Immersive Virtual Reality

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Presentation transcript:

Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab http://vhil.stanford.edu

Virtual Reality as a Communication Medium Define VR, discuss central concepts Do people treat virtual people like real people: Use personal space as metric Virtual reality application: Person Recognition

Structure of Research Hardware Engineering Computer Graphics User Psychology Experiments

Collaborators Stanford Undergraduates Stanford Graduate Students/ Megan Miller Andrew Orin Nicole Lundblad Julia Hu Claire Carlson Aaron Sullivan Boyko Kakaradov Hassan Adubu Josh Ainslie Adriean De La Mora Jon Shih Jaireh Tecarro Sam Warburg Kathryn Rickertsen Jerry Yu Stanford Graduate Students/ Post Docs Nick Yee Kayur Patel Robby Ratan Hunter Gehlbach UCSB Faculty/ Post Docs Andy Beall Jim Blascovich Jack Loomis Matthew Turk Rosanna Guadagno Stanford Faculty Shanto Iyengar Cliff Nass

What is VR in Popular Culture?

What is VR in Popular Culture?

VR in the Real World Expensive Rare Clunky Poor Fidelity but… Getting Better!

What is VR? William Gibson: ‘consensual hallucination’ Jaron Lanier: ‘new post-symbolic paradigm which circumvents representation with a direct experience’

Digital Immersive Virtual Environment Technology

Technical Specifications Optical tracking for translation (x,y,z) Accelerometer for rotation (pitch, yaw, roll) Microphone tracks mouth movements (open, closed) Head Mounted Display (1280X1024 in each eye, 60 degrees diagonal Field of View)

Technical Specifications WorldViz Immersive virtual reality turnkey system solutions Specialized on universities & researchers Products Vizard 2.17 software for creating real-time interactivity in 3D worlds PPT 1.2 optical precision position tracker www.worldviz.com

Defining VR: Virtual Human Avatar

Defining VR: Virtual Human Representation

Defining VR: Virtual Human Representation

Defining VR: Tracking and Rendering

Immersive Virtual Environment Apparatus (HMD)

Proxemics Studied extensively in the social sciences since 1950’s Do proxemic patterns hold true with virtual humans? (copresence, social presence)

Sample Proxemics Task (Old technology…1999!)

Sample Data

Mutual Gaze Study: Task

Mutual Gaze Study: Conditions

Mutual Gaze Study: Results

Mutual Gaze Study: Results Minimum Distance (Virtual Human vs. Control Condition) Meters

Virtual Human Representation Study Agents Independent Variables: Gaze (eyes closed vs. mutual gaze) ‘Soul’ (Agent/Avatar) Avatars

Virtual Human Representation: Results Minimum Distance Meters

Approaching Virtual Human Study

Virtual Human Approach Results

Virtual Human Status/Politeness Effects Tutor Stranger

Application: Virtual Reality and Police Lineups

Application: Virtual Reality and Police Lineups Who Stole the Wallet? Who is the suspect? Currently in US, 90 percent of lineups are from Photographs taken at a single angle (not like the television shows)

Application: Virtual Reality and Police Lineups

Thank you! Virtual Human Interaction Lab http://vhil.stanford.edu