Sam Halperin is currently a Programming Instructor at Thinkful. He is a 2011 graduate of Brandeis Graduate Professional Studies Master of Science in Software Engineering. He is working on a doctorate in Computer Science, and also blogs at www.samhalperin.com
Experimentation enabled by advances in low-cost consumer virtual reality hardware and software.
A few months ago, after a long hacking session with a genetic algorithm (an algorithm that evolves a solution from “chromosomes” over time), Unity Game Engine (a 3D video game engine) and an Oculus Rift immersive display, I had what I think is a unique experience: Creating a data set with the GA, writing a renderer that transformed the data into geometry, hues and color values, and piping the output to a head mounted display, I was able to don the goggles and somewhat literally walk around and stand at the mean of the data set and look around. For me, this view into the data was a transformative personal experience, if not a scientifically valid approach to understanding data.
Weeks later a second experiment emerged, this time using sensor data attached to a stationary bicycle to drive the view-camera in a virtual environment. This apparatus had been part of a somewhat Quixotic quest for a virtual reality based active gaming experience. Once implemented, it represented the faintest surface scratch into the vast requirements of art, engineering, sound, theatre and animation that actually make up a production game, but a uniquely satisfying experiment.
The most recent experiment in this set leveraged design training and demonstrated the architectural visualization pipeline from consumer-grade modeller (SketchUp) to virtual reality experience. This product, like the other two, was also the “first 20%” of effort, (see The Pareto Principle), but uniquely satisfying. The video from the work has been retweeted many times and had over 1800 views since it has been up, and I have received numerous requests for collaboration on similar projects. (http://youtu.be/mJLK_t0bTYA)
Clearly there is a growing mass movement representing a desire for this type of virtual reality technology. The defining factor in my experience though, as differs from virtual reality experimentation in the past, was that this work didn’t require access to a university
lab, defense contractor or space agency. This access is possible due to a sea change in VR technology driven by the release of the Oculus Rift Head Mounted Display.
Beginning with the release of the Oculus Rift, and followed closely by other projects, VR technology is beginning to permeate as a consumer level technology. My bike-vr project is actually one of a few similar experiments documented in the various online communities surrounding the technology. There is a growing community of VR hackers (perhaps a better term is maker) throughout the world, and the level of experimentation has grown exponentially.
My involvement in this work is only beginning, but I am tremendously optimistic that the technology itself represents a positive force for our ability to visualize problems, to communicate with each other, and to be present in environments that we wouldn’t normally be able to experience — across history, geography, scale and any other limits.
Question: What is the value of “being present” and experiencing virtual environments in this way? What is the value of “standing at the mean”, and how does it differ from viewing a place, a time or a dataset on a traditional computer monitor? What are the drawbacks?
Answer: The experience of presence with this type of display is so powerful that it can actually make the viewer nauseous, experiencing a sort of simulator sickness approaching seasickness. At the same time, intelligently engineered virtual environments, built with this in mind can fool the brain in a more positive direction, producing joy, fright, sadness, even the perception of temperature changes. This is not an experience that is common to interaction with a smartphone or tablet.
Current VR work of interest is quite vibrant and diverse, spanning topics such as “redirected walking” techniques for navigating large virtual environments by walking around small laboratories, the study of “oculesics”, where eye movements are tracked and communicated across networks to enhance communication, and the exploration of very large datasets using large laboratory installations ringed by huge arrays of displays.
-  Suma, E. A., Bruder, G., Steinicke, F., Krum, D. M., & Bolas, M. (2012). A taxonomy for deploying redirection techniques in immersive virtual environments. Virtual Reality Short Papers and Posters (VRW), 2012 IEEE, 43–46. doi:10.1109/VR.2012.6180877
-  Steptoe, W., Wolff, R., Murgia, A., Guimaraes, E., Rae, J., Sharkey, P., … & Steed, A. (2008, November). Eye-tracking for avatar eye-gaze and interactional analysis in immersive collaborative virtual environments. In Proceedings of the 2008 ACM conference on Computer supported cooperative work (pp. 197-200). ACM.
-  Petkov, K., Papadopoulos, C., & Kaufman, A. E. (2013). Visual exploration of the infinite canvas. Virtual Reality (VR), 2013 IEEE, 11–14. doi:10.1109/VR.2013.6549349
Click here to subscribe to our blog!