Jakob Johansson (Gleechi AB) Hand Interaction in Virtual Environments
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Transcript of Jakob Johansson (Gleechi AB) Hand Interaction in Virtual Environments
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Hand interaction in virtual environments
Jakob Johansson
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Surgeon Simulator by Bossa Studios
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Toybox Demo by Oculus
Spaceship repair
Spaceship Repair
Giant Cop by Other Ocean
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ADR1FT by Three One Zero
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Job Simulator by Owlchemy Labs
The cortical homunculusPrimary motor cortex
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25Mixamo
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Performance
speed, strength, repeatability, accuracy, etc.)Flexibility (quantity of tasks)
What Hand do you need for your Application?
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Performance
simple, user-friendly, dev-friendly, responsive, etc.
What Input do you need for your Application?Flexibility (quantity of tasks)
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Some things we learned
Choose controller based on the use case
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Daydream
HTC VivePerception Neuron
Manus Machina
Oculus Touch
GloveOne
Dexmo Glove
Kinect One
Sony PS4 Camera
Nimble VR
Intel Realsense
LeapMotion
Sony Move
STEM
T-Glove
Motion ControllersGloves3D sensors
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Feedback
Finger Tracking
Motion ControllersGloves3D sensorsConvenient
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Some things we learned
Choose controller based on the use caseAvoid the uncanny valley
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R2-D2
C-3PO
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R2-D2
C-3PO
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Some things we learned
Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)
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Some things we learned
Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistent
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Representation
Gloves / human handsRobot handsTransparent handsCartoon handsTools & controllers
Interaction
Highly naturalSomewhat naturalObject penetrationInvisibleStaticComplex
Abstract
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Some things we learned
Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistentSkip the arms for now
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Some things we learned
Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistentSkip the arms for nowThink long and hard about every object in the scene
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Some things we learned
Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistentSkip the arms for nowThink long and hard about every object in the sceneMake it obvious how to interact with the object
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The Gallery by Cloudhead Games
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Some things we learned
Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistentSkip the arms for nowThink long and hard about every object in the sceneMake it obvious how to interact with the objectPick the most natural grasps
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M. R. Cutkosky (1989). On grasp choice, grasp models, and the design of hands for manufacturing tasks
Grasp Taxonomies
Some things we learned
Choose controller based on the use caseAvoid the uncanny valleyAvoid hand personalities (use gloves)Be consistentSkip the arms for nowThink long and hard about every object in the sceneMake it obvious how to interact with the objectPick the most natural graspsUse feedback
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VirtualGrasp
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Thank [email protected]: @Jakob_Gleechi