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The 15th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications Controlling Viewpoint from Markerless Head Tracking in an Immersive Ball Game Using a Commodity Depth Based Camera Stefan Greuter, School of Media and


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Controlling Viewpoint from Markerless Head Tracking in an Immersive Ball Game Using a Commodity Depth Based Camera

Stefan Greuter, School of Media and Communication RMIT University, Melbourne, Australia David J. Roberts, Centre for Virtual Environments University of Salford, Salford, UK

www.rmit.edu.au/mediacommunication www.cve.salford.ac.uk/

The 15th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications

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Controlling Viewpoint

  • Getting the gamer out if the chair
  • Perspective of the gamer into the virtual world often not taken into account
  • Stereoscopy is more talked about than viewpoint update
  • Parallax is a stronger cue to gauge distances over a greater range
  • Motion tracking in front of large display surfaces remains hard to achieve
  • Microsoft Kinect for Xbox 360 can be used for head tracking

– Calibration is easy and take seconds – Cost of the device proved within the budget of home gamers

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Approach

  • Is the quality of a commodity depth based camera sufficient for a ball game

where players needed to move from side to side?

  • Latency (Nausea or Disorientation)
  • Accuracy (Game Success)
  • Enjoyment
  • Difficulty
  • Immersion

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Platform Technologies Research Institute 4

RMIT Virtual Room

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The game

  • VROOM consists of 8 active rear projected screens
  • Game Designed for 8 players
  • Virtual Environment contains virtual ball that bounces around
  • Players control a paddle to deflect incoming balls via hand movements
  • Visualisation is stereoscopic
  • Paddle hits and paddle misses were recoded
  • The winner is determined by the lowest number of screen hits (paddle miss)
  • Ties are won based on the highest number of paddle hits wins

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The Game

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Experimental Design

  • Entire visualisation system was built with commodity hardware and Unity
  • User performance and experience measured for three randomly allocated

viewpoint conditions:

  • Condition 1, 'Laptop Experience'

– Participants controlled the x and y position of a paddle with a mouse

  • Condition 2, 'VR Hand Tracking Experience‘

– Stereoscopy + hand tracking

  • Condition 3, 'VR Hand and Viewpoint Tracking Experience'.

– Condition 2 + viewpoint tracking, which and rotated and translated the display of the virtual scene accordingly

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Experiment Procedure

  • Two participants per experiment at opposite ends
  • Ball movement was restrained to only bounce between the two players
  • Random test of three conditions
  • Instructions and practice followed by 90 seconds game
  • Questionnaire with Likert-like scale from 1-7 after every game
  • Repeat until every participant experienced all three conditions

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Players Competing in the Ball Game

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Participant Profile

  • Game was designed for a wide audience
  • Participants selected indiscriminately of age and gender
  • 12 participants, mainly young adults
  • Mixed gender (4 female, 8 male) ranging from 22 to 45 years.
  • The mean age was 31 years (SD = 7.324), median age was 30 years.

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System Latency

  • Time between user input and the system's response to the input
  • Frame by frame analysis of video footage recorded at 240 fps
  • Video camera placed behind the player and directed towards the screen
  • Hand and head movements compared against movements of the virtual

paddle as well has changes in viewing angle

  • Local Measurement

– Hand Movement Left. Right – Hand Movement Up, Down – Head Movement Left, Right – Head Movement Forward, Backward

  • Remote Measurement

– Hand Movement Left. Right – Hand Movement Up, Down

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Latency Measurement

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Local System Latency Results

  • Average latency between start and local screen movement 130ms
  • Average latency of subsequent movements 33ms
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Remote System Latency Results

  • On average 3ms above local update
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Nausea or Disorientation

  • No significant difference in Nausea or

Disorientation

  • 12 participants commented on the lag

between the hand movement and the paddle response

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Enjoyment

  • No significant difference among the

three tested conditions

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Game Success

  • Means analysis on hit and miss

scores

  • Marginally higher, but not significant

paddle hit and lower paddle miss rate in the hand tracked VR environment as opposed to the mouse controlled laptop version of the game

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Difficulty

  • Significant difference between VR

Hand Tracking Experience and VR Hand and Viewpoint Tracking Experience after adjusting for gender

  • Participants found the ball was harder

to hit with Viewpoint Tracking

  • Wilkes Lamda = .625, F(2, 12) =

2.700, p = .045

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Immersion

  • Users felt more immersed in the head

tracked VR environment

  • Significant difference was found

between the Laptop Experience and VR Hand and Viewpoint Tracking Experience – Wilkes Lamda = .411, F(2, 12) = 6.457, p = .009.

  • Marginal significance between Laptop

Experience and VR Hand Tracking Experience with p = .056.

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Discussion

  • Head tracking had no significant effect on enjoyment and game success and

made the game seem harder to play – Implementation problem, inexperience of viewpoint update

  • No significance in nausea or disorientation despite latency

– Participants noticed the initial latency – Not constant occurrence – Short exposure time – Analysis of Kinect accuracy could reveal if inaccuracy causes problems

  • Approach seemed suited to home systems

– Accuracy may be a problem – Simple, calibration procedure compared to marker and transmitter/sensor systems – Developers get head tracking working in a matter of hours

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Conclusion

  • Low cost immersive multi-player ball game using depth cameras
  • Recorded latency was higher at points when a trajectory changed
  • No significant difference in performance of gameplay across the conditions
  • Two significant differences found in the perception of gameplay
  • Viewpoint update was found to improve feelings of presence but made it

harder to hit the ball

  • Understanding why people found it harder to hit the ball with viewpoint update

strongly calls for further research.

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THANK YOU

stefan.greuter@rmit.edu.au d.j.roberts@salford.ac.uk

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