XRUX

extended reality and user experience

About

smeerws Hi, my name is Susanne Meerwald-Stadler (hello@xrux.at). I am a PhD student, working as a research fellow at the Center for Human-Computer Interaction (University of Salzburg, Austria). A central question of my scientific work is how to improve human-robot interaction to make it more intuitive and usable for the end-user. With an industry partner we started to investigate the potential and applicability of augmented reality (AR) in the area of industrial robot control and programming. I gather first experiences in AR development and held in the hands my first AR research prototype. Besides my passion for robots, the excitement of augmented and virtual reality has attracted me ever since. The deeper I get into the matter, the more fascinated am I by the possibilities these technologies create to enrich our working and daily life. In March 2017 I started the Udacity Virtual Reality Nanodegree program to improve my development skills. Currently, this site shows my VR work in the Nanodegree program.

October '17: I visited the AWE'17 in Munich
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ars 2017 vive tilt brush


October '17: I visited the VR Summit Salzburg 2017
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ars 2017 vive tilt brush


September '17: I visited the Ars Electronica Festival -- Topic: Artificial Intelligence.
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ars 2017 vive tilt brush


August '17: My first lecture on Augmented Reality at ditact '17. read more
award puzzler


August '17: My project "Puzzler" received an VRND Outstanding Project Award :).
award puzzler


July '17: In the course of an intensive acrylic painting workshop week Renate Moran, a well known Austrian artist, designed the decoration of the Google Cardboard V1 for me :).
google cardboard decoration designed by renate moran


June '17: My project "Build an Apartment" received an VRND Outstanding Project Award :).
p2 oustanding screenshot

VRND Project 1: Your First VR App

Description

This was a nice and simple starter project to get in touch with VR development. We got first simple insights into Unity, such as change the text of an object, rearrange objects in the scene (position, rotation) and change the functionality of a button. Furthermore, we learned how to use the Google VR SDK for Unity and deploy the app on the phone. At the end we were instructed to clean the unity project and delete all nonessential files.

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My Challenges

VRND Project 2: Build an Apartment

Description

The task was to build a new apartment scene with nice lighting and custom animation. Then, deploy it to your Cardboard headset. It was really fun to realize this project. The easy parts of the project were the basic apartment layout, the arrangement of the objects and the application of different materials. I had minor problems with the rotation of the animated globe, but looking in the forum provided a solution. One requirement was that objects do not intersect with each other. From the task description it was not clear for me how strict this will be handled, so I wrote a script to identify intersections between objects. I am not sure if it works very accurately, however I found many intersections, for example the two parts of the chimney, the shelves with the wall, and the clocks with the walls. A much harder task was to set up the lights such that the ambiance was satisfactory. The correct placement, including the interplay with point, spot and area lights took its time. I hope with more practice I will find an effective workflow regarding placing and baking the lights and building the project. To build the project with high baked resolution was really time consuming. To sum up, a great project to learn which I enjoyed very much.

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My Challenges

VRND Project 3: A Maze

Description

Using the unity editor and primitives, create a little labyrinth. It might be a garden, twisting city streets, caves, or an abstraction - use your imagination. Whatever you decide, the maze must contain the following elements: waypoint navigation, collectables, the gate, the key, and the UI (user interface). I was surprised by the Wow-effect after building the maze, when first testing it on the phone with the Google Cardboard. There is a big difference and an other feeling than on the screen :). To create the maze I followed a MazeGenerator tutorial and wrote an adapted script. With the script I was able to generate a perfect maze. I created a prefab and used this as basis for the maze in the main scene. Than I modified the maze (materials, custom models, JarGenerator.cs) such that the look an feel was satisfactory. Afterwards, I placed the coins and the key and wrote the scripts Key.cs, Coins.cs, Door.cs. As soon as the key has been collected the door can be opened by clicking on it. Additionally, I extended the scene with a display showing the number of collected coins and when opening the door how long it took the player to achieve the goal.

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My Challenges

VRND Project 4: PUZZLER

Project

In the fourth assignment, we developed a VR Puzzler game, targeting our self-chosen user group. I have chosen elderly adults. Beside the fact that I have a lot of seniors in my personal surrounding, this decision was based on three considerations:

I call this game the ``Mnemonic Puzzler''.

Mnemonic Puzzler

The Mnemonic Puzzler VR game can be used by elderly adults to train their short-term memory. According to the findings of work done by researchers at Stanford, virtual reality simulations have a direct impact on how people behave in the real world, even after they took off their headsets [1].

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Design Process

Statement of Purpose: Puzzler is a mobile VR application for first time VR users (60+ years) which challenges them to solve a familiar type of puzzle in a new way.

Within this section I describe the steps in the development process of the Mnemonic Puzzler. An overview of the whole process is given in Fig. 3, including the persona development, the sketching, VR prototyping and the user testing.

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Figure 3: Steps in the development process

Persona

At the beginning of the Puzzler project was the question who will use this VR game. As end-user group I have chosen people with the age of 60+ years, without any or little VR pre-experience and knowledge. Further, I focus on elderly without heavy physical or visual impairments. The resulting persona is based on fictional beliefs and observations of seniors. In the following you will be introduced to Helmut Maderer, depicted in Fig. (6), a senior in the prime of his life.

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Figure 6: Persona

Sketches

I made first sketches during the “VR Design” lessons, see Fig. 4 (a & b), but without a user group in mind. After deciding on seniors (60+ years) as “the” user group for my Puzzler game, I searched for design guidelines and design aspects for seniors. An interview (see section user testing) with a 66 years old woman helped to make up my mind in terms of room size, brightness of the room and orbs arrangement. In Fig. 4 (c) you can see the adapted sketch which was the basis for the first prototype testing.

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Figure 4 (a): Puzzler sketch 1
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Figure 4 (b): Puzzler sketch 2
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Figure 4 (c): Puzzler sketch 3

I sketched the UI elements ``Start'' and ``Restart'', see Fig. 5 (a-c). Finally, I decided that the ``UI sketch 3'', see Fig. 5 (c), is the best for the puzzler project. Because Helmut's fingers are not as movable as for young people and the gaze interaction with a reticle pointer is new for him, I opted to make a huge ``Start'' and ``Restart'' button.

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Figure 5 (a): UI sketch 1
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Figure 5 (b): UI sketch 2
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Figure 5 (c): UI sketch 3

User Testing

Participants: All in all I conducted five user tests with five participants: 2 female -- 66/75 years, 3 male 42/72/76 years. The VR pre-experience ranged from absolute beginner to some VR experience. The participants life style varied from a very inactive to a very active life style.

Test Description: I conducted two quick and dirty user tests (quickie), one interview, and four exploratory user tests. All user tests included a warm welcome of the participants, an introduction to the Mnemonic Puzzler, and the advice that only the system is tested, not the person themselves.

User Test 1 (Interview)

One person, female 66 years was interviewed.

UT1 Findings:
The outcome of this interview was that the room should be a little bit higher than a normal room (> 2.5m), but not very wide, because the smaller the room the more cosy it feels. The room should be bright, but not too bright such that there is enough contrast when the orbs are blinking. Regarding the orbs, I determined that the arrangement of a five as on a dice was the most comfortable arrangement for playing. The output was directly used to develop the first version of the puzzler game with Unity.

User Test 2 (Quickie)

One person, male 42 years did this pre-testing of the prototype.

UT2 Findings:
This first preflight revealed that a head mount band should be mounted on the Cardboard, because holding the Cardboard for a longer period becomes very exhausting, in particular for seniors.

User Test 3 (Dungeon Design & Mechanics)

I conducted four user tests with two subjects: male 76 years, female 66 years. The participants were told to explain loud what they see and what they will be doing throughout the test (Think Aloud Method). All tests were recorded with the AZ Screen Recorder app for later analysis. Additionally, I made written notes of the observation of the participants.

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UT3 Findings:
Visual Design Acceptance Adjustments for an iterated prototype:

User Test 4 (Quickie)

The subject stated that the transition between the repeat mode and reproduction mode is more noticeable as before, however he desired a more direct solution, like a textual link. I decided to test with the implemented version to explore if changing light could be a supportive way.

User Test 5 (Puzzler)

Two subjects tested the puzzler game: male 72 years. female 75 years. Because both subject had no prior experience with VR, they started with an other VR Game to get first impressions of the recticle pointer and how to select an object. The findings presented in the following are based on Think Aloud, Observation and taken notes. In this session I recorded no AZ Screen Recorder videos, because ”uups“ I have forgotten to start the screen recorder.

UT5 Findings:
Sound Design: One person mentioned that the sound of wrong and right pressed Orb is imperceptible.
Visual Design: Acceptance:

Breakdown of final piece (Prototype UT5)

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Environment

The dungeon is surrounded with mountains. It is night and small torches are placed around the dungeon. I used a comic style Skybox to highlight the game aspect.

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UI Canvases

For the Start and Restart Canvas I used the font MorrisRoman-Black to give the text a medieval aspect. The Start and Restart button is very huge, so that new users can press it easily.

smeerws Start Canvas: After a lot of tries I decided to place the canvas directly in front of the dungeon entrance to ensure readability. After pressing the start button, the canvas will be deactivated and after pressing the restart button the start canvas will be activated again.
smeerws Restart Canvas: The canvas is placed further far away. By default the canvas is deactivated. When the puzzle is solved, the restart canvas will be activated.
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Dungeon

The dungeon was designed in a threshold of ”spooky“ but also bright atmosphere atmosphere. Therefore, I mixed white and yellow point lights with the mounted torches on the wall.

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Orbs

The orbs glow and are bigger than in the first prototype, with small gaps in-between. The contrast is very high to the dungeon. To distinguish between the repeat and reproduction mode the color on the floor glows in white (repeat) or cyan (reproduction). In repeat mode the interaction with the orbs is deactivated. In the reproduction mode the interaction is enabled.

Conclusion

A user testing process uncovers problems overlooked by the designer. For the ”Mnemonic Puzzler“ the seniors revealed several issues. Using the Cardboard V2 the subjects stated that the puzzler looked sometimes blurred. I am not sure how to fix that with the Cardboards. Playing this game on a Vive or Oculus Rift could fix it. In the course of the project I equipped the Cardboard with a head mount band to simplify the cardboard interaction for the seniors. Otherwise the game would have been too exhausting. For a further iteration of the project, an alternative button mechanism should be found, because it is not working well with seniors. The participants chosen for the experiments ranged from a very inactive to a very active life style. One assumption is that the latter are less interested in such a game than seniors which stay more in their home. Further, it seems that the attitude towards the puzzler increases with VR pre-experience. Future versions of the Mnemonic Puzzler should take this into consideration and should be more self-explanatory in terms of purpose and procedure. A lot of more work has to be done that seniors sense a positive user experience with this game. To conclude, the current version of the Mnemonic Puzzler is a good basis for further development.

Next Steps

Links to additional Work

Mnemonic Puzzler PDF version with more details.
[1] For senior citizens, the future of VR lies in the past.
https://www.wired.com/2017/04/vr-for-seniors/,
Accessed: 2017-06-26.
[2] How virtual reality helps older adults.
https://www.forbes.com/sites/nextavenue/2017/03/14/how-virtual-reality-helps-older-adults/#14a3a95c44e2,
Accessed: 2017-06-26.

VRND Project 5: Night at the Museum

Description

In the 5th Udacity Nanodegree project the task was to build a museum experience with the theme of VR application areas. I chose the topic Robotics in combination with virtual reality, because I love and worked with robots. In my museum experience the visitor learns how robotics could support virtual reality and vice versa. All in all the exhibit covers application areas in professional training, robots as simulation tool to improved presence, topics in research, telepresence robots and machine learning.



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After first ideas to combine robots with virtual reality, the museum building had to be made. I have decided that a building in the direction of a warehouse or a factory is ideal. At this time I visited some museums and exhibits (Museum der Moderne, Salzburg and the MAK in Vienna. Following the great experiences in these museums I tried to give every station a special characteristic. The visitor can sometimes only look at things, like at the sci-fi posterwall or the improved presence cylinders, or can actively choose things such as at the definitions station. Especially the entrance area is inspired by the visited museums. All in all in this project I combined images, videos, sounds, animations to form my museum experience.

Sounds freesound.org Videos youtube.com Sketchfab (SF) & Unity Assets (UA) V: Video, S: Sound, I: Image;

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My Challenges

Project is on Github: https://github.com/smeerws/VRND-NightattheMuseum

VRND Teamworks Project Sept '17: Theme Color

Description

As part of the recent Udacity VR Teamworks Challenge (Sept. '17), we created a unique VR experience where the user utilizes the microphone to interact with objects in the game. A detailed description is provided at our medium post .

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other teamwork projects http://www.udacityvr.com/teamworks

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Project is on Github: https://github.com/UdacityVR-TeamAech/TeamworkProject
IT'S AMAZING!
last update: Saturday, 21-Oct-2017 00:55:01 CEST