this problem is by enforcing real-world
come down and the camera or limiting any forward move-
ment other than scene changes, as well
expectations. There are a few ways hardware has started as using head rotation only. The latter
to do this. The application can give a
more natural mode of interaction (for
to catch up. essentially creates a movie where the
audience is in the middle of the 3-D set.
example, multidirectional walking as Here are a few more suggestions to
shown in Figure 2), seat users so they decrease cybersickness that are not
can “feel” more of the real world, or well studied, but come from my per-
add some visual that always matches sonal experience. The textures in an
expectations. These visuals can be application can affect cybersickness.
lines across the screen, icons, or seeing history—women are more likely to Participants have more trouble with
parts of the real world. These stabiliz- have a history of motion sickness. Why generic, repeating textures such as
ing visuals are often called “indepen- is this a problem? The history of mo- gravel and concrete as shown in Ta-
dent visual backgrounds.” This may be tion sickness also correlates well with ble 1. Conversely, complex non-repet-
why augmented reality, which only has cybersickness. This means if people itive textures, such as bookcases or
a few virtual components, rarely gener- are grouped according to motion sick- stone walls with random cracks and
ates cybersickness. ness history, there is no effect of gen- ivy, are well tolerated. The distance
Another way to enforce expecta- der [3]. Motion sickness history may between objects also affects cyber-
tions is to give users some control give more information to estimate sickness. Wide-open areas are highly
over their view and motion. Just like cybersickness, while still indirectly in- preferred. Seeing out to the horizon
in a car, the driver with control is less cluding gender. is well tolerated, while curved nar-
likely than the passenger to become Age. There hasn’t been significant row hallways are not well tolerated.
sick. We are not sure about the effect research on cybersickness and age. Re- Last but not least, playing more video
of graphical realism. Some people re- searchers in the field assumed if some- games with lots of forward motion
port an effect, some report no effect, thing correlated to motion sickness, it helps develop habituation, which is
some report better graphics have an correlated to cybersickness. This as- associated with less cybersickness.
effect, and some report the opposite. sumption may have been wrong. Mo- Who would like to join me in a game of
Personal experience states very low tion sickness and cybersickness do “Halo” or “Minecraft”?
graphical quality with mostly solid ab- not act exactly the same. With motion
stract symbols and very high graphi- sickness, older people are less likely References

cal quality with shadows and complex to experience symptoms. The results [1] Mon-Williams, M., Wann, J. P, and Rushton, S. Design
Factors in Stereoscopic Virtual-Reality Displays.
imagery are better tolerated. are preliminary since recruiting older Journal of the Society for Information Display 3, 4
Habituation. There is one thing that participants can be difficult. But un- (1995), 207-210.

is working in a developer’s favor—ha- like motion sickness, older users have [2] Graeber, D. A. and Stanney, K. M. Gender Differences
in Visual Induced Motion Sickness. In Proceedings
bituation. If someone uses an applica- shown a higher incidence of cybersick- of the Human Factors and Ergonomics Society 46th
Annual Meeting (Baltimore, September 30-October
tion regularly, they will slowly build up ness in some VR systems [4]. This may 4). Human Factors and Ergonomics Society, Santa
a tolerance. We are not sure if using a be an effect of video game usage cor- Monica, 2002, 2109-2113.
different VR application will give the relating to cybersickness, or it may be [3] Arns, L. L. and Cerne, M. M. The Relationship
between Age and Incidence of Cybersickness among
same effect, or how long it lasts, but something yet to be discovered. Immersive Environment Users. In Proceedings of
playing video games with substantial the IEEE Virtual Reality (Bonn, March 12-16). IEEE
Washington, DC, 2005, 267-268.
amounts of forward motion such as GUIDELINES FOR DEVELOPERS
[4] Kennedy, R. S., Lane, N. E., Berbaum, K. S., and
platformers and first-person shooters One of the best things developers can Lilienthal, M. G. Simulator Sickness Questionnaire:
does correlate with less cybersickness. do is include optional settings that An enhanced method for quantifying simulator
sickness. The International Journal of Aviation
Susceptibility. We have discussed decrease the likelihood of cybersick- Psychology 3, 3 (1993), 203-220.
hardware and software, but what ness. The easiest options are to shrink
about the person? Past studies suggest the field of view, slow forward speed,
Biography
20-40 percent of cybersickness can be give people at least some control over
Lisa R. Rebenitsch recently graduated with a Ph.D. in
attributed to the user alone. That is a their movement, and seat users. The computer science from Michigan State University.
great deal to ignore. Gender has been exception to seating people is that, in She joined the software engineering faculty at the
Milwaukee School of Engineering this fall. Her research
studied repeatedly. Many studies re- general, the more natural or antici- interests lie in cybersickness, virtual reality, and user
port women are more susceptible to pated the movement, the less cyber- interfaces in general.

cybersickness. However, gender also sickness there is. This means devices
correlates well with motion sickness such as the Cyberith Virtulizer and © 2015 ACM 1528-4972/15/09 $15.00

XRDS • FALL 2015 • VOL.22 • NO.1 51


feature

What Is the Vergence-


Accommodation
Conflict and
How Do We Fix It?
The next wave of virtual reality technology might turn to light field
displays to solve a dizzying problem.

By Robert Konrad
DOI: 10.1145/2810048

Y
ou’ve probably never heard of the vergence-accommodation conflict, but if you’ve ever
felt nauseous watching a 3-D movie, you’ve felt its effects. Unfortunately, you might
face a similar problem with the current wave of virtual reality (VR) technologies.
Current 3-D movies and VR systems are based on planar stereoscopy, a process of
displaying two different images of the same scene on a planar screen from slightly different
angles—one to each eye. When viewed together, the images fuse and create an impression
of depth and solidity. While planar stereoscopy “tricks” our visual system into perceiving
depth, it also induces a conflict be- you can’t do one without the other. look and focus on the same object.
tween two parts of the human visual More importantly, the distances at However, there is a problem with ste-
system, causing some users to experi- which you converge and accommo- reoscopic displays.
ence pain and even nausea. This con- date are the same because you usually In these displays, each eye is pre-
flict is known as the vergence-accom- sented with a different image and
modation (VA) conflict. one is able to look at objects as if they
In order to understand the VA con- were in front of or behind the actual
flict let me first explain how our visual
system operates in the real world.
Possibly the 2-D display, depending on the dis-
parities for each object. This is great
When a person is looking at the world, most exciting because it gives us the impression of
their eyes respond in two ways. First,
the brain instructs the eyes to rotate
new approach in depth. However, our eyes must focus
on the display surface to keep the
so they are oriented toward the same creating a near images sharp on our retinas. See the
point of interest (this is called ver-
eye display with conflict? Our eyes converge on objects
Image by Alicia Kubista

gence). At the same time, the brain as if they were some distance away
forces the lens in each eye to focus so correct vergence and from the display, while they accom-
the point of interest appears sharp on
the retina. When looking around the
accommodation is modate on the display surface itself.
We are converging and accommodat-
world these two actions are coupled; light field displays. ing to points at different distances,

52 XRDS • FALL 2015 • VOL.22 • NO.1


Photo Credit TK

XRDS • FALL 2015 • VOL.22 • NO.1 53


feature

something our visual system is not fa-


miliar with. It tries its best to keep the Figure 1. In this light field display technique, two rays pass through the pupil,
images fused and in focus, and is able allowing the user to accommodate to the correct plane. The eye focuses on
to do so to a degree, but with negative (a) the 3-D image and (b) display screen.
side effects.
Although the method of displaying
different images to each eye is differ-
ent for VR and 3-D movies, the fun-
damental principle is the same, and
it induces the same conflict. Because
relatively few VR units have been re-
leased, we are not quite sure whether
users will be able to use VR headsets
for extended periods of time or if the
induced symptoms will cause the pub-
lic to back away from VR much like it
did from 3-D. If so, then VR technol-
ogy might have to shift away from the
current stereoscopic method to more
sophisticated displays. Two such dis-
play technologies are multi-focal and
light field displays.
Multi-focal displays are, as the
name implies, displays that allow
one to focus (accommodate) at differ-
ent distances. Such displays are still
stereoscopic in nature, but they now
allow one to converge and accom-
modate at the same distance, thus
removing the VA conflict. There exist to switch between four focal lengths For Akeley and Love, nearly correct
several methods of creating multiple very quickly (less than one millisec- accommodation is achieved regard-
focal planes, but I will only cover a ond). He rendered each frame four less of where the user looks. However,
couple here. times, once at each focal plane, to cre- eye tracking is gaining traction in VR
While at Stanford University, Kurt ate an approximate volumetric dis- and could be leveraged to make a sys-
Akeley proposed a volumetric display, play. If each plane is displayed above tem that dynamically changes its focal
rendering images across multiple the human flicker fusion threshold, state, depending on where the user is
semi-transparent planes in his 2004 then the individual images average looking. Liquid lenses exist today with
paper “A Stereo Display Prototype with together forming one effective image a continuous spectrum of focal lengths
Multiple Focal Distances.” Because for a viewer. This design was not prac- and could be used for this purpose.
light is emitted from sources at “cor- tical because even for only four focal However, current liquid lens technol-
rect” focal distances, the vergence states, 180Hz monitors were needed ogy only allows for small lenses, result-
comes back into line with accommoda- for a frame rate of 45fps. (For refer- ing in small fields of view.
tion. Although the solution is not prac- ence, the fastest monitor on the mar- Possibly the most exciting new ap-
tical due to its physical size, it was a ket today works at 240Hz.) proach in creating a near eye display
successful proof of concept. It showed with correct vergence and accommoda-
that such a display can successfully tion is light field displays. As described
address deficiencies in current VR dis- in the 1996 paper titled “Light Field
play technologies.
Gordon Love proposed a more com-
The overarching Rendering” by Marc Levoy and Pat
Hanrahan, a light field is the radiance at
pact way of creating multiple focal goal is to create a a point in a given position. It is a vector
planes in his 2009 paper “High-Speed
Switchable Lens Enables the Devel-
sampled version of function that describes the amount of
light flowing in every direction at every
opment of a Volumetric Stereoscopic such a light field and point in space. Light field displays are
Display.” He created a volumetric ste-
reo display via high-speed, switchable
project multiple rays capable of projecting a sampled light
field, which is a close representation to
lenses made of birefringent material, from the same point how light propagates through the world
whose refractive index depends on
the polarization and propagation di-
across different and falls onto our retinas.
Light coming from a light source,
rection of light. The lenses were able points on our pupils. the sun or a lamp, can be thought of as

54 XRDS • FALL 2015 • VOL.22 • NO.1


a bundle of rays coming from a single rays from the same point across dif- correct vergence, accommodation,
point source. These rays propagate ferent points on our pupils, in a physi- binocular disparity, and retinal blur
through free space (let’s assume air cally correct manner. At least two depth cues all in a very small form
is free space) until they interact with different rays must pass through our factor (around one centimeter thick-
some dense object. The light hits the pupils to trigger a retinal blur, which ness). Of course there exists a trade
particles in the object and scatters, drives our accommodative response. off between the effective resolution
sending light in all directions. You can As we can see in Figure 1, when one of the display and the number of
now imagine there is another bundle focuses on the 3-D object, the rays achievable perspectives (the more the
of light rays propagating in all direc- converge on the retina and the object better), because the OLED has a fixed
tions from that single point. The small appears in focus. However, when the resolution. Nonetheless the results
portion of these rays that pass through eye focuses on the display, the rays do are impressive.
our pupil and fall on our retina is what not converge and the image appears Professor Gordon Wetzstein’s group
we see. Our primary mechanism of blurred. Our visual system acts along at Stanford University is also advanc-
physical observation directly stems the lines of a feedback loop and will ing the area of near-eye light field dis-
from light scattering on surfaces. more readily accommodate on the 3-D plays. At this year’s SIGGRAPH, mem-
In many cases we model the human object rather than the display. The VA bers of the group, along with Nvidia
eye as a pinhole camera, where the ap- conflict will not occur. researchers, presented a prototype
erture (pupil) is so small that only one Although light fields were intro- of a light field stereoscope that aug-
ray of light from any direction is able duced in the graphics community ments Wheatstone’s original stereo-
to pass through. Although this model close to 20 years ago, we have only scope with modern factored light field
is convenient for many applications, it started seeing near-eye light field dis- synthesis via stacked LCD panels. The
is not accurate. When we stop model- plays in the past few years. In 2013, proposed design is slightly bulkier
ing our eye as a pinhole, multiple scat- Douglas Lanman and David Luebke than the light field display proposed
tered rays propagate from the point of from Nvidia Research published a in 2013, but boasts significant im-
interest and pass through our pupils paper entitled “Near-Eye Light Field provements in resolution and retinal
at different positions (multiple rays Displays,” which described one of blur quality.
from the same point hit our retinas). the first complete near-eye light field You might think this technology is
When we focus to the distance of that displays. The light field is produced far from becoming a reality, but think
point, the rays converge on the retina via an OLED microdisplay depicting again. These displays might be here
and become sharp. interlaced perspectives through a sooner than you think in the world
Light field displays attempt to mim- microlens array. Each perspective is of augmented reality (AR). Have you
ic this physical phenomena. Different shown under each individual micro- heard of Magic Leap (in 2014 Google
methods exist, but the overarching lens. Although the design mostly con- invested $542 million) or Microsoft’s
goal is to create a sampled version of sisted of off-the-shelf components, Hololens? Both technologies are
such a light field and project multiple the duo was able to achieve nearly based on the principle of light fields.
The seemingly magical effects these
Figure 2. A rendered light field. Each subimage is a rendering of the scene from displays produce work on the same
a slightly different angle. When viewed with a light field display, the subimages principle previously described. Of
fuse, creating a single realistic looking teapot without inducing a vergence- course, they have novel technology
accommodation conflict. that is able to project a light field with-
out the resolution tradeoff. How? I
wish I could tell you, but, not surpris-
ingly, neither company is willing to
give away those secrets.
With so many heavy hitters involved
in the development of VR and AR, we
are on the right path to removing pesky
problems like the vergence-accommo-
dation conflict and creating truly im-
mersive VR and AR systems. This next
year is going to be a big one!

Biography
Robert Konrad is a Ph.D. student in electrical engineering
at Stanford University in Professor Gordon Wetzstein’s
group on computational imaging. He is currently focusing
on computational imaging and displays, as well as their
applications to virtual and augmented reality.

© 2015 ACM 1528-4972/15/09 $15.00

XRDS • FALL 2015 • VOL.22 • NO.1 55


feature

VR to the Rescue:
Avoiding danger
with mine disaster
simulations
Virtual reality is helping rescue teams prepare for emergency
situations in places they could never ordinarily go, like collapsed
mines deep underground.

By Alain Boulay
DOI: 10.1145/2810050

M
ining is a very dangerous profession. In addition to threats from falling rock deep
underground, there are poisonous gasses deep in the earth that can cause death
and explosive rock blasting hazards that cause unstable rock and mud slides, or
“muck.” Just recently, at Stobie Mine, a few young miners my age were killed due
to a muck slide, which occurs when underground water veins overflow and mix with crushed
rock. Safety is of paramount importance to the mining community, but it is challenging to
prepare for mine emergencies since real disasters cannot be contrived to practice rescue
operations in realistic conditions.
Mines have emergency rescue to work on, nor did I think my re- some well-worn paths for me to fol-
teams that go underground to res- search would lead me to developing low, so I started working on innova-
cue miners in the case of a disaster. virtual reality (VR) simulations for tions in 3-D VR and mining. The town
These emergency teams need to be emergency rescue missions in mines. where I study, Sudbury, is located in
Image by Przemek Tokar / shutterstock.com

trained to rapidly save lives without I hoped my background in psychol- northern Canada and is world famous
becoming victims too. Rescue teams ogy would help me develop insights for its nickel and copper mines. The
cannot train in real mine disasters into human-computer interaction re- mining industry’s influence is perva-
since it would be unethical to place search, but I was not sure what area I sive in the area; the industry helps to
them in dangerous situations. The wanted to specialize in. I now work in fund our university.
solution is simulations. This is where the Computer Human Interac- At MIRARCO Corporation, I have
3-D VR is important. tion Lab at Laurentian Univer- been developing 3-D mine rescue
Like many of you, when I started sity, which primarily focuses simulations that can be viewed on
my master’s degree in computational on brain-computer interfacing and multiple types of VR training plat-
science, I had no idea what I wanted 3-D VR. My predecessors provided forms. These platforms include 3-D

56 XRDS • FALL 2015 • VOL.22 • NO.1


XRDS • FALL 2015 • VOL.22 • NO.1 57
feature

Figure 1. The iTX multi-gas monitor is widely used in the mining industry to detect
a variety of dangerous gases.

ACM
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Proceedings
Proceedings
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Now Available via
Available via
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Institutions, libraries and


individuals can choose
from more than 100 titles
on a continually updated
list through Amazon, Barnes
caves, which are large, immersive, computer interaction and developing
& Noble, Baker & Taylor, and interactive 3-D viewing spaces educational software for mine rescue
Ingram and NACSCORP: that you can walk right into; 3-D tele- trainees in 3-D VR systems.
visions; and even regular computers. The goal of this work is to prepare
CHI, KDD, Multimedia, Developing simulations for these de- emergency mine rescuers for real
SIGIR, SIGCOMM, SIGCSE, vices is a great challenge because the experiences underground, such as
SIGMOD/PODS, software requirements for 3-D media when the smoke from a mine fire is
demand proficiency in many differ- so thick rescuers cannot see more
and many more. ent programming languages—from than a foot in front of their faces, or
CUDA for NVIDIA GPUs used to run when rescuers must analyze danger-
For available titles and the simulations, to web-based mul- ous gas levels with special equip-
timedia scripting languages like Ja- ment. For instance, one of the train-
ordering info, visit: vaScript or Action Script. Designing a ing modules that I have developed
librarians.acm.org/pod training system is similar to develop- involves practicing the operation
ing a sophisticated multiplayer video of specialized gas meters. The iTX
game, since simulations may involve multi-gas monitor is a hand-held de-
five or six members of a mining res- vice capable of monitoring different
cue team interacting within a virtual gas concentrations in the air (see Fig-
environment simultaneously. My fo- ure 1). For mine rescue and recovery
cus has been on improving human- operations, the iTX is configured to
monitor carbon monoxide, methane,
and oxygen concentrations. These
gases explode at certain concentra-
On some level, tions, and can cause miners and res-
cuers to lose consciousness or die if
3-D virtual reality directly inhaled. One of the scenar-
Image by Cjp24/Wikipedia

achieves its realism ios available in the 3-D mine rescue


training simulation teaches rescuers
and pedagogical to calibrate the iTX and to take air
benefit by tricking quality samples in a virtual under-
ground environment. This prepares
your brain. rescuers to use the iTX system in real

58 XRDS • FALL 2015 • VOL.22 • NO.1


scenarios, to understand the policy
involved in using the device, and to
It is challenging with the video display refresh rate.
Such systems create 3-D images us-
avoid making lethal errors while on to prepare for ing glasses that present different im-
a rescue mission underground. Many
other modules will be developed in
mine emergencies ages to each eye by rapidly darkening
and brightening the image on each
the future, including ones focused since real disasters lens. For example, the glasses pres-
on the operation of other important
equipment, such as breathing appa-
cannot be contrived ent an image to the left eye by dark-
ening the right lens (or to the right
ratuses that provide fresh oxygen for to practice rescue eye by darkening the left lens). This is
rescuers working in an underground
disaster. In combination, these 3-D
operations in done so rapidly that users do not no-
tice the shutter effect, and there is no
VR modules teach rescue workers the realistic conditions. interference with the fusion of the in-
skills they need to graduate with a dependent images presented to each
government recognized certification eye. These lenses are made of liquid
as a mining rescuer. crystal and require a small voltage
How can immersive systems like to shutter from light to dark, which
these achieve the realism necessary is often drawn from a small battery.
to prepare students for actual emer- VR training experiences, the user is The rate of alteration necessary to
gencies? The realism comes in part surrounded by images and sounds eliminate noticeable flicker is usu-
from a variety of hardware interface that simulate real mine disasters, ally up to 60 image cycles per second
systems unique to virtual reality. For such as smoke-filled mine stopes per eye. These kinds of glasses can
example, many systems include sen- miles beneath the earth or the cries be found with different home video
sors that indicate the position of the of a fallen victim. Because the images game systems as well as in large 3-D
user’s head, hands, or both in order and sounds surround the user, some- VR systems.
to be able to facilitate adequate hu- times the brain is fooled into perceiv-
man-computer interaction between ing these virtual objects as physically CONCLUSION
the user and the 3-D objects on the present in the user’s space, as in the 3-D VR has been found to be a prom-
screen. While most interaction in 3-D case of “active” 3-D VR. In these situ- ising tool to train rescuers for emer-
VR can be done with a joystick and ations, users are able to “suspend gency situations, from urban fire
keyboard, many systems are designed their disbelief” and engage in the response to military training. 3-D
to permit gestural interfaces for the rescue operation scenario more com- VR emergency training simulations
users. For instance, head tracking pletely, producing a deeper under- allow for the creation of training ex-
and motion sensing are very impor- standing of emergency response ac- periences that could not be achieved
tant in 3-D virtual cave or panoramic tions than would be received in more in other ways because of safety con-
systems. Other systems employ a vi- standard forms of training. On some cerns, cost barriers, or environmen-
sor or goggles that project stereoscop- level, 3-D virtual reality achieves its tal considerations. The simulation
ic images on the lenses rather than on realism and pedagogical benefit by environment allows users to experi-
a large screen, and 3-D televisions are tricking your brain. ment safely while carrying out dan-
also available. Each of these different This is especially true for the tech- gerous actions, and allows users to
3-D platforms have unique hardware nologies used to display 3-D scenes to repeat the exercise until they have
needs that must be considered when users. The 3-D images we may have gained sufficient confidence and
designing and programming soft- seen as kids, with the polarized or skill to be prepared for real-life inci-
ware that could run on them. colorized lenses, allow a fusing of two dents. Although the programming,
3-D VR systems for emergency stereoscopic images by chromatically software design, and hardware tech-
mine rescue training produce an im- filtering out the left and right images. nology development is challenging,
mersive experience, allowing users to This is called “analygraph” 3-D. The developing VR simulations offers
experience a state of consciousness chromatically opposite colors—often programmers the satisfaction of de-
that brings them closer to feeling red and cyan—produce the stereo- signing sophisticated systems that
present in a non-physical world than scopic 3-D effect. The color filters out may help save lives.
anything else that can be achieved one of the two presented images, and
in conventional human-computer the visual cortex of the brain fuses
Biography
interaction. These training simula- the images back together in a 3-D per-
Alain Boulay completed his bachelor’s in psychology and
tions encourage “tactical immer- spective. This is not exactly the same philosophy of science at the University of Toronto and the
sion,” which more closely resembles with “active” 3-D systems. University of Western Ontario, respectively. He is currently
studying for his master’s in computational sciences,
real emergency rescue experiences. Active 3-D systems—also called focusing on human-computer interaction. His interest is
in applying research in human-computer interaction and
Rescuers are better equipped to learn “active shutter 3-D systems,” “alter- ergonomics for emergency rescue simulations for miners.
necessary skills than they would be nate frame sequencing,” or “eclipse
in traditional educational settings method”—contain “shutter” lenses
because of the simulations. In 3-D that become dark or light in phase © 2015 ACM 1528-4972/15/09 $15.00

XRDS • FALL 2015 • VOL.22 • NO.1 59


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PROFILE   DEPARTMENT EDITOR, ADRIAN SCOICĂ
PROFILE

Susumu Tachi Headline here Run-in dek


The Scientist who
follows here lorem ips
Invented Telexistence
A
l dolorper aci eum vullam, nibh eugait ex eu facin velent adipit,
DOI:10.1145/2810245 cortie molent ut iustrud quip et eriustie delisi. Ignim quissim
exeraestrud esting eu veniam, conum qui ex ero dui blan ut
Susumu Tachi is which leftfeuismolore
a long-standing mincillimpression
umsandre ute con hendrem nulputpatem dolorem
a Professor Emeritus on the values
dolore duisi eum of his
dit family.
veliquam nonsed vulla conse faccum eu facinisl ipisim
at the University Upon enrolling
magnim enibh eugue at the University
vendre of
conseniat. irillutpatum dit loboreet utem ilisl incil
of Tokyo and the Tokyo at the age
Ut nonullam, quam of 18, Tachimagna
iustrud confessed,
feum ulputat ueriureetum quat wisim adit
scientist responsible as per university
iliquam consectet regulations,
dolorperoshe was ut
eliquisit numsan henisl dunt nostrud te dipit wis
for introducing initially
luptat ad signed
tem ditup for
wis liberal
atue euguearts andminibh nit iusto odit in ulputpat lore eu facing
the world to the concept of spent the first year
exer iriuscipis nonsed andmodolorper
a half deciding sustio et luptatue faccum velessit in exero
telexistence (i.e., remote existence): what
odipithenosshould
dolore pursue for his major.
conseniat.Rud tat. He od molorem quat lortisci blam quat. Ut
Humans experience the real-time, was very much
Ommolorer ipitinprate
favorexofeuipit
mathematics
nummy volut lor susto digna core etueraessi
immersive sensation of being in and
nonphysics,
hendip essebut was
modalso euminterested
etum volor ad blam vullaor ipit ad dolor alisim
a different place from where they ineuhuman
faccum beings,
quam,and had
velisi trouble
lorem ipsim. quissenim dolobor si.
presently exist, and being able to reconciling
Andignibh theextwo. The moment
ercillan utem velis of Ugait lore moloborperat amet
interact with the remote environment. enlightenment
nulput nis ad tatue camevelenibh
when heexero first accum velesequisi. Guercidui blaoree
Born in Japan in 1946, Professor heard a reading
odolortie vullaore of Norbert
feugue magnaWiener’s facipsu tummolobore faccum veriuscidunt
Tachi has had the special privilege of a Cybernetics
mmolutat. Ut onwisi
the exradio.
ercinciAt that
el ullaor lutpatincip ex et dipit at. Ut at autpat
career spanning the entire history of moment,
si eros ate Tachi understood
magnim cybernetics
venit dolore vel loreet, consecte vel utate esequam dip
the technological and computational was what he
utpatisim had been looking
zzriuscipsum dip esefor.ting
He exeros nostrud min vel ip el ut dolore
fervor of his country. He is still chose the Department
etue dipsum eum zzrit,ofquat Mathematical
incil utpat tis augait veraesequat nim quisl ut lum
actively conducting research for Engineering and Information
vel in hendreraesed tisl utpat, Physics,
quisit lan ero con hendrem iustio dolorpe rillaortie
the advancement of telexistence by where
hendithe could
lutet, study cybernetics
consent enisit, sectet vel ex eugue
type models.vulluptat
It was augue
all verydolobor
new and sed
leading several research projects. He alongside
ulputat lameasurement
feugue ea faccum physics,
delis nullut tio doluptat
very attractive laorpero
in 1966,” ercil
heutpleasantly
auguer
kindly agreed to speak with me about control theory, bionics,
nulla faccummy nonsent logic circuit ad
acilluptatis siscin voluptat alisl digniamcommy
reminisced.
his professional life and the series theory,
et veros pattern
dio dolor recognition, and other
sed esequiscipis et nostrud
Through tisihis
blaore faciduis
studies nos augue
and developed
of events that led to him stumbling subjects.
num quisim There atuewasdunt no aliquis
computer ciliquisi. Et min exeril
vision, Tachiinbecame
et ver sequatu
convinced ercipis aute
upon the realization and subsequent science
ut illaorecurriculum
ea faccumsan back henim
then, anddolenis ea adit
that accumsandre
we could magna
have a better feu faci
world by
advancement of telexistence. aauguer
lot of its
aditmodern consecrated
accumsandiam do consecte bla faciliquathumans
augmenting duis nibh etuercip
with cyberneticeugiat.
subfields
magna amet, werevenis
in their alitinfancy.
nismodion “Pattern
ea Ut lut lan etuercidunt
machines. He stayed on etumsan
at the hendit
GETTING ON THE ACADEMIC TRACK recognition
aut irit aliquiswasercilis
in an nim
elementary
vel ut non state euisisim vercilla
University of Tokyo facilis modoluptat
to pursue nibh
a master’s
“I was born in Tokyo just after WWII, back then. No backpropagation,
ulluptatummy niatio con hent landre no er sia blandre
and Ph.D. withdolore
Prof.facil ipiscip
Takashi sustrud
Isobe as
and at that time Tokyo had been deep
magnis learning,
dolobor just
sim linear perceptron-
ing enisit alis nos miniat
his eugait ipis
supervisor, the nullan
latter ofhendipit
which wis
he
reduced to ruins as far as the eye nisi bla corperos ad te mod modolorem nimawarded
was irit nos nos nulput
in 1973 atamthedignisi. Agna
age of 27.
could see. The city has been growing vullan vero od elisi blam del ullan ut consectem
After earningnulput
his PhD,utatum volortie
he decided to stay
from the ruins as I grew up,” he euisim quat. Sequat, conullaortie do facidui
at tat, conum
the university fordolobore
two moredoloreet
years, ipit
shared. The most influential figure odionse tie dolobor eetuer acip exero wis moved
and eugiamet labsnonsequat
in order todolorem
initiate niamet
a new
in his upbringing, who pushed him The holy grail of
dolenismolor sisl dolobor tincin ero et, irit nulputate
project: A roboticdit lore
guide eum
dogzzrit.
that would
toward intellectual pursuit, was his
grandfather. Tachi’s grandfather
telexistence is
quatisis nullaore feu facilit ip estinim
velessi. corem
Iduipissecte
aid visually impaired
iriurem
“I first
feugiam iuscidui bla
people.
in utatumsandre
proposed the conceptfeuip of the
was the nephew of estimable Dr. to have robots
Iduipissecte feugiam iuscidui bla ea feugiam,
guide dog robotconulputat,
in 1975,core feugait
performed
Sankichi Satō, who was the first
Japanese professor of surgery at
connected to the
corem iriurem in utatumsandre feuip
ea feugiam, conulputat, core feugait
voloreet volortin
theoretical research
feugait volormethods
engineering
exerat. Wisis ent ulla
regarding
sustrud molortie
by whichex ea at
these
the University of Tokyo, a position Internet and spread
voloreet volortin exerat. Wisis ent ulla lore magna
ideas might at being eugait and
realized, incilfinally
duisse
in which he succeeded German
professor Julius Karl Scriba. After his
all over the globe,
feugait volor sustrud molortie ex ea at
lore magna at ing eugait incil duisse
magna feuip eathe
demonstrated
veriure min
proposed
feugue
et loborti
method to the
vel eugue
feasibility
ssequat.
con
of the
Ut et at.
development
great-grandfather’s death, Tachi’s with people able
magna feuip ea feugue vel eugue con Imthe
of ilit robot
wiscincalled
henimMELDOG,
zzriustrud eum eum
named
grandfather was taken in and brought
to log on and off to
veriure min et loborti ssequat. Ut et at. iuscipit,
after the sed ero diamcon
Mechanical sequamet nibh
Engineering
Photo Credit TK

up during the Meiji era by Dr. Satō in a Im ilit wiscin henim zzriustrud eum eum eugait ex eu(MEL),”
Laboratory facin velent
Tachiadipit,
recalled.quip et
deeply academic home atmosphere, them as they please.
iuscipit, sed ero diamcon sequamet eriustie
After delisi. Ignimstudy,
a preliminary quissimthe project

XRDS • FALL 2015 • VOL.22 • NO.1 61


feature

was conducted on a six-year plan about ways to further advance his work. He rejoined the University of Tokyo as
that established technology related His aim was to create a simulator device a professor in 1989 and has continued
to the intelligent navigation of mobile by which humans could work freely in his research in telexistence with more
robots, such as routing with the use an environment with obstacles without than a hundred research members
of landmarks and obstacle detection. putting themselves in danger, which in and students in the Tachi Laboratory.
This work led to the development of turn led him to conceive the idea Since he believes only experience
the idea of intelligent disobedience. of telexistence. can make people understand the
Tachi continued, “Right now there “I came up with the idea of true meaning of telexistence, he has
are very good navigation systems, telexistence in the early autumn of constructed TELESAR (TELExistence
but back then there weren’t any, so that year. When walking down the Surrogate Anthropomorphic Robot) to
we had registered landmarks and corridor, I was suddenly reminded demonstrate the advancement
searched for a route. Sometimes, that all of human vision is just of the technology. He has invented
it might be very dangerous for a based on two images projected on several innovative technologies in 3-D,
person to walk straight due to various our retinas, and we build the 3-D virtual reality, augmented reality,
kinds of obstacles, at which point we world by moving our heads and and haptics, which have in turn
realized that it would be better for exploring the world. So if we replace advanced telexistence.
the guide dog robot to disobey the that with a virtual image, what we
commands of the master and thus, to experience is a kind of virtual world. NEW DIRECTIONS IN TELEXISTENCE
protect him. We called that intelligent Since we perceive the environment According to Tachi, building technology
disobedience.” through sensors and reconstruct that is capable of telexistence will have
According to Tachi, the project the world in our brains, if we gather a definite positive impact on our rapidly
had other important outcomes, and that information from a robot and aging, transportation-reliant society: “If
in particular it confronted them with present it to the human, we can we could succeed in transmitting haptic
thinking about the problem of human- live through the experience of sensations, then society will change, so
machine interaction, as there was being embodied within the robot, that real work can be done remotely, in
a need for the guide dog robot and existing in its specific environment. environments which would otherwise be
the human to constantly exchange I immediately went back to my office hazardous or hard to reach. We could do
information about the environment. and wrote ever ything down, and international timeshare, and we could
simultaneously came up with the idea allow disabled or otherwise old people to
VISIT TO MIT, AND THE of how to design the visual display to continue working. In Japan, for example,
BEGINNINGS OF TELEXISTENCE do that. 1980 was the beginning of we have a very aged society, but in many
In 1979, Tachi joined the famous telexistence,” Tachi explained. cases old people can still work, and would
Professor Robert W. Mann’s lab at Despite the simplicity and elegance like to keep contributing to society even
MIT as a Japanese Government Award of his revelation, Tachi confessed his if they get somehow physically impaired
Senior Visiting Scientist in order to do ideas regarding telexistence were at with age. They have lifelong experience,
joint research on the guide dog project. first met with skepticism, and only and this experience is very valuable.
He felt privileged to work at the same after developing a prototype did his Telexistence would liberate them from old
university where Wiener had initiated peers truly understand the out-of- age, and maybe even change the way
cybernetics. After what turned out to body experience he had been talking we socialize.”
be an extremely productive year, he about. “I was immediately impressed On a final note, Tachi remarked the
returned to Japan in 1980 thinking when I saw myself for the first time holy grail of telexistence is to have
using the system I had built. It’s robots connected to the Internet and
not like a mirror. When I saw myself spread all over the globe, with people
from the third person using that able to log on and off to them as they
system, I began questioning whose please. He emphasized telexistence is
There was no consciousness I really was, allowing
me to perceive my body like that,” he
in a sense the ultimate form of cyborg:
“Using this technology, human beings
computer science said. Tachi also observed in the age can obtain an augmented superhuman

curriculum back of the Internet, webcams, and mobile


devices, it’s very easy for a person to
body without losing anything of
their own. They could even be free
then, and a lot understand these notions, but back of location and timezone. That is,

of its modern then the only way to explain these


concepts was to invite people to the
through the use of their avatar robots
all over the world, human beings would
consecrated lab and have them experience the become virtually ubiquitous.”

subfields were prototype system that was built. Only


then did they truly understand what he
in their infancy. meant by telexistence. Copyright held by Owner(s)/Author(s)

62 XRDS • FALL 2015 • VOL.22 • NO.1


Inviting Young
Scientists
Meet Great Minds in Computer
Science and Mathematics
As one of the founding organizations of the Heidelberg Laureate Forum
http://www.heidelberg-laureate-forum.org/, ACM invites young computer
science and mathematics researchers to meet some of the preeminent scientists
in their field. These may be the very pioneering researchers who sparked your
passion for research in computer science and/or mathematics.
These laureates include recipients of the ACM A.M. Turing Award, the Abel Prize,
the Fields Medal, and the Nevanlinna Prize.
The Heidelberg Laureate Forum is September 18–23, 2016 in Heidelberg, Germany.
This week-long event features presentations, workshops, panel discussions, and
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Who can participate?


New and recent Ph.Ds, doctoral candidates, other graduate students
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PHOTOS: ©HLFF / B. Kreutzer (top);


©HLFF / C. Flemming (bottom)
end

LABZ does being in these environments af-


fect users’ behavior in the real world?
The Virtual Human This is my fourth year as a Ph.D.
student at VHIL. Although there are

Interaction Lab only half a dozen full-time Ph.D. stu-


dents in the lab, there are also many

Stanford, California
master’s students and a large group of
undergraduate research assistants—so
it’s a busy place. I feel really grateful to
be part of such an amazing group. The
graduate students in the department
Editor’s Note: In this issue, Andrea tual reality in head-mounted displays were helpful to me when I first started
Image by Linda A. Cicero / Standford News Service

Stevenson Won shares her experience at like the Oculus Rift. Our research in- and I hope to be able to pass that along
Stanford University and her pursuit of cludes tracking and representing hu- to newer students. I love collaborating
research in virtual reality to help others. man behavior. There are three major with my fellow students; it is fun to be
—Somdip Dey areas of investigation. First, how can around other people who get so excited

T
virtual reality be used to study hu- about experimental results. There are
he Virtual Human Interaction man behavior in the real world? Sec- also lots of opportunities to collaborate
Lab (VHIL) at Stanford Uni- ond, how can virtual reality be used with people from other departments,
versity uses immersive virtual to positively affect the real world? for example, education, psychology,
environments to study human Third—and this is becoming increas- political science, and medicine. Our re-
interactions. However, the lab’s re- ingly relevant as these kinds of sys- search is very cross-disciplinary.
search is not just limited to classic vir- tems become more widely used—how When I started at Stanford I was im-

64 XRDS • FALL 2015 • VOL.22 • NO.01


1920xRGBx1080 is the panel
resolution for Sony’s Project Morpheus
head-mounted display.

mediately thrown into experimental BACK

VR Head-Mounted
work. This made for a pretty intense
first year, but it was what I was look-
ing for in a lab. My advisor, Jeremy
Bailenson, has a reputation for being
very productive, which means his advi- Displays
sees have a lot of opportunities to get
involved with interesting projects. It’s hard to ignore the proliferation of head-mounted displays lately.
Before coming to Stanford my back- Google Glass, Microsoft Hololens, and Oculus Rift are all well-known
ground was in anatomical models, fo- products that have entered, or are poised, to enter the market. This
cusing on creating digital models for isn’t the first time we’ve seen a frenzy of interest in augmented and
virtual reality. My M.S. from the Uni- virtual reality (VR) though. By the early 1990s, VR was already a hot
versity of Illinois at Chicago focused topic in mainstream media and a handful of early consumer products
on biomedical visualization, and I did enjoyed limited success.
a lot of custom work with clinicians VR games had already reached arcades by the early ‘90s, and in
after I graduated. I became interested 1995, Forte Technologies released one of the earliest VR devices for
in how custom models like these could the home PC. Due to its relatively competitive price point, and modest
be used therapeutically, for exam- hardware requirements, the VFX-1 was one of the more successful
ple, showing patients suffering from offers on the market. Sporting the “cyberpuck” controller with built-
chronic pain a virtual representation in motion sensor, the VFX-1 could be used to play numerous games.
of their own face being painlessly Nevertheless, the VFX-1 suffered from technical shortcomings and a
touched. I became fascinated with generally poor user experience that fated it to limited adoption.
the idea that changing how a person In 2012, Oculus VR launched a wildly successful Kickstarter
is represented in media could change campaign to help fund further development of its product, the Rift,
their life in the real world. This idea quickly surpassing its funding goal. Developer Kit 1 began shipping
led me to pursue my Ph.D. at VHIL. in early 2013, the much improved Developer Kit 2 was released in
My main research interest is using 2014, and the consumer version is set to be released in 2016. With
virtual reality therapeutically for pain a wider field-of-view, better resolution, better tracking, and overall
patients, by changing how their bodies improved technology, the Rift promises to be a much more immersive
appear to them when they view them- experience than any VR hardware that has come before.
selves in a virtual reality. However, I am Despite the shortcomings of products in the past, this time really
broadly interested in how people inter- does feel different. Perhaps we will all finally get to experience
pret the physical world based on cues movies, games, and other digital media in the new and immersive
they receive through media, whether it ways that we’ve been promised for so many years.
Image of VFX-1 by eVRydayVR. Image of Oculus Rift Dev Kit 2 by Ats Kurvet.

is a super-immersive virtual environ- —Finn Kuusisto


ment or a brief text-based interaction.
It’s important to understand both the
good and bad effects of these powerful
media experiences.
In my career, I hope to help alleviate
some of the suffering caused by chron-
ic health conditions by using the abili-
ties of virtual environments to change
people’s perceptions. I look forward to
working with my colleagues at VHIL to
use media to improve human life. Forte-VFX-1 Oculus Rift Dev Kit 2
Release 1995 2014
Price $995 $350
Biography FOV (horizontal) 33.5° 100°
Andrea Stevenson Won is a Ph.D. student at the Virtual Resolution (per eye) 263x230 960x1080
Human Interaction Lab in the Communication Department
at Stanford University. Weight (pounds) 2.5 1

XRDS • FALL 2015 • VOL.22 • NO.01 65


HELLO WORLD

Sorry Kids, Iron Man’s


Superpowers Aren’t Unique
BY LARA ZUPAN AND MARINKA ZITNIK

E
very superhero has its page with the relevant information
own unique set of skills. about Thor’s known abilities. We then Figure 1: Part of a Wikipedia page
Just about any Iron Man- computed the semantic similarity showing Thor’s abilities.
obsessed fan could tell you between texts of different abilities
that. They could also give you an to quantify how similar the abilities
in-depth description of any of their of different superheroes are. Finally,
favorite comic book characters and we constructed the network of comic
respective superpowers. Well, we have book characters; two characters
news for you and that obsessed fan; were linked if their abilities matched
there are many more characters in by at least 80 percent according to
the Marvel Universe than you might Levenshtein-based similarity.
have thought, and most of your Stan Lee ran out of ideas 641
favorite childhood heroes possess superheroes ago.
powers similar to those of Stan Lee’s When talking about network
superheroes. properties, one must first focus on
As it turns out, there are more the number of nodes and edges in
than 900 characters hidden within the the network. Our network has 752
Wikipedia category “Marvel Comics nodes, with each node representing a
superheroes,” and approximately different Marvel superhero. There are
85 percent of entries include a 9,496 edges connecting the nodes,
description of superpowers right at where each edge indicates characters
the top of the page. This information who share many superpowers.
was the basis of our analysis. The network has 18 connected
In this column, we present the components of which the largest
uncanny resemblance between the component has 641 nodes. Next, we
superpowers of your favorite bedtime focused on the analysis of the largest
story companions and the vast connected component.
superhero network provided by the Each character in the network is
Marvel Universe and its inhabitants. on average linked to 30 superheroes.
Based on the definition of our network,
SCRAPING WIKIPEDIA the character with the highest
To obtain a list of Marvel Comics degree has the most “typical” skill
characters, we used a Python library set. Shatterstar, a mutant hero and
Wikipedia (http://github.com/ member of the team X-Force, is a
goldsmith/Wikipedia), which gives character with the most connections
us access to Wikipedia data that (see Figure 2). He is closely followed
can be parsed. The Wikipedia library by Ikaris with degrees of 132 and 128,
wraps the MediaWiki API; this is a respectively. In accordance with this
web service that provides convenient information, the most generic super
access to article summaries, wiki powers include superhuman strength, Many pages, such as this one, were used
features, meta-data, and data, such speed, agility, healing power, energy to extract information for our network
as links and images from Wikipedia manipulation, and enhanced cognition. analysis. We considered word tokens
describing the hero’s abilities (see
pages. After we identified the relevant The longest shortest path, i.e. “Abilities” in the figure) to quantify how
characters, we retrieved their the network diameter, is 15. similar two heroes are to one another
by counting the minimum number of
Wikipedia pages and extracted the Aragorn and Apex have the highest
operations required to transform the text
text referencing abilities associated eccentricity scores and are the on abilities of one hero into the text on
with each character. Figure 1 shows furthest apart in our network. This abilities of the other.
an example of a portion of a Wikipedia makes sense because their skill sets

66 XRDS • FALL 2015 • VOL.22 • NO.1


are very different. Aragorn can fly properties of fictitious networks
with the help of his feathered wings, Figure 2: The Fruchterman-Reingold emerge from the interactions between
while Apex is a technopath. algorithm was used to layout the characters in a non-trivial manner [1].
To quantify the degree to which superhero network in Gephi. Here we tried to understand the
nodes cluster together, we computed structure of the Marvel multiverse
the average clustering coefficient network, where two Marvel characters
of the network. Clustering is an are considered linked if they share a
important property of social networks skill set. Related to our work is the
where people tend to have friends analysis of fictitious social networks
who are also friends. This results [2–6], where literary texts are
in sets of people with many edges examined to investigate whether
among them, while a randomly cliques and groups portrayed in these
selected equally-sized set of people texts correspond to those that have
would have a much smaller number of been observed in spontaneous human
edges connecting them. Interestingly, interactions. For example, analysis of a
the superhero network has a social event network constructed from
relatively high clustering coefficient Hamlet helped to delve into Hamlet’s
of 0.48, which suggests the presence Nodes represent superheroes and edges the dense character network [6]. It is
of clustering structure in the intersection of their skills. Different colors interesting that these networks are
correspond to different clusters in the
network. We used a modularity- network. The representatives of selected not random, and they have the same
based measure in Gephi (http://gephi. clusters are highlighted. Larger nodes properties as those typical of human
github.io) to find clusters of tightly indicate higher node degrees. beings across ages and cultures
connected superheroes, which are such as movie actors or scientific
shown in Figure 2. collaboration networks [2, 6]. Now
Don’t worry, we didn’t forget to Figure 3: The famous of the super- it’s your turn. Go analyze your favorite
include Spider Man. hero bunch. The Yifan Hu algorithm season of “Star Trek,” and you too
So far, we focused on the was used to layout the network in can become the Stan Lee of fictitious
overall structural properties of the Gephi. (Source of character pic- network analysis.
superhero network. Now we will tures: Wikipedia)
turn our focus to the elites of the References
Marvel Universe. Yes, we are talking [1] Newman, M. E. The structure and function of complex
networks. SIAM Review 45, 2 (2003), 167-256.
about the superheroes you actually
Iron Man
[2] Alberich, R., Miro-Julia, J. and Rossello, F. Marvel
recognize. Since we defined our Universe looks almost like a real social network.
network in terms of shared abilities Feb. 2002. eprint arXiv:cond-mat/0202174,
rather than joint appearance of [3] Gleiser, P. M. How to become a superhero. Journal of
Statistical Mechanics: Theory and Experiment Sept.
superheroes in comics, many popular Captain America
2007, P09020.
characters were not recognized as [4] Mac Carron, P. and Kenna, R. Universal properties of
central nodes of the network with Spider Man mythological networks. Europhysics Letters 99, 2
(2012), 28002.
the established centrality measures
[5] Choi, Y. M. and Kim, H. J. (2007). A directed network
such as closeness, betweenness, and of Greek and Roman mythology. Physica A: statistical
Thor
PageRank. Mechanics and its Applications 382, 2 (2007), 665-671.

Figure 3 shows a network centered [6] Stiller, J., Nettle, D., and Dunbar, R. I. The small world
of Shakespeare’s plays. Human Nature 14,4 (2003),
on Spider Man, Thor, Iron Man, and 397-408.
Captain America. According to the
large number of edges connecting Biographies
Spider Man and Thor, the two appear Lara Zupan is a high school junior attending Gimnazija
to be the most alike in regards to skill ROLLOUT Vic, Ljubljana, Slovenia. She has edited several high
school publications, designed Novi Dijak, a student run
set. They are both supernaturally In recent years, the increasing magazine targeting Slovenian high school students,
strong and experience superhuman availability of digitized fiction and is a member of the European Youth Parliament.
She is interested in graphics design, literature, and
longevity. The superhero with the and literary works has enabled visual arts.
most distinct skill set in this group is computational analysis of these Marinka Zitnik is a Ph.D. student in computer science
at the University of Ljubljana. She also did her
Captain America, with only one edge texts. These approaches have often research at the University of Toronto, Imperial College
connecting him to the rest of the been used together with more London, Baylor College of Medicine and Stanford
University. Her interests include machine learning,
superheroes. Iron Man is most similar traditional techniques of literature artificial intelligence, probabilistic numerics, and
to Spider Man as they are connected analysis. Recently, ideas coming from bioinformatics.
by a few edges, and they both have the analysis of complex networks
genius-level intellect. offer new ways to understand how Copyright held by Owner(s)/Author(s).

XRDS • FALL 2015 • VOL.22 • NO.1 67


ACRONYMS POINTERS

position and orientation information.


VIRTUAL REALITY
But now you can have accuracy in the
HMD Head-Mounted Display: An Virtual reality is an artificial,
palm of your hand. A new specialized
HMD can be a helmet, goggles, or computer-generated environment
receiver, called GRID, can deliver
spectacles with tiny monitors in front presented to the user for exploration
information—how one’s head rotates
of each eye to generate images that and interaction in such a way that
or tilts—to less than one degree of
the wearer can perceive as 3-D. The the user suspends belief and accepts
measurement accuracy. This could
device is generally accompanied by a it as a real environment. The term
greatly enhance VR environments that
head tracker, which allows illustrations “virtual reality” (VR) was coined
are based on a real-world setting by
to change according to head in 1987 by Jaron Lanier. Called
quickly building a globally referenced
movements to make the experience the “engines of empathy,” VR gear
3-D map of one’s surroundings.
seem more real. allows us to look through someone
http://www.sciencedaily.com/
else’s eyes, experience someone
releases/2015/05/150505083031.htm
IVR Immersive Virtual Reality: else’s story, and develop a sense of
Being physically present in a compassion and understanding
non-physical world or a state of for them. The resources listed “Virtual Reality Helps Stroke Patients
consciousness when an artificial explore the potential of virtual Recover Use of Arm”
environment transforms the visitor’s reality technology to impact various Neuroscience News reports stroke
or immersant’s awareness about the domains ranging from education patients with hemiparesis—reduced
physical-self. and entertainment to healthcare and muscle strength on one side of the
the military. body—often under use their affected
VA Virtual Artifact: Immaterial —Tejas S. Khot limbs even though they still have some
objects such as the Internet, intranet, motor function. Using their healthy
cyberspace, or virtual reality, which limb may immediately improve the
exist in a digital environment or the VIRTUAL REALITY IN “PRINT” ease of their daily activities, but a
human mind, can be considered to be long period of non-use of the affected
virtual artifacts. paretic limb can lead to further loss
“The Rise and Fall and Rise of Virtual
of function. According to a clinical
Reality”
VR Virtual Rehabilitation: The concept pilot study published in the open
The promises of virtual reality have
of virtual rehabilitation augments a access Journal of NeuroEngineering
been made for decades starting in
therapeutic patient’s training based and Rehabilitation, virtual reality
the late 1980s; yet it is only in the last
on virtual-reality simulation exercises, could assist arm rehabilitation in
few years that the utopian-seeming
making the patient more involved some stroke patients. The researchers
ideas have started to touch reality.
in desensitization. found using virtual reality to increase
This nine-part collection of articles
a patient’s confidence in using their
from The Verge explores the journey
VRML Virtual Reality Modeling paralyzed arm may be critical
of virtual reality through the years
Language: Superseded by X3D, and for recovery.
reviewing current state-of-the-art
pronounced vermal, it is a standard http://neurosciencenews.com/stroke-
systems; it includes an interesting
file format for representing 3-D virtual-reality-arm-movement-2112/
tutorial on how to make your
interactive vector graphics with World
own VR headset.
Wide Web implementation in mind.
http://www.theverge.com/a/ “DARPA Explores Virtual Reality as
virtual-reality/ the Future of Cyberwarfare”
WITH World in the Hand: This acronym
By Jason Dorrier
works as a metaphor for visualized
In the 1984 sci-fi novel Neuromancer
tracking where the tracker is held in “New Centimeter-accurate GPS System
authored by William Gibson, hackers
the hand. This tracker is connected to Could Transform Virtual Reality and
are digitally embodied in a realm
the motion of an object shown in a Mobile Devices”
where computers, programs, and
display elsewhere. While present VR systems transform
the paths connecting them are
the view for us, they still cannot be
represented as 3-D objects making
X3D is an XML-based file format for used outdoors. Imagine games where
hacking the matrix a video game.
representing 3-D computer graphics. you are running in the backyard
Gibson’s virtual reality Internet might
X3D provides extensions such as CAD, along with fellow players in a virtual
not be so distant after all. According
Humanoid, and Geospatial to VRML, environment, blurring the line
to SingularlityHUB, “DARPA’s Plan X
and also supports multi-stage and between the real and virtual world.
program wants to make cyberwarfare
multi-texture rendering. For too long, this type of outdoor,
more like warfare in the real world—
multiplayer experience has been
where future cyber-warriors clash
hindered by the lack of precise

68 XRDS • FALL 2015 • VOL.22 • NO.1


EVENTS

in an immersive virtual reality


CONFERENCES 28th ACM Symposium on
simulation of the internet.”
User Interface Software
http://singularityhub.com/2014/05/29/
and Technology (UIST)
darpa-explores-virtual-reality-as-the- IFIP International Conference on Sheraton Charlotte Hotel
future-of-cyberwarfare/ Entertainment Computing Charlotte, NC
Radisson Blu Royal Garden Hotel November 8–11, 2015
USING VR FOR MORE THAN FUN Trondheim, Norway http://uist.acm.org/uist2015/about
September 29–October 2, 2015
http://icec2015.idi.ntnu.no/
A company blending the real world The 21st ACM Symposium on Virtual
with the virtual... Reality Software and Technology
The next era of computing is not The 14th IEEE International Beihang University
just about virtual worlds, but about Symposium on Mixed Beijing, China
how the digital and analog worlds and Augmented Reality November 13–15, 2015
intersect, while placing the user at Fukuoka International http://vrlab.buaa.edu.cn/vrst2015/
the center of that intersection. With Congress Center index.html
its stereoscopic eyewear and a stylus, Fukuoka, Japan
zSpace is turning computer usage September 29–October 3, 2015
http://ismar.vgtc.org/ismar/2015/info/ ACM International Conference on
into a non-enveloping VR experience.
ismar-welcome/top-page Interactive Tabletops and Surfaces
It is fully collaborative and it allows
Vidamar Resort Madeira
multiple people to view the same
Funchal, Portugal
images at the same time, while The ACM SIGCHI Annual Symposium November 15–18, 2015
remaining separate from the real on Computer-Human http://www.its2015.org/
world, but not totally isolated from it. Interaction in Play
Already, zSpace is changing the way The Light, Friends House
students learn STEM and bringing a London, United Kingdom Advances in New Technologies,
new dimension to medical training. October 5–7, 2015 Interactive Interfaces and
http://zspace.com/ http://chiplay.org/ Communicability
Casa Serrana Hotel
Huerta Grande, Córdoba, Argentina
Immersive journalism.. 25th International Conference on November 18–20, 2015
Nonny de la Peña’s “Project Syria” uses Artificial Reality and Telexistence http://www.ainci.com/ADNTIIC-2015/
VR goggles to place virtual visitors (ICAT 2015) and the 20th Eurographics conference_ADNTIIC_2015.html
inside the meticulously researched Symposium on Virtual Environments
world of a Syrian citizen caught in (EGVE 2015)
the current conflict. It is classified Kyoto International International Conference Virtual
as “immersive journalism” for its Community House and Augmented Reality in Education
capacity to put people inside the story. Kyoto, Japan Technologico de Monterry
De La Peña has been called “The October 28–30, 2015 Nuevo Leon, Mexico
Godmother of Virtual Reality.” http://www.ic-at.org/2015/#welcome November 20–21, 2015
http://www.immersivejournalism.com/ http://eventos.ull.es/event_detail/2027/
detail/2015-international-conference-
The Eighth ACM SIGGRAPH virtual-and-augmented-reality-in-
Conference and Exhibition education-varea15.html
Kobe Convention Center
Kobe, Japan
November 2–5, 2015 11th International Symposium
http://sa2015.siggraph.org/en/ on Visual Computing
Monte Carlo Resort and Casino
Las Vegas, NV
The 12th Workshop on Virtual Reality December 14–16, 2015
Interaction and Physical Simulation http://www.isvc.net/
Université Lyon 1
Lyon, France
November 4–11, 2015
http://vriphys2015.sciencesconf.org/

XRDS • FALL 2015 • VOL.22 • NO.1 69


FEATURED EVENTS

CONTESTS & EVENTS Masters of Code Hackathon Series


MasterCard is hosting a series of
regional events to find the “masters
TechCrunch Disrupt
of code.” Participants are challenged
TechCrunch Disrupt is a technology
to use MasterCard APIs to develop
conference featuring panels and
an application. Winners of regional
discussions from TechCrunch
events are invited to take part in a
staff as well as guest speakers. The
grand finale event, which will be
event also includes a hackathon
held in Silicon Valley. Finalists will
and “Startup Battlefield,” in which
compete for a prize, which includes
15 companies compete for funding
$100,000. During the first two weeks
for their idea by pitching their
of November, regional competitions
CHI PLAY 2015 products in front a panel of judges
will be held in New York and
and audience. TechCrunch Disrupt
The Light London.
was held in San Francisco from
Friends House http://mastersofcode.com/events/
September 21-23 and will be held
London, United Kingdom
in London on December 7 and 8.
October 5-7, 2105
http://techcrunch.com/event-type/
disrupt/ GRANTS AND SCHOLARSHIPS
As of late, virtual reality and
augmented reality are hot topics
for researchers and companies Internet of Things World Facebook Fellowship Program
alike. With a high demand for The “Internet of Things” describes Website: https://www.facebook.com/
virtual reality gaming systems, the the growing scenario in which all fellowship
industry is expected to experience people and objects are uniquely Deadline: November 1, 2015
a surge in the commercial market- identified and able to communicate Eligibility: Graduate students
place. Whether the Oculus Rift or data over networks intelligently. pursuing research in specified fields of
Google’s VR system, called Card- Examples include network enabled computer science.
board, end users can’t get enough heart monitor implants and WiFi- Benefits: Tuition and fees paid,
of virtual and augmented reality. capable thermostat systems. In $37,000 yearly grant for two years,
CHI PLAY is an annual sympo- October, Internet of Things World a visit to Facebook headquarters to
sium focused on the intersection holds an event in Europe, which present research, and the opportunity
of computer-human interaction includes keynote speakers, startup for a paid internship.
and play. The conference brings panels, and a hackathon. This year’s Explanation: Facebook is providing
together academicians, research- conference and exhibitions took place 12 fellowships to graduate students
ers, students, and professionals all in Berlin, Germany. The next event who are involved in research in the
seeking to foster growth in the fu- is scheduled for May 2016 in Santa fields of architecture, computer vision,
ture of digital gaming using virtual Clara, CA. data mining, databases, distributed
and augmented reality systems. A http://iotworldevent.com/ systems, economics and computation,
game design competition for stu- human-computer interaction/social
dents, along with many workshops, computing, machine learning, natural
International Student language processing, networking/
will be held in the newly developed
Virtual Reality Contest operating systems, programming
“Knowledge Quarter”—an area
IVRC is an international contest languages/compilers, security/privacy,
where you can find an abundance
focusing on innovation in the field and software engineering. Apply with
of academic, cultural, research, sci-
of virtual reality. The final round complete application and references
entific, and media organizations.
of this contest will take place by November 1, 2015.
The interdisciplinary conference
from October 24–25 in Japan at
will be a treat for all those in atten-
the National Museum of Emerging
dance. As an added bonus attendees
Science and Innovation in Daiba,
will find numerous tourist attrac-
Tokyo. Each contest submission
Image Courtesy ChiPlay2015

tions near the venue, which include


begins with a student proposal, with
museums, parks, galleries, and the
help from professional researchers.
illustrious British Library.
Winners are selected through
For more information, please
evaluation by judges experienced in
visit http://chiplay.org/.
virtual reality research.
—Darshit
— Patel
http://ivrc.net/2015/en/

70 XRDS • FALL 2015 • VOL.22 • NO.1


FEATURED EVENTS

Nvidia Graduate Fellowship Program University of Geneva Excellence


Website: https://research.nvidia.com/ Masters Fellowship
relevant/graduate-fellowship-program Website: http://www.unige.ch/sciences/
Deadline: January 15, 2016 (tentative) Enseignements/Formations/Masters/
Eligibility: Full-time Ph.D. students, ExcellenceMasterFellowships_en.html
who have already completed Deadline: March 15, 2016 for
the first year of their program at graduate school enrollment
the time of application, are members starting September 2016
of an active research team, and Eligibility: Candidates who have
majoring in computer science, completed their bachelor’s degree,
computer engineering, system or expect to complete it within six ICAT-EGEVE 2015
architecture, electrical engineering, months, and were in the top 10 percent Kyoto International
or a related area. of their program. Community House
Benefits: $25,000 grant per award and Benefits: CHF 10,000 to CHF 15,000 Kyoto, Japan
technical support from Nvidia. for the first year, the fellowship will be October 28-30, 2105
Explanation: Nvidia provides funding extended for the entire duration of the
to Ph.D. students whose research course if the candidate is academically Artificial reality and telexistence
is centered on graphics, high- successful in first semester. are redefining the boundaries of
performance computing, and GPUs. Explanation: The Faculty of Science at human-to-human interaction. With
The application portal for the 2016- the University of Geneva, Switzerland, the help of new devices, we com-
2017 session opens this fall. has established a fellowship program municate virtually with people as if
to support deserving candidates who in person. Rapid advancements in
wish to pursue their master of science virtual reality, augmented reality,
DAAD Short-Term Research Grant
degree at the institution. mixed reality, and 3-D user interfac-
Website: https://www.daad.
de/deutschland/stipendium/ es have made all of this possible.
datenbank/en/21148-scholarship- ICAT-EGEVE 2015 is a combined
database/?detail=50015434 conference, bringing together the
Deadline: Varies from country to Artificial Reality and Telexistence
country conference and the Eurographics
Eligibility: Graduates, Ph.D. students, Symposium on Virtual Environ-
postdocs from participating countries ments. ICAT and EGVE are some of
Benefits: Recent graduates with a the oldest names in conferences on
master’s or bachelor’s receive €750 and VR research. Conference organiz-
Ph.D. candidates receive €1000, apart ers have joined hands to provide a
from various allowances, for a period unique opportunity to showcase the
of 1-6 months. latest in virtual reality, mixed reality,
Explanation: Young academics, and 3-D user interfaces. This event
scientists, and Ph.D. students are is a unique opportunity for research-
invited to apply for this short-term ers, developers, and users; it is only
research grant. Winners must the third time both conferences
pursue a research project or a course have come together. For the more
of continuing education at select practically inclined, there are poster
German institutions, carried out in presentations and demos on the
coordination with an academic adviser schedule. Strategically organized
in Germany. just before SIGGRAPH Asia 2015,
this will be a great chance to attend
both the events on a single journey.
Hosted in Kyoto—a city with a
unique blend of Japanese history,
culture, and academia—conference
attendees will have a wonderful time
Image by Sean Pavone

exploring Japan’s former capital city.


For more information, please
visit http://www.ic-at.org/2015/.
—Darshit
— Patel

XRDS • FALL 2015 • VOL.22 • NO.1 71


end

BEMUSEMENT

Ontological Argument 2014

http://xkcd.com/1505/

Psychic
http://xkcd.com/628/

Puzzles: Birthday Fun


When asked about his birthday, a man said:
“The day before yesterday I was only 25 and next year I will turn 28.”
This is true only one day in a year, when was he born?
Find the solution at: http://xrds.acm.org/bemusement/2015.cfm
http://xkcd.com/1311/

SUBMIT A PUZZLE
Can you do better?
Bemusements would like your puzzles and mathematical games
(but not Sudoku). Contact xrds@acm.org to submit yours!

72 XRDS • FALL 2015 • VOL.22 • NO.1


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