The Problem
Humans can perceive the shape and weight of a held object using what is known as dynamic touch. This does not rely on vision but rather on the haptic experience of holding an object. Users can estimate the size and shape of an object by its feel and weight distribution. The moment of inertia is the key factor in an object's perceived size, therefore distributing the mass away from the user's wrist can make a small object appear much larger or longer.
The haptic experience provided by current VR controllers does not match the virtual objects they are trying to represent. Interactions with heavy or light, big or small objects all feels identical with current controllers. No matter how good the visual and audio simulation there will still be a divide in what is experienced in the virtual world and the feedback current controllers provide.
Our Solutions
The field of haptic feedback seeks to create devices that provide a sense of weight, texture and
resistance within a virtual environment and more closely mimic real world interactions. Haptic
devices are shown to create a greater sense of immersion for the player which
also has the benefit of better performance by the user, since they feel more comfortable within the
virtual world and are able to approach challenges in a natural way. These kinds of devices are great
alternatives to more traditional VR controllers.
We designed, created and evaluated two
haptic props which are able to create believable haptic experiences for two weapons, a quaterstaff
and a sword.
-
Swifty
Swifty is a wireless dynamic haptic prop that uses a stepper motor to raise and lower a weighted ring which shifts the centre of mass and changes the total air resistance
Developed by Liam Byren -
VR Quarterstaff
The VR Quarterstaff is a wireless haptic prop providing both active and passive haptics through two vibration motors fitted to either end which simulate impacts within the game world
Developed by Riyaadh Abrahams
The Results
Due to the ongoing COVID-19 pandemic we were unable to perform large scale user testing. However we were able to conduct a small scale heuristic evaulation with experienced VR users. Studies have proven that a small number of experts can identify 80-90% of the problems with an object, therefore we are confident that the conclusions of the evaulation offer a good representation to the effectiveness of our props. The results of each evaluation showed:
Swifty
+ Evaluators found using the prop extremely believable and realistic
- Limited holding torque of stepper motor meant the ring moves if swung too hard
VR Quarterstaff
+ Two handed wielding meant users did not get tired, even with added weight
- Electronics need to be housed more securely to allow prop to be freely swung
By using the positive feedback from the evaluations in combination with comparisons to existing haptic props that were tested successfully, we were able to show that both props are more immersive and enjoyable than standard VR controllers.
The Team
-
Riyaadh Abrahams
VR Quarterstaff
abrriy002@myuct.ac.za -
Liam Byren
Swifty
byrlia001@myuct.ac.za -
Prof. James Gain
Supervisor
jgain@cs.uct.ac.za