Dissertation

Full link below but I’ll put the abstract here to save you having to read 20 odd pages.

Abstract
Within the emerging field of Virtual Reality solutions, there is a growing list of new and diverse problems that have not previously been dully considered; two such problem are the inability to interact with the real world appropriately whilst engaged in a Virtual Reality experience and the immersion that is lost due to the mismatch between the immediate environment in the real world and the game. The area is growing at such a pace that many of the technologies discussed will soon be superseded and there has been significant progress made even during the duration of this project.

The aim of this project is to solve the aforementioned problems by creating an interaction with the real world to be represented in game, this will be done by means of attaching a camera system to the Virtual Reality Headset and using an Augmented Reality tracking technique to locate objects in the user’s field of view and then place a representation in the game for the user to see and interact with.

The project was tested in a fixed environment with a Virtual Reality headset which has a camera affixed atop it. The participants were sat at a desk and asked to wear the headset and then given a series of tasks that required them to interact with the virtual and real worlds simultaneously. This is in order to simulate the type of scenario in which this technology could be used. They were asked to perform the same series of tasks twice; once, with the custom-built augmented reality technology, and once without. They were asked to rate both of these systems independently and then comparatively. No observations will be taken though informal conversation will be had and an “any more comments” box added to see if there is anything to look in to that the questionnaires were unable to cover.

Through user testing this project aims to show that this system has improved the ability of the user to interact with real objects whilst in Virtual Reality, reduced the propensity of the user to inadvertently involve themselves in unwanted collisions and increase the immersion experienced. Results were taken from user testing surveys. The results gathered show that the system is preferential in two of the three above categories, usability and immersion, whilst is inconclusive about the propensity for unexpected collisions.

This system is definitely a step forward in the correct direction and goes some way to solving the set aims of the research question. Further work would expand on this and, for reasons explained later, could prove to be industry changing.

 

Dissertation

Games Programmer and Graphic Designer.