36727 >> Hrvoje Benko: Thank you so much for coming. My name is Hrvoje Benko. I'm a researcher here at Microsoft Research. And it's my great pleasure today to introduce Evan Suma. He's visiting us from USC, from institute of creative technologies down there. And he's one of the world's experts on all sorts of VR trickery, trying to basically understand locomotion, expand our spaces and kind of walking abilities and manipulating abilities in VR, mostly by manipulating what you see and what you get and the differences between. But I won't take much from his talk. I just want to welcome and say, you know, thanks for coming down and giving us this presentation. >> Evan Suma: Okay. Thanks, Benko, for the introduction. So today, I'm going to be talking about how to make a small space feel really large. So this is all about perceptual illusions and virtual reality but with a practical spin because what we're trying to do here is solve a real engineering challenge for VR. So VR for me is a really kind of special place to work. So ever since I put on my first HMD, I became fascinated by the experience of being in VR and creating VR experience for others. And what really ups the ante for me is when you can use VR as a medium to create really surreal experiences that transcend what is possible for the real world. So some people say recreating the world in VR is kind of the holy grail, but for me, it's transcending the real world, going beyond what we normally can do. So as an engineer, I think it's a really -- this is a really challenge -- being able to do this is really challenging because VR has so many moving parts that need to work. As a researcher, it also is a really interesting empirical tool for the controlled study of human perception and behavior. You can actually use it to test things you can't evaluate in the real world. And this talk really is about the intersection of these two goals. It's engineering magic experiences but experiences that also enable us to do the empirical study to understand more about the human experience. So an overview of this talk, I'm actually going to first take a step back from that and focus more on kind of the work that we just did in just the fundamental display technology because VR, these experiences are technology mediated and then from that, I'm going to move into kind of the next big challenge that I see that we're trying to work on and how we're kind of looking at this from the perspective of what I call hacking human perception through a couple different types of illusions and then finally talk about more about the practical spin of this which is how to enhance interaction fidelity which is kind of my code word or my technical term for creating magic. So, looking back at kind of when I started in VR, so I started in 2004-ish, 2003, but I got really started grad school in 2005, and these were the displays that I was using at the time. So we're talking pretty low resolutions. 640 by 480 per eye. Bulky, heavy, very expensive, but probably the most problematic at the time was the field of view. So the VA, kind of the standard that you saw a lot was 60-degree diagonal field of view. And so if we look at this, this is actually mapping what that type of field of view is on to your entire -- on your retina and what your human visual system can actually see. It's like looking through a very, very small window. And this is for me why VR to that point, all throughout the time I was studying in graduate school, really wasn't magic. In fact, a colleague asked me when I got started in VR and I told him the year. And he said, you decided to get a Ph.D. in VR when VR was down and awful? What is wrong with you? So, I guess I just liked a challenge. >> [Indiscernible]. [Laughter] >> Evan Suma: So, this changed for me in 2010 when I moved to the institute for creative technologies and we have a prototype display there called the wide five. And so this one really -- and the antlers there are kind of funky but they're just for the motion tracking system. But the real fun thing about this display was that was when I first experienced VR magic because it has 150-degree wide field of view. So the difference here, you can see that it really is the difference between looking through a tiny window at something distance and really, for me, being there. And so if we look, that wasn't the only display capable of doing that, although it was the widest at the time. But if you look at the cost, you really see two categories here. It's really useful to look at this as dollars per degree. So if you look in the bottom, that is kind of more what we would target as not even necessarily consumer level but more affordable HMDs that -- but their field of view was really limited. And getting up anything over that 60-degree mark really ended up, it did not scale linearly and it ended up getting extremely expensive beyond what a lot of research labs can afford let alone the average person. And so a lot of our funding at ICT comes from the U.S. Army. And so we had in about 2009, the acquisitions people who were in charge of the all of the purchasing and decisions for the Army came to us and we scheduled all the demonstrations of VR and they said this is all great, but it will never be used by the Army and the Army cannot invest in VR because if we want to train people, we have thousands of people we need to train and it's just too expensive. There's no way. You have to figure out a way to do this in a more cost-effective manner. So this kind of got -- kick started us and got us thinking and we were really inspired by this little piece of technology here which I don't think has gotten kind of forgotten and doesn't get a lot of credit but it was kind of a little before its time so you can actually get this at target or Wal-Mart or Amazon at the time for less than $20 and it was a little plastic device from Hasbro called my 3D that you can slide your iPhone or iPod in and you could get a 3D experience. But it really was, from a product perspective, not as successful because it was a capability with no content. So what we got really sort of interested in this and the possibility that now the smartphone screens were finally getting big enough and high resolution enough where you could actually start doing VR experiences with them. So we did -- this is a kind of a prototype system that we published at IEEE VR in 2011 which combined this with a Bluetooth keyboard for interaction and a few other moving parts. And so but so this kind of got us thinking about this but then it's real kind of insight or what was really, when we started doing this with higher-end optics. So this is some LEEP Optics that we pulled off of an old boon display back from the '90s and then we basically just cut out wood and slapped two iPhones in front of it and there are all these problems with it. There's distortion. The eyes are not synchronized properly. But the real experience is when we took this live demo to the conference and we started handing it to VR experts and they were looking into it for the first time and seeing high end optics in front of these smartphone screens and being like, wow, I didn't think -- the reaction we got from most people was I didn't think it was going to look this good. So we left from that and we really started thinking about, okay, there's something here. We really have to continue trying to make this accessible. So the next year, we came out with what we call FOV2GO. If you have been to IEEE VR, you might have seen us hand these out. We brought about 200 of them. They're carbon foam core laser cut ones with lenses that are basic a dollar. And then you just basically fold up your own cardboard display. And we have them for all different types of phone models. So this at the time this was really, really kind of an exciting thing. Today, I show this but it's more of a historical kind of note because now of course Google cardboard has really gone and popularized this notion of smartphone VR over the last couple of years and that, you know, has really just been an explosion in terms of that ecosystem that I think is really, really special, spectacular. In parallel to the smartphone VR effort, we were doing some really prototyping on the HMD side and we wanted to really start building not just viewers but head mounts and so we found this hobbyist. We hired him. His name is Palmer Lucky. And he was a hobbyist teenager working in Los Angeles who had quite a eBay VR HMD collection that he was playing around with in his parents' garage. So we brought him in the lab and we started to build prototypes here which we referred to as Franken HMDs, which were basic cobbled together from eBay parts from different displays and LCD panels you could buy online and were literally held together with tape. But they really started -- we started to see we can start to build this for about $300. And so we decided to open source all of that. So all of these designs, the socket HMD is kind of an interesting historical note. I think the consumer market has now gone leaps and bounds beyond this but it was a -- our 3D printed design for this display which was very similar to the Oculus Rift DK-1 and all -- we started to move beyond the cardboard to 3D printed phone viewers as well as tablet viewers which are really interesting because now you can combine an immersive display with a touch surface and do a hybrid interaction where you can actually use some manipulation of objects on the screen while you're looking at it. So all of these are available on our website and anyone with a 3D printer can download and create them. But there's only a limited amount of people. I love open source and I believe in it but it only touches so many people. And what really, really was the catalyst to -- for this explosion was when Palmer sent one of those prototypes to John McCarmack and then left the lab to do a kick starter and the rest is history. You know, Oculus was eventually founded and bought for Facebook for $2 billion and now Palmer is being one of the lead spokesmen for the field of VR. And one can make the argument that though this was really one of the catalysts, really, the real reason was that the display technology had gotten low cost enough and other of course companies were looking at this at the same time as well. So it really was something that, though this was a particular catalyst, this is something I think was just inevitable based on the cost of technology going -- display technology going down and the quality going up. And you can really see this I think when you look at that chart again and you put the Rift socket under the consumer level HMDs on the dollar per degree mark. You were looking at that 90-degree virtual. It was kind of the initial version of the Rift. And what we see there is that that's getting pretty good enough. And the dollars per degree is so much lower than everything else that really, now, we could go back to our people at the Army and say, you can now afford these and so now we can start to really see people care about VR. And of course now there's so many companies, HTC, Sony, and all of the other ones. I don't put Microsoft on this list because Holland's is a mixed reality device which of course is similar but it's in its own class and in talk is really more about VR. So can we say mission accomplished? Is VR a solved field at this point? And so I'm giving this talk to hopefully it won't be surprising that my answer is no and the reason is I think a lot of the content creators and a lot of the experiences that we're seeing coming out at least right now and in the last several years have interactions that look like this. Seated use or movement in a very, very small area and a lot of the interactions are mediated by controllers, game pads or other sort of handheld devices to move through a virtual world. This to me, I've done this -- now that I've been doing this for well over a decade, when I have these kind of experiences that are mediated by controllers, and it just fields like a video game to me. This doesn't feel magic anymore. And I worry that in the long term, that once the novelty effect wears off, that people have been immersed enough and seen enough VR experiences, it's not going to seem magical anymore. It's just going to seem like another type of gaming. So ->> That experience, do you still get nauseated from induced motion? >> Evan Suma: I'll talk about nausea in a little bit. But yes. That's also another problem with these kind of locomotion metaphors is that motion sickness, because you're motions don't map with what your body is doing, that is a problem for some people. At least some people. So why is walking a problem? Well, it should be pretty obvious that even if you have a tracking space that can allow some physical body movement, if you want to walk through a large virtual environment, say a virtual city or a large office space or what have you, at some point, you're going to run out of physical space. You're going to walk and you're going to, in the best case, run outside of your tracking area. In the worst case, you're going to physically collide or walk into a wall. And because you're wearing a headset, you won't be able to see it. So this is kind of one of the real fundamental challenges for any sort of VR system in, you know, is this real problem of physical locomotion through the environment. So we researchers have been studying this for a while. So this has been something that people have been thinking about for quite some time. And so there is one interesting solution that came out of the literature about is a years ago. So this is not my work: This is the original redirected walking work which comes out of UNC Chapel Hill and so which really I think has been an inspiration for a whole class of research in the field. And the basic idea here is that you just decouple physical and visual motions. They're related to one another but if you, for example, get someone to walk through a zigzagged corridor, you can actually get them to walk back and forth in the real world and if you just realize that there is a -- that you don't have to have a 1 to 1 mapping between physical motions and virtual motions, there's a lot you can do with that. So let me give you some examples of how this works. So there are -- the easiest way to do this or the original way that Sharif suggested was through what's called manipulation of gains. So a gain is just a multiplication factor applied to your motions. So in the case of rotation, I might walk through a virtual space and then I, if we're in this example, rotated -- I'll show you that again. Rotate 90 degrees in the virtual space but 180 degrees in the physical space. So that you can, after your turn, you are now walking along a different vector. You can do this in other ways. Another one that's been identified is called curvature gain and in here, it's different because you are walking straight and there's a continuous kind of rotation applied as you walk forward and you will bend and walk along a curved path. And then finally, there's translation gain which is just a basically a multiplication on your step size but only in the forward direction because you don't want to amplify side to side movement. So you can travel greater distances virtually than you are physically. So why is this better than locomotion -- using controllers? And the reason is because it's linked and controlled to by your own motion. And so there's two different perceptual systems in place here. One is your vision. And one is your vestibular sensation, your sense of balance, your body's sense of your movement. And turns out that vision tends to dominate when those two senses are in conflict as long as they're kept to within a certain threshold. So there's been researchers who have studied this and so these are just some of the numbers out of the literature and turns out, if you do it within these parameters, and do it the right way, then not only is it imperceptible to the user, but it also hopefully won't make them sick as long as you just don't do this too much. Now, I can tell having been in these environments where you do it too much, it can make people sick. So that is a concern. But, the key here is that vision dominates over your sense of balance. So one of the thing I wanted to do was really kind of understand not just kind of do I notice these illusions but how does this impact my sense of spatial orientation cognitively? How does this impact my experience in this virtual world? So this is an experiment that we did where we were pointing at targets. So what happened in the beginning was you see a virtual target and you aim and we're using a tract wand to aim and then you point at a real target so they bend up the optics of display, look at a real target in the real world, point at it and then it has to remember where these are. So point at the real target, point at a virtual target, then you're back in HMD. We go through some sort of virtual experience where we apply these redirected walking techniques. So for the sake of simplicity, I'll just show you, it would happen continuously but at the end of that walk through, you're 90 degrees offset from where you were when you started in terms of your physical orientation. So if my original virtual target was there, we want to know, would you point at that virtual target where you originally saw it or would you point at it in its position as if it were redirected, basically is your memory of that virtual -- your orientation of that target now 90-degree offset. And more interestingly, what would happen to your perception of the real target. Would you point it where you originally saw it or would your reference frame in the real world move as well? Another way of thinking about this is are you maintaining two models of your spatial orientation? Do you have your real or your virtual or if I manipulate the virtual, do I manipulate also my real? And so the way we look at this, we had to figure out how do we measure this qualitatively. So the way we look at this is looking at angular pointing errors so this is a way of doing this as a pretty common metric in VR. And so what we looked at, what those positions were, we calculated the angular pointing error and so what we found is actually exactly what we would expect if they were correcting for that -- the redirection and they were moving those targets reference frames. So for both virtual and real targets. And the way we do that is we can see that the angular error, so the lower this is, the more accurate, those angular are pretty consistent with what you get with just regular pointing. So those numbers, 35 to 40-ish, are pretty typical of just the angular areas you get when you're asked to point to something whereas you can clearly -- they were about 90 degrees offset from what their original positions were. So this was a really cool result for us because this confirmed kind of an -- or resolved an argument that I'd been having with Mark Bolas, my colleague and codirector of the lab where he maintained adamantly that there were dual models and I said no, if I mess with you in the real world, I think I'm going to be able to get you to your reference stream in the virtual world, the real world is going to shift as well. And this kind of resolved that and he stopped complaining at me. So now, I want to start talking about another class of illusions. So this type of work with redirected walking really kind of was just the initial insight that what happens in the virtual world can really transcend what happens in the real world and we're not bound by the same laws of physics. So now, let's talk about another type of illusion that I just kind of came up with and I really got this inspiration from the kind of common psychology kind of stuff you see in psych 101. And here's an example. So I'm going to ask you to look at this picture and then I'm going to change something. I'm going to ask you to just call it out if you see what's changed. Anyone notice it, just call it out if you saw what I changed. >> The [indiscernible]. >> Evan Suma: Here, I'll make it really easy. And so the reason that's difficult is because the human visual system uses motion to be able to detect changes. And just that split second interstimulus image, that black screen, disrupts that perception of motion and then it becomes very, very hard and this has been well studied for many, many years in psychology. It's called change blindness and it's very, very consistent across people and a very powerful illusion. So I started to think what happens if we apply this to VR? And so here's an example of how this works. So in this example, you're going to see walking through this virtual room and watch what happens on the overhead view on the top right -- left as they approach this desk. So, they were looking forward at the desk and in this study environment, they were just kind of looking pictures. But what happened behind them was that this doorway moved 90 degrees. It stayed in that same location, but the orientation of the doorway swapped along the corner. You're about to see it again as they walk to this corner of the desk. Oh. Oops. Okay. So the key here is that this manipulation occurs behind their back. So everything appears consistent to them in front of them, but then they turn around, the door is offset by 90 degrees and the corresponding hallway is also offset by 90 degrees. This basically means that within about a 15-by-15-foot space, I was able to infinitely repeat this and do a 3,600-square foot office building within less than 200 square feet and this is basically -- because this is a consistent illusion, as long as they're going linearly and entering into these rooms and kind of not looking back like walking at the door, like staring at it while walking backwards, which people never really do, but they'll never see it because the manipulations occur behind their back. So this was a resource manager interesting illusion. I wanted to test it, so I ran several experiments. And I was really trying to get some statistically significant results of how many people noticed this. And what I really found was that I completely failed in getting statistically significant results because no one noticed. So I did this to them throughout this environment 12 times each, multiple experiments and one out of 77 people noticed or reported that illusion. Even after it was disclosed to them afterwards, they -- we tried to tease it out gradually with questions, and it just -- it was so effective that we were not expecting it. So this was really, really interesting. So we started to look at kind of how this affects your perception of space. Okay. You might not notice it, but what do you feel that this environment looks like? So they're going through this environment which cannot be represented with a single drawing because it's a dynamically changing world but we asked them to sketch map it and these are kind of very consistently across the study the types of maps that people drew which looked very similar to kind of the conceptually this kind of office space with the kind of in this square environment. So what this -- we analyzed these through some subjective ratings and statistics which I won't get into here, but what we really found over all is that the spatial inconsistencies just seemed to get resolved. You know, perceptionally or cognitively, when you're going through this environment, as long as your experience -- my take away was as long as your experience is locally consistent, then kind of globally, we figure, you know, we figure out a way to make this work. When you're forced to draw a map, you figure out a way to make it fit on paper. >> [Indiscernible]? >> Evan Suma: Yes, yes. So these were drawn after the experience ends, immediately afterwards. Yes? >> So this is sort of interesting to me because as long as they do the path where they go into every office, this will work. But if it's sort of a open world where they can explore however they want, it won't work, right? >> Evan Suma: That's correct. >> So it seems like in order to decide what you need to do, you almost need to be a little predictive about where they're going to go so you can kind of start manipulating the world ahead of time. And manipulate them later or something. >> Evan Suma: Yes. Yeah. You are 100 percent correct. And that is the latter part of my talk which I will directly address that question. Yes? >> So during your study, did the participants saw the space before they try or they wear like the headset before they go inside the space? >> Evan Suma: In these studies, they -- we did not blindfold them before they entered the physical space. So they did see the physical space beforehand. Yes? >> Did you do a kind of a longitudinal study [indiscernible] in terms of like people adapt to technology and their skill sets change and the way they perceive things change. Any information on that? Were there people over time would actually mature and understand it differently? >> Evan Suma: Nothing beyond anecdotal. So I'm not really aware of longitudinal studies in VR because it's difficult. You know, or impractical, I would say. So no, I haven't done it. I'm not aware of it. But anecdotally, I can say that these illusions tend to -- for us around the lab who get to participate in these all the time and see this, they just seem to work like even though I know that this illusion is happening, that it doesn't seem to have a negative impact on the experience. It's one of those thing that I think I can just accept because the experience seems locally consistent. So yes? >> As a follow-up on Michelle's question, did any of the subjects report any kind of unease in knowing, I shouldn't be able to walk down this hall this far because I already saw there's a wall in front of me? Or do they kind of start walking slower as they get ->> Evan Suma: Not that specific. No. Not that we could tease out in any of the data. Although they did report a general sense of feeling turned around. And I think that that goes to your question which was about did they see the space beforehand. They knew, I mean, if you see the space beforehand, you know how big the tracking space is. You know you can't walk through an infinitely large space. So I think there is this general sense that, like, yeah, I got turned around but when we tried to tease out of them, how did that work, how did that work, it overwhelmingly seems to be like I have no idea how you did it. I just know that I've been turned around. So. Yes? >> And observation on that, it was the earlier study somebody else with the zigzag hall. >> Evan Suma: Yeah. >> I noticed in the first zag, you see a lot of movement there where that first time they get adjusted, you can see their brains trying to figure something out, and then after that, it was pretty clear the brain just kind of -- >> Evan Suma: Yeah. And this is a phenomena called perceptual calibration. We know that it takes a couple minutes and this has been studied in perceptual psychology that people will accept very -- you can actually recalibrate to all sorts of different things like different walk speeds, different motions, even remapping of kind of the movements of your head along different axes. It takes usually a couple minutes and then afterwards, a couple minutes to calibrate back, but it's a very rapid process. Okay. Any more questions about change blindness before I move on? Okay so like I said, this illusion was unexpectedly powerful. Will so I started really thinking about other types of spatial manipulation that we could leverage in VR and so for this one, I drew my first inspiration from psychology. This one, I'm drawing on my nerd credibility here from science fiction. So who here is familiar with the BBC television show Dr. Who? I love giving talks to technical audience because they actually get this reference. So for those who aren't familiar with it, in this kind of timeline or mythology, the doctor travels around in this thing called the tardis which is basically the size of a phone booth here. And but the inside of it is much, much larger than could ever exist in the real world. In fact, conically, it's supposed to be infinitely large. So this was the kind of basic illusion that I wanted to investigate in VR. I wanted to understand -- I wanted to experience this magical sense that all the people in the show got whenever he leads new companions into the tardis and they go with a sense of awe. It's bigger on the inside and it becomes this joke. But I wanted to experience that sense of magic that's walking into something that's bigger on the inside. Fortunate, in VR, we can create this. So here's the kind of experimental environment that I built to test this. So I use the kind of very similar environment to what you saw before where you walked to desks and you're looking -- you'll be given the task of going over to look at monitors to see pictures because it's just a way of letting people move through the environment. So you go through one desk. You turn on a picture. You walk down, exit a room, you walk to the hallway. And then by the time you get to the entrance of the second room in the hallway, the first room is essentially deleted and the new room is put in its place and of course, if we look at these kind of superimposed on one another, this is a severe violation of Euclidian geometry and could never exist in the real world. So I wanted to now see what is it, how sensitive are we to these types of illusions. So the way that we figured out to do this is to do what's called a psychophysical experiment. So what we did was we just asked them to -- we did these on whole different levels of overlap ranging from zero percent which means perfectly can't exist in the real world to over 75 percent which basically means like most of the rooms are completely overlapping and they're almost completely on top of each other and we have them just give this kind of discrimination tests. They experience whole bunch of trials and we ask them, is this impossible or possible? And we do this over many, many, many repeated durations and then from that we can calculate the probabilities and generate what's called a psycho metric function. So I won't go too much into all the detail of this but the point here is that this is the probability of being able to detect that it's an impossible space and this is the overlap level. So this is increasing amounts of violations of geometry. And what we found in our data is that about 56 percent by convention is when they start to become reliable so you can get quite a bit of space savings by overlapping geometry and people won't really be able to detect it if it's less than 56 percent. And the interesting thing is this is when people are explicitly told about the illusion and instructed to try really hard to figure it out. So I think this is actually conservative and if you did this on someone who is completely naive to the illusion, probably you could get away with a lot more. >> [Indiscernible] corridor and walk it one to one. >> Evan Suma: Yeah. The corridor is walked 1 to 1, yes. >> What happens if you sort of make it virtually faster? the understanding that this is a bigger space. Would that make >> Evan Suma: I haven't tried it. It's a very interesting idea, though. So yeah. You might be able to because to some degree, people are using their bodies as a ruler and judging those steps as a way of judging distance. Some of the people, I noticed some strategies in this study that some of the people who are really, really good at the task were actually counting steps. [Laughter] >> Some people are just innately better at judging distances. >> Evan Suma: That is true. That is true. >> People that are probably the best at it are people that work the cameras for film directors. They're amazing. I'm wondering if you normalize against that. >> Evan Suma: I do take some demographic data. I haven't looked at that. I will say so most of our subjects are not university students which is a lot different from the way a lot of academic VR labs do it. We recruit off of the general population on Craigslist. So I had a pretty broad kind of selection of people. But not -- the sample sizes we're looking at are too small to be able to draw any conclusions about the population. The only thing really I can tease out is video game experience but even then, it wasn't predictive of performance in this time. >> Is it delayed just on employed actors? [Laughter] >> Evan Suma: I need to modify my demographic questionnaire then. So beyond just do they notice it, though, I really wanted to go beyond just that and understand how does this impact your experience, you know, because self-reports of I notice this are only so useful. So for this I came up with a metric that I kind of drew on from the VR literature you called blind walking and so this is a distance estimation test to get at your point. So in this sense, what they did was they walked -- after they walked to that second room, they were asked to look -- turn back to through the wall to where they saw the first target. So both of those desks were as pictured there kind of against the same wall. So they were asked to turn to where that first one was and close their eyes and imagine how far away they were when they were standing in front of that target. The HMD at this point goes completely back and then you're asked now to walk until you are physically standing on that point that you were. So that's why it's called blind walking. This is a very common metric used for distance estimation studies in VR. The difference and the caveat here was that in the cases of overlap, then actual place that that was would have been either forward of the wall and in some cases, in the extreme overlap conditions, literally only a step or two away. Like they were almost on the exact same space. So the question here was would they walk to where it actually was that they were physically standing or would they correct for the compression and continue walking as if those two overlapping rooms had actually been moved out and were actually now correctly side by side. So this is what we found in the data. And so what we're seeing here is overlap level again around here. And this is in percentage of the actual -- the walk distance relative to what it actually should have been if it were accurate to the real world. So if they weren't correcting from the compression and they were walking to where they actually were, we would expect to see the data follow that 100 percent horizontal dotted line. The red dotted line is what we could expect to see if they were correcting for that compression and over walking. And this -- I love to show this data because this is one of the most clear cut examples of an effect that I've ever seen. You really don't need a lot of statistics to be able to look at that and see exactly what they were doing. So even in the case of 75 percent overlap where it's really obvious, very few people, 90 percent of people were able to reliably detect that this is an impossible space. Even in those cases, they were still walking those exaggeratedly long distances when kind of in behavior correcting for this illusion. So I think that was a really, really interesting finding. And it kind of goes to this idea that I like to say that we've learned that spatial perception is malleable. And that people even if they kind of can perceive that these things are -illusions are going on, they'll still try and behave normally as long as it doesn't mess with their experience or at worse, make them sick. As long as you can make the experience system very rich and pleasant, then these illusions even when obvious, could still be useful. But now I'm going to start to get more of the -- raise more of the practical question, stepping out of the basic research hat and now start talking as a VR engineer. How is this actual useful in a real practical system? And so now, if you want to ding me on anything, you can ding me on saying, hey, you know, these are really only work in these linear environments where you have this kind of purpose-built experience that kind of validates the technique. But if you want to give free-flowing exploration of just an arbitrary environment, how would you do that? These aren't generalizable. And I think they're not like there is no generalizable solution for a redirection that applies to all spaces at all times. At least we haven't discovered it yet. What they are is tools. They're tools for VR developers and VR designers and content creators to use for the experience that they're doing. And they're best employed when you can actually couple of content creation with the ton of experience and techniques you want to use. So some of the interesting ways we can use these tools, so this is an example of how we used it in a mixed reality setting. The change behind this technique is really interesting because it's a discrete change. It's unlike the motion illusions. This is not a continuous change. It's a single state switch and so because of that, it's predictable. So instead of doing a 90-degree offset, this is one where I did a two-stage building where there's interior rooms and what you're going to see here is when you get to this back room, I'm going to pull the same door switch here. And then this door switch is going to move over here. So there's actually two doors moving here. All behind your back. And what this essentially lets me do is change -- is reuse this road infinitely. So we trucked about a thousand pounds of gravel into the lab which I would not recommend for cleanliness because we were cleaning up dust for the next three years. But when you enter in a building here, and then when you exit the building, you end up exiting here. And then every time you stepped right back on to that gravel road, you feel the crunch under your feet. You feel that haptic sensation and so it was a really very, very compelling illusion or again, that sense of magic for me because now, there's a sense of realism. The real world is actually kind of playing along with this illusion. Here's an example of another kind of way in which these impossible space techniques could be used in a practical setting. So this is a technique I call flexible spaces and in this sense, what we're doing is we're playing with similar versions of non-Euclidian geometry but we are doing it by creating twisty hallways that kind of curve back in on themselves and so what we're doing here is this is an environment where each room is premodeled. This is researcher art so that's why it looks so bad. But each one of those all ways is procedurally generated on the fly in unity based on the -- the polygons are just generated as needed based on where you're standing in the space and where you need to go. And so it's really cool thing is that you can just basically do this infinitely. And so I need a hallway that gets me to be standing over here. I can just generate a twisty hallway. And you do get a kind of a sense of like again, that general sense of like something fishy is going on here. But because we're not employing any of these motion illusions, there's no real risk of inducing additional simulator sickness. So I think this is a really cool technique that could be used for entertainment and for experiences in general where the individual layout of the environment doesn't so much matter. So educational experiences, museum exhibits. Things where you're trying to experience content but the exact spatial layout is irrelevant to the experience. And trying to move this now to really into practice, and I mentioned that IGT has a lot of DOD funding, so what we want to do is really again do the same thing we did with HMDs and make it possible for people, our funders and also just the general public to make use of these techniques in this toolbox. So this is the example of the redirected walking toolkit which we built for unity. We actually have completed it and we're actually just getting the website up. We'll be released by the IEEE VR conference in March open source for unity. And so what we're really doing here is trying to build all of these kind of more generalizable techniques into sort of a toolkit that's plug and play. So I can just hand it to a developer and they don't need to know about all the math and the perception. They just need to tell it how big is my tracking space here's where I want to go in the environment. This was an example where we're actually planning way points so we're telling it, this is where we want you to be able to go so the environment can plan it. And then it will figure out the math and make that work. And one of the real reasons we're doing this now is because we are finally seeing a consumer-level wide area tracking system with the HDC vive coming out which can get tracking in around five by five meters or so four by four meters, something like that. And so it's really now you can start to see, okay, if we have -- we're not getting up to like the huge spaces but we're starting to see consumer-level tracking that can actually allow some movement and I'm going to give you an example of how we use redirected walking using the toolkit within a vive set up so this is an example of an environment that we did for the C graph ARVR contest last year which actually won first place at the contest and this is in collaboration with our partners at the School of Cinematic Arts. So what they did, what you saw there was a turn table where we're using, we're working with stop motion animators. And so there's a rig that spins that around and there's an image taken every second for every degree and it -- and so then you're able to do kind of capture the image at every angle. And what we're doing now is doing image-based light field rendering within an HMD. So we created this experience for the conference but then they said, oh, you've been invited as a finalist. You have to bring it to the conference. Here's our demo space and we're like, the environment doesn't -- our environment doesn't fit within your demo space and our environment, like the key to this stuff is really being able to move around it because you get all these specular reflections and subsurface scattering and all of these really fine visual elements that don't come through in geometric rendering but you really get from these image-based light field approaches, so that movement, that physical body movement around it is really, really important. So what we did was we basically went through and we used the redirecting walking toolkit and this is that same zigzag idea that the redirected walking paper from Chapel Hill did but this is actually the physical kind of space dimensions you would get with a vive. So now, as long as we give them verbal instructions so there's a narration that says turn to this exhibit and explains linearly because there's a progression do this exhibit. As long as we're able to direct them to go where we want to go in this environment, you can see we put a couch here as a kind of visual indicator of the scale that this could actually work in a living room-sized space. And then so interestingly enough, I do have this demo on my laptop. I know that there are some people with vive setups in this building, so if anyone who has a vive setup what's to experience this, I have some time this afternoon. I'm more than happy to come by and you can actually see what it feels like. And so that's an example where we know the path in advance. Another way of being able to deal with this path prediction problem is in letting the user plan the path. So this was one of our kind of early cheats was that, okay, we can't really let you walk anywhere but we're not going to tell you where to go in this kind of a free flowing environment so we give them an app and they basically said plan a route and then we'll figure out the algorithm will then figure out how to get you where you want to go. So this is a little bit more free. But not totally free yet. Now we're working on the kind of totally free case. So this is for the copping work that's just been accepted to IEE E3 DY will be published later this year and what we're doing here is building short-term prediction graphs based on the geometry of the environment and your movements and what we're doing here is we're basically leveraging a tool that's already available in all these game engines for doing game AI and the navigation message so navigation messages are basically how game AI does it path planning and so we're basically taking all of that technique that's built into all of this and we're using that to essentially build up these prediction graphs about where the user is theoretically going to want to travel in VR and so this was just the initial technique and now our next step is we're building this into the predictive algorithms that we have implemented and then we can measure the kind of expected performance or advantages of doing that. >> [Indiscernible] notoriously static. Are they? And are you able to dynamically change the level using [indiscernible]? >> Evan Suma: So we actually -- I can't speak to that because we haven't -we're dealing with the static case first. We're not even dealing with dynamic yet. I do know that while our preferred way to use [indiscernible] are not the unity built in but using a packaged on the asset store that extends it. So I'm not sure about the dynamic case. So and then another technique that we have in the toolbox here is a reorientation techniques. So what happens if these techniques fail? So let me start this over again. So what happens is basically, if we know at the very second that -- we try to predict as best we could, but at some point, you're about to hit a wall. We have to do some sort of failsafe or some sort of way of intervening and maybe -- this is one potential trick that may or may not work in a particular experience but we asked them to take a panoramic photo. So this is an example where we basically just ask, take a panoramic photo. That's something that most people with smartphones now are familiar with. And what this basically does is it gives us an excuse to give them a spinning motion. But that spinning motion occurs on the spot so we can basically do an emergency reorientation away from a wall. So again, it's disruptive to the experience. We don't want to do this too much, but as an emergency, when everything else fails, it's better than having to take off the HMD or crash into something. So you can see now how these kind of techniques work. We try to apply this continuously and predictively as best we can. But as they're going through the environment, if eventually they end up hitting a wall, that's when you see that kind of space spin around them, that's when we do some kind of reorientation technique as a fail safe. So you can actually get through a city-sized space right now with a little bit of interruption. The reorientation techniques though, do provide a great metric for effectiveness for evaluating these algorithms. So what we did now to kind of move this forward, as we're developing these algorithms more is we developed the simulation framework where we can tweak algorithm parameters and then generate procedural pass-through environments of different types and distances and systematically measure using those reorientation techniques, those periods of failure as a metric, a minimization metric to try and get these algorithms better. I'll give you one quick example because I'm almost out of time. And so here's an example of popular ways of doing steering for any sort of like continuous system. People in VR, they thought, too, the previous convention was steer to center is best. We just -- we just kind of naively try to get you to be in the center of your physical space. Other people have said, well, maybe it's best not to go to the center. The algorithm should just you to just kind of orbit around the center. So steer to center versus steer to orbit was an argument, the steer to center people went out and so it was kind of conventional wisdom said steer to center is always better but when we started being able to do the simulation and go up to larger and larger tracking sizes, what we actually found was that the conventional wisdom was not true after a certain point, that as the tracking size increased, and I'll just highlight this here, there's an inflection point. So this is the relative effectiveness. This is the derived metric based on the probability of getting those reorientation triggers, those fail safe techniques. There's a period of time where the steer to center algorithm out performs it but at some point there's a crossover and there's a substantial increase in steer to orbit with sufficient space is actually much better and in fact hits the theoretical maximum of never having to do a reorientation sooner with a smaller tracking area than steer to center. So this was all kind of an interesting paper we published last year that was just one example of how we can use evaluation to better design these techniques. And in the future, what we're really trying to do, I think, the holy grail for the redirected walking is not just one user but you multiple users because now you don't have to just deal with the physical boundaries. You have dynamic targets. You want to have people not bump into each other but if someone wants to handshake or hand an object to another, you might want to converge spaces so there's a convergence and divergence of individual spaces which is a problem we've just barely begun to explore. And the question is, I know five by five meters is pretty good for redirected walking in some cases but it's not going to work for multiple people. So how big a space do we need? That's kind of the answer we have to look at in the simulations of how big, how scalable are these techniques. And I think this is going to be increasingly interesting once we can beyond what a vive system can do in the consumer level and was one of the reasons I'm really -- there are many interesting things about HoloLens, but the tracking on it, the fact that it's all inside looking out and tracking on the device is something that I would love to see built into a VR, a pure VR headset, you know. HoloLens being a mixed reality device is somewhat different and these techniques don't really translate well to that kind of realm because you can see the real world. But then you can start to see if the device can just track me I don't need infrastructure, can I just go out to parking lot, a football field, I can just make ad hoc use of big empty spaces and then you can start to think about, okay, I could theoretically see a multiuser system like this working but you know, the tracking technology just needs to catch up with our dreams and our goals. So with that, I'm just going to wrap up. Like I said, VR for me, the real power and the reason I chose this field is because you can create magical experiences. You can transcend the laws of physics and you can do things that you can't even dream about doing in the real world and that is something that I this is just going to -- we've barely just, you know, it's just the tip of the iceberg in terms of what VR can do. And the other thing is, the role of researchers, I think it's really interesting that the -- this is from a blog post earlier this year where someone, a random VR hobbyist was thinking about the vive and he saw the vive and he's like, what can I the start to do in a vive? I want to go through a larger space and he actually started sketching out things about walking along circular arcs. Walking in 90 degrees. He hadn't come up with the idea of marrying it to rotations employing illusions but he -- the hobbyists and the kind of general public doesn't perform literature reviews and through brute force, they're rediscovering with a little bit more thinking on this and work on this they'll come up with redirected walking. So as researchers, that's kind of the goal is to create tool kits and inform the general public so that they don't brute force it and invent the wrong thing. All right. With that, I'd like to thank -- I should acknowledge this is the work of a lot of my students, Ph.D. students, interns, undergrads, engineers, and so work of a lot of different people. With that, I'll take any other questions. [Applause] >> Are we doomed to walk in VR or at least 25 percent faster than [indiscernible]? >> Evan Suma: I think -doomed because one of the expenditure and fatigue. through a large space and three-quarters of a mile. you might want to slow it always a bad thing. I think we -- I don't know if I would call it things that I do think about in VR is energy I think that it would be great if I want to go I don't have to walk a mile and I only have to walk Unless I'm trying to get exercise at which point down and then get a higher distance. But it's not >> No, but then you will get problem of inconsistency between sentences, right? >> Evan Suma: Yes, yes. Although, like I said, certain amounts of inconsistency is tolerable. And in fact, not just tolerable but imperceptible. And that's not an intention. That's actually a -- when it's a perceptual effect, it's a solo level that it's actually more -- it's more of a brain thing than it's not a level of your attention. Like if it's imperceptible, you can't -- it's really hard. You can't even do it. Even if you try. But of course individual variation exists. Yes? >> I have a question observation about the gravel path you showed. That adds a very strong constraint to your system to that really won't work with free walking, right? Because once you exited the first building and came back to the path, if you had gone back, you would have stepped immediately like outside of the bounds of the room, right? >> Evan Suma: Right. >> So but you can use different cues like audio cues, right, to simulate that he's walking on a different type of surface, even if he doesn't physically feel it? Have you done anything with that. >> Evan Suma: Yeah. We've done audio. We've played around with audio sounds like the crunching sound. The other thing I played around with was actually trying to build shoes which had a layer on the bottom that actually gives you like different sensations on it or could even -- we tried to cut it at an angle to kind of twist your foot a little bit in a direction and bias you towards walking a little to the right or the left. Turns out that works when you close your eyes, but when you're walking, your vision dominates and you just try to correct for it anyway. So it didn't work out as great. So we tried to look at a bunch of different ways of being able to do that. But to your point, yeah. You know, all these techniques have different limitations in terms of generalizability and when they would be useful and not and different ways of being able to violate those assumptions but the points is that each of those techniques have different assumptions. So you pick the ones that are best and in combination, you could potentially get away with quite a lot. >> So that's true for all the variables, right? I mean, like the level of fidelity you were mentioning in this is that you -- I mean a research-driven, research-drawn space, if the level of fidelity had been a lot higher, it would have, in the whole equation of comfort, it would have probably mitigated against other things that were created [indiscernible]. Does that make sense? >> Evan Suma: Yes. And in fact, I think -- so I think some of this is actually empirically needs to be measured when we get to the systems that can render it greater than 90 hertz and have really low latency tracking because some of the things that were intolerable or just not really, you know, or things that were good before, techniques that were acceptable because they might have been masked by latency and jitter, might not. And we need to reevaluate them under these new circumstances. Yeah. >> Most of the measurements that you do are kind of verbal scores in some sense. Like, you know, have you noticed, where was the door? But I noticed in one of the pictures that you had [indiscernible] hat on wearing the headset. Have you thought about any more kind of biological sensing or electrical sensing of -- that what people might not report being noticeable but actually is noticeable by the brain? >> Evan Suma: Yeah. I haven't personally. There are people at ICT who have done that. I think they tend to be more in the medical VR sector. And so I think that there's all these -- there's -- I think a lot of difficulties with doing this with large-scale walking because there's all the physical movement. I haven't personally done anything with brain scans but I have over time I've been less enamored of using verbal reports and subjective measures. Which is why I started to use things like those distance estimation studies and started to look at designing experimental tasks where if I can't go for a psychophysical biological signal, I can hopefully get some sort of objective behavioral signal and I can measure user behavior instead of relying on just a self-report which has all those problems. >> So far you have assumed there's sort of an empty area. Have you looked at any like having objects that the user would need to avoid, physical objects and redirecting them around those objects? Because I think living rooms or houses could be a lot larger if you can force them to kind of go through from room to room as they walk around. >> Evan Suma: Yeah. I think we haven't really as a field yet tackled that. We've just started with our evaluation framework to start tests non-square spaces because we started to realize, wait, these can be -- there's no reason why these have to be squares. In fact, ours is rectangular. So we're starting to look at different shape and how shape affects -- shape is actually interesting because you can get long walks in one direction but very short walks in the other. To look at obstacles like that, no, we haven't really done that. With the exception of Love Coley's work, also from UNC Chapel Hill. So about 5 or 6 years ago, he had a paper where he tried to combine passive haptics with redirected walking and what he did was he was using the rotation techniques so he picked cylinders because they're rotation invariant. So he could put like a cylinder and he would -- what we do is redirect someone and then they would always -- the space could be circularly rearranged around it but he could always reach out and touch the circle or the cylinder in the space. But navigating around obstacles I think, yeah, that's not an area for work. It is an area for future work. Yeah. >> I had a clarifying question for myself. I couldn't remember, as in the first part of the talk, as people are walking what they think is straight, do you sometimes curve as they're walking straight or is it mostly that you do the variation as they turn themselves like when ->> Evan Suma: Yeah: They're two distinct techniques. done during your rotations. >> Rotation gains are Right. >> Evan Suma: Curvature gains are done when you're walking straight. So you're walking straight and there's just a slight continuous rotation that gets you to bend your path and both have their own thresholds. We actually -- but they've always been measured separately. We actually are now doing a study where we're doing them simultaneously because we think that there's a combined effect that hasn't been empirically measured yet. But they are two distinct [indiscernible]. Yeah. >> Is there anything interesting to say about vehicles? So if you had a OV sitting in your lab and you hopped into it, started it up, drove someplace and then got out, I mean, that's I guess not that interesting to you. I'm wondering if there's something else to be done in that space. >> Evan Suma: I haven't thought about -- >> I was thinking about that as one of your examples had a Jeep sitting around. >> Evan Suma: Oh, yeah, yeah, yeah. No. That was just a -- yeah, that was a simulator. I haven't used that -- done anything researchwise with it because I think once you exit the vehicle simulator, once you enter and exit, you can be in completely different places visually. >> [Indiscernible] interesting. Might just work. >> Evan Suma: Yeah. I think we've been asked actually, so by the perceptual manipulations that we've been asked to consider are more about when [indiscernible] vehicle simulations are more about haptic control surfaces. So they want the Army for example wants reconfigurable easily reconfigurable simulators for prototypes so they want to be able to do VR environments that can have these kind of dynamically repurposable haptic surfaces so that's kind of where the -- I see more perceptual manipulation potentially being employed. >> Hrvoje Benko: Well, let's thank Evan. [Applause] >> Evan Suma: Thank you. >> Hrvoje Benko: And he'll be around.