Non-Euclidean Room Tour

Made With

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Overview

‘Non-Euclidean Room Tour’ is a physical walking and controller-free VR prototype. The concept of this virtual journey happens in a Japanese traditional style room, which is an interactive extended version of my previous modeling work. Starting in spring, in the closet, there is a gate to see and enter a maze world. The maze exit will return to the same room but time passes to the Summer. This performs a time shift as well as a space transition simultaneously. Users can find any living room size space and experience interactions with their body, like playing instruments with their own hands and walking with feet. 

 
During the process, two questions arise: Is walking the locomotion way that will not break the illusion? To what extent walking instead of the controller movement can avoid symptoms of motion sickness? This project gives a quite positive answer.  The project practices the concept of a potentially infinite world illusion. In terms of haptics, a Wireality with worn multi-string hands haptics may be a good solution for the project afterward.

 

Platform: Oculus Rift & Quest

Inspiration

Goal

VR Medium

The goal of this prototype is to give users a more intuitive feeling. Practicing the concept to a potentially infinite world illusion. In terms of haptics, a Wireality with worn multi-string hands haptics may be a good solution for the project afterward.

 

Non-Euclidean Worlds Engine

Click Link

Impossible Geometry: Non-Euclidean Cubes

Click Link

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Controller-free 
Hand Tracking
Locomotion With Feet
Gesture Detection

No breaking Illusion

•Continuity

•Embodiment

•Less Sickness

•Potential for tangible geometries experience in VR

 

Questions

[Virtual Reality Project - Individual Work]

Introduction to Virtual Reality Assignment#2

at Goldsmiths University of London

2020 - 2021

Overview

‘Non-Euclidean Room Tour’ is a physical walking and controller-free VR prototype. The concept of this virtual journey happens in a Japanese traditional style room, which is an interactive extended version of my previous modeling work. Starting in spring, in the closet, there is a gate to see and enter a maze world. The maze exit will return to the same room but time passes to the Summer. This performs a time shift as well as a space transition simultaneously. Users can find any living room size space and experience interactions with their body, like playing instruments with their own hands and walking with feet. 

Inspiration

Goal

VR Medium

Platform

The goal of this prototype is to give users a more intuitive feeling. Practicing the concept to a potentially infinite world illusion. In terms of haptics, a Wireality with worn multi-string hands haptics may be a good solution for the project afterward.

 

Non-Euclidean Worlds Engine

Click Link

Impossible Geometry: Non-Euclidean Cubes

Click Link

antichamber (1).gif

Controller-free 
Hand Tracking
Locomotion With Feet
Gesture Detection

 

No breaking Illusion

•Continuity

•Embodiment

•Less Sickness

•Potential for tangible geometries experience in VR

 

Questions

During the process, two questions arise: Is walking the locomotion way that will not break the illusion? To what extent walking instead of the controller movement can avoid symptoms of motion sickness? This project gives a quite positive answer. 

Oculus Quest

Interactions

Controller-Free

Physical Walking

By introducing the concept of ‘Non-Euclidean’, the virtual room is compressed by 3 spaces to fit into the room scale experience. The implementation is technically based on the stencil buffer. It is designed to implement impossible geometry illusion in the maze, also as a solution that solves the space problem posed by walking. Functions in my previous project are redesigned, hand menu, grabbing, drawing and portals are upgraded to more exquisite interactions.

Hands are the main interaction, also the more difficult parts to work out. Based on Oculus Quest’s hand tracking package, hand tracking and gesture detection are implemented. Even though there is no physics haptics, prompt feedback gives different levels of tactile illusion to different testers.

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 Functions in my previous project are redesigned, hand menu, grabbing, drawing and portals are upgraded to more exquisite interactions. There are also some areas that could be improved, such as the accuracy of gesture recognition. The project practices the concept of a potentially infinite world illusion. In terms of haptics, a Wireality with worn multi-string hands haptics may be a good solution for the project afterward.

Process