ResearchVR Podcast - The Science of Virtual Reality en Tue, 12 Sep 2017 21:01:12 +0000 Tue, 12 Sep 2017 21:01:13 +0000 We are three Cognitive Scientists discussing Virtual Reality and Cognitive Research, Industry News, and Design Implications! We actively research different aspects of the field, and are involved in various companies related to the topic of VR. With this podcast, we hope to use our commentary to bridge the gap between news and established science. We break down complex topics, discuss the current trends and their economical impacts, and broadcast our views on VR. Tune in and enjoy! http://researchvr.podigee.io/ Creative Commons BY-NC-ND 3.0 see https://creativecommons.org/licenses/by-nc-nd/3.0/ https://cdn.podigee.com/uploads/u493/researchvr%20redesign1466094096e6a5.png?v=0&source=unknown ResearchVR Podcast - The Science of Virtual Reality http://researchvr.podigee.io/ Dig Deep into Virtual Reality Petr, Az, and Chris no virtual reality, science, research, cognitive, VR, tech, Psychology, News, economics, neuroscience We are three Cognitive Scientists discussing Virtual Reality and Cognitive Research, Industry News, and Design Implications! We actively research different aspects of the field, and are involved in various companies related to the topic of VR. With this podcast, we hope to use our commentary to bridge the gap between news and established science. We break down complex topics, discuss the current trends and their economical impacts, and broadcast our views on VR. Tune in and enjoy! Petr, Az, and Chris petr.legkov@gmail.com 050 - VR/AR landscape with Unity & Nvidia This is a very special episode recored at the end of Digility 2017. This time, both Josh Naylor (Senior Evangelist bei Unity) and Dominic Eskofier (Head of Virtual Reality EMEAI bei NVIDIA) joined Petr for a deep insightful discussion on the AR/VR landscape. Tune in! Tue, 12 Sep 2017 21:01:10 +0000 http://researchvr.podigee.io/51-researchvr50 224499ddedb02141751d7947ad6ee8d9 This is a very special episode recored at the end of Digility 2017. This time, both Josh Naylor (Senior Evangelist bei Unity) and Dominic Eskofier (Head of Virtual Reality EMEAI bei NVIDIA) joined Petr for a deep insightful discussion on the AR/VR landscape.

Links:

Stay tuned:

If you're curious about the Science behind Virtual Reality, curious about how your brain works, and generally like to dig a little deeper into topics, then check out our past episodes!

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VR/AR landscape with Unity & Nvidia This is a very special episode recored at the end of Digility 2017. This time, both Josh Naylor (Senior Evangelist bei Unity) and Dominic Eskofier (Head of Virtual Reality EMEAI bei NVIDIA) joined Petr for a deep insightful discussion on the AR/VR landscape. Tune in! no Petr, Az, and Chris 2542
049 - VR Guns in H3VR This week we talked to Anton Hand about the science behind building realistic guns in Shooting Range Sim #H3VR! We had a wonderful discussion and a lot of secrets have been unveiled. Tune in! Tue, 12 Sep 2017 20:51:38 +0000 http://researchvr.podigee.io/50-researchvr49 24bc556b5ef388d3a226ef646c2cf369 And again we were hosting live from WITHIN Bigscreen!

The live video recording can be found at our Facebook Page: Facebook Link. Alternatively it can be found under our Twitter page: Twitter Link.

This week we talked to Anton Hand about the science behind building realistic guns in Shooting Range Sim #H3VR! We had a wonderful discussion and a lot of secrets have been unveiled. Tune in!

The Main topic this time was:

H3VR by Anton Hand

Links:

Stay tuned:

If you're curious about the Science behind Virtual Reality, curious about how your brain works, and generally like to dig a little deeper into topics, then check out our past episodes!

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The science behind building realistic guns in Shooting Range Sim #H3VR This week we talked to Anton Hand about the science behind building realistic guns in Shooting Range Sim #H3VR! We had a wonderful discussion and a lot of secrets have been unveiled. Tune in! yes Petr, Az, and Chris 4335
048 - Reconstructing the world in 3D w/ Photogrammetry Once again we were live from VR! And this time the main topic was focused on capturing reality photogrammetry process and results azad had himself. As usual we discussed the most recent VR news and had a lot of fun joking around. Check the Live Video Stream at our Facebook or Twitter page or listen just to the audio via the podcast. Mon, 28 Aug 2017 12:04:15 +0000 http://researchvr.podigee.io/49-researchvr48 227dbfe2f50fe195ed027fab690c7938 And again we were hosting live from WITHIN Bigscreen!

The live video recording can be found at our Facebook Page: Facebook Link. Alternatively it can be found under our Twitter page: Twitter Link.

The Main topic this time was:

Capturing Reality Photogrammetry process and results?

Also Petr and Azad talked about also about:

  • Chroma Labs LAUNCHED
  • bHaptics suit at GamesCom
  • Wizards Game locomotion update
  • Capturing Reality Photogrammetry process and results
  • Az Balabanian’s sketchfab page

Links:

Stay tuned:

If you're curious about the Science behind Virtual Reality, curious about how your brain works, and generally like to dig a little deeper into topics, then check out our past episodes!

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Reconstructing the world in 3D w/ Photogrammetry Once again we were live from VR! And this time the main topic was focused on capturing reality photogrammetry process and results azad had himself. As usual we discussed the most recent VR news and had a lot of fun joking around. Check the Live Video Stream at our Facebook or Twitter page or listen just to the audio via the podcast. no Petr, Az, and Chris 3498
047 - Does Mobile AR Matter? And again we were hosting live from WITHIN Bigscreen. The Main topic this time was: Does Mobile AR Matter? Also Petr and Azad talked about: - Petr using the Strider VR treadmill, - New information about Nvidia's Varifocal lenses, - And smelling in VR! The live video recording can be found at our Facebook Page: https://www.facebook.com/ResearchVR/videos/493007451049763 . Alternatively it can be found under our Twitter page: https://twitter.com/ResearchVRcast/status/896784940334891008 . Sun, 20 Aug 2017 19:16:49 +0000 http://researchvr.podigee.io/48-researchvr47 ddc93ff30a6d45dfa1d5287e4539cb7a And again we were hosting live from WITHIN Bigscreen.

The live video recording can be found at our Facebook Page: Facebook Link. Alternatively it can be found under our Twitter page: Twitter Link.

The Main topic this time was: Does Mobile AR Matter?

Also Petr and Azad talked about:

  • Petr using the Strider VR treadmill,
  • New information about Nvidia's Varifocal lenses,
  • And smelling in VR!

Links:

Drawing with you fingers in AR KIT

Live video from the VR BASE game jam

Azad testing AR KIT in his garden

Strider VR Treadmill

Olorama VR Smell Device

Researchers Demonstrate 100° Dynamic Focus AR Display With Membrane Mirrors

If you're curious about the Science behind Virtual Reality, curious about how your brain works, and generally like to dig a little deeper into topics, then check out our past episodes!

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Mobile AR, Strider VR treadmill, Varifocal lenses, Smelling in VR! And again we were hosting live from WITHIN Bigscreen. The Main topic this time was: Does Mobile AR Matter? Also Petr and Azad talked about: - Petr using the Strider VR treadmill, - New information about Nvidia's Varifocal lenses, - And smelling in VR! The live video recording can be found at our Facebook Page: https://www.facebook.com/ResearchVR/videos/493007451049763 . Alternatively it can be found under our Twitter page: https://twitter.com/ResearchVRcast/status/896784940334891008 . yes Petr, Az, and Chris 3211
046 - SIGGRAPH Recap, hosted LIVE in Bigscreen The ResearchVR Podcast is back! This time, hosting from WITHIN Bigscreen. This week, Petr and Azad cover all the latest in VR Research from the SIGGRAPH conference. The live video recording can be found at our Facebook Page: https://www.facebook.com/ResearchVR/videos/490122298004945/ Alternatively it can be found under our Twitter page: https://twitter.com/ResearchVRcast/status/894242297356746752 Tue, 15 Aug 2017 18:39:20 +0000 http://researchvr.podigee.io/47-researchvr46 7dc3fb389e7f96357aea7b30f3f419e4 The ResearchVR Podcast is back! This time, hosting from WITHIN Bigscreen.

  • The live video recording can be found at our Facebook Page:

https://www.facebook.com/ResearchVR/videos/490122298004945/

  • list text hereAlternatively it can be found under our Twitter page:

https://twitter.com/ResearchVRcast/status/894242297356746752

This week, Petr and Azad cover all the latest in VR Research from the SIGGRAPH conference including:

If you're curious about the Science behind Virtual Reality, curious about how your brain works, and generally like to dig a little deeper into topics, then check out our past episodes!

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BCI's, Magic Leap SLAM, GVS's, and life updates! The ResearchVR Podcast is back! This time, hosting from WITHIN Bigscreen. This week, Petr and Azad cover all the latest in VR Research from the SIGGRAPH conference. The live video recording can be found at our Facebook Page: https://www.facebook.com/ResearchVR/videos/490122298004945/ Alternatively it can be found under our Twitter page: https://twitter.com/ResearchVRcast/status/894242297356746752 yes Petr, Az, and Chris 3430
045 - The 5K Resolution Headset by VRgineers VRgineers is a Prague-based VR Hardware Startup. We discussed their 5k VR Headset at CeBit2017 with Marek Polčák. He was looking for the transformative VR that would finally fulfill the promise laid out when virtual reality was introduced as a concept. Since nothing like what he envisioned existed, Marek decided to build his own VR equipment using his knowledge and tenacity. How tough was it to build it? What are the opportunities for such a standing out device? Those questions and more are answered in this episode. Fri, 04 Aug 2017 15:24:10 +0000 http://researchvr.podigee.io/46-researchvr45 e04d22bb4fb56dfe681797574dc43591 VRgineers is a Prague-based VR Hardware Startup. We discussed their 5k VR Headset at CeBit2017 with Marek Polčák. He was looking for the transformative VR that would finally fulfill the promise laid out when virtual reality was introduced as a concept. Since nothing like what he envisioned existed, Marek decided to build his own VR equipment using his knowledge and tenacity. How tough was it to build it? What are the opportunities for such a standing out device? Those questions and more are answered in this episode.

Check their Website at http://vrgineers.com/our-story/ as well as the Article by Upload at https://uploadvr.com/vrhero-vrgineers-5k-headset/

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pushing hardware specs to their limits VRgineers is a Prague-based VR Hardware Startup. We discussed their 5k VR Headset at CeBit2017 with Marek Polčák. He was looking for the transformative VR that would finally fulfill the promise laid out when virtual reality was introduced as a concept. Since nothing like what he envisioned existed, Marek decided to build his own VR equipment using his knowledge and tenacity. How tough was it to build it? What are the opportunities for such a standing out device? Those questions and more are answered in this episode. no Petr, Az, and Chris 2172
044 - Music in VR with Zach Jaffe from Subpac An episode on Audio, Vibrations and Subwoofer (and all the good vibes) with Zach Jaffe from Subpac. They are working on physical audio technologies that are incorporated into their product, the Subpac. Ever wondered what sound is? Or why it is important for VR? Tune in! Thu, 22 Jun 2017 02:58:50 +0000 http://researchvr.podigee.io/45-researchvr44 01c6b7c83507e8ce77fe6bbca0341611 An episode on Audio, Vibrations and Subwoofer (and all the good vibes) with Zach Jaffe from Subpac. They are working on physical audio technologies that are incorporated into their product, the Subpac. Ever wondered what sound is? Or why it is important for VR? Tune in!

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Physical audio technologies with Subpac An episode on Audio, Vibrations and Subwoofer (and all the good vibes) with Zach Jaffe from Subpac. They are working on physical audio technologies that are incorporated into their product, the Subpac. Ever wondered what sound is? Or why it is important for VR? Tune in! no Petr, Az, and Chris 3496
043 - How VR is helping patients learn about heart diseases Why would one use virtual reality in Hospitals? Computer Graphics was used since long time in Medicine to explain complex issues. Using virtual reality is just the next step, to be able to visualise the body that is an awesome 3d machine itself in virtual space. This is useful as so far everything was flat and fixed while the only way to experience a Body was to do an autopsy yourself. The Heart VR Project is an education experience showing various congenital heart defects. Unlike a heart attack, those defects are born with. The heart is a very complex structure so using VR is helping the doctors visualising a heart on the go - right in their head. Nurses, Doctors and Students - they all are able to learn faster and easier. Tune in for the great discussion to learn more about it! Thu, 08 Jun 2017 18:32:26 +0000 http://researchvr.podigee.io/44-researchvr43 1f42a409eb050d1947b43c8a776fbcd3 Here is a list of most prominent issues we've talked about:

  • Virtual Reality in Hospitals
  • Heart deceases
  • Stanford Virtual Heart program

Links and References

How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to Dr. David Axelrod from Stanford University and David Sarno from Lighthaus Inc. for sharing their expertise with us and our listeners.

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via Twitter:

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here

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virtual reality is just the next step, to be able to visualise the body that is an awesome 3d machine itself in virtual space Why would one use virtual reality in Hospitals? Computer Graphics was used since long time in Medicine to explain complex issues. Using virtual reality is just the next step, to be able to visualise the body that is an awesome 3d machine itself in virtual space. This is useful as so far everything was flat and fixed while the only way to experience a Body was to do an autopsy yourself. The Heart VR Project is an education experience showing various congenital heart defects. Unlike a heart attack, those defects are born with. The heart is a very complex structure so using VR is helping the doctors visualising a heart on the go - right in their head. Nurses, Doctors and Students - they all are able to learn faster and easier. Tune in for the great discussion to learn more about it! no Petr, Az, and Chris 1853
042 - Using Hololens during real surgery This week's ResearchVR episode is a little more crowded than usual. During this year's Cebit, we've met, not just one, but THREE experts working on the use of AR to "make surgery great again". Mon, 08 May 2017 04:30:07 +0000 http://researchvr.podigee.io/43-researchvr42 0bd94eb9db6796bcf1b671cb6e705310 This week's ResearchVR episode is a little more crowded than usual. During this year's Cebit, we've met, not just one, but THREE experts working on the use of AR to "make surgery great again".

Thomas Bedenk studied Human Factors. After studies, he joins the software development wave working as a freelancer. That lead him to start his game studio. After seven years in the gaming industry, he joined another wave, this time VR and AR. Now he is a VR Consultant at Exozet Berlin, where he leads the VR / AR department.

Thomas Schüler is the recurring guest on our podcast - he was our first ever guest on this podcast, back in Episode 4. Other than being very important to ResearchVR family, he also did his Ph.D. about using VR technology in medical fields. Currently, works on VR for Engineers and VR for Medical applications at Virtual Spice.

Igor Sauer is an experienced surgeon at Charite Medical University Berlin, where he is the Head of Experimental Surgery AND Regenerative Medicine Department. He is a tech savvy surgeon, always on the lookout for new technologies that can improve his effectiveness in his life-saving job.

Links

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Thomas Bedenk, Thomas Schüler, Igor Sauer This week's ResearchVR episode is a little more crowded than usual. During this year's Cebit, we've met, not just one, but THREE experts working on the use of AR to "make surgery great again". no Petr, Az, and Chris 3165
041 - Understand autistic children through VR This week on ResearchVR we talk about an innovative use of VR as a therapeutical tool to work with autistic children. Check out our discussion with Kirill Pokutnyy and Sergei Tereshchenko from Sensorama Lab. Tue, 18 Apr 2017 14:21:11 +0000 http://researchvr.podigee.io/42-researchvr41 28388bebc39deecc7b89c02a3ef66439 This week on ResearchVR we talk about an innovative use of VR as a therapeutical tool to work with autistic children. Check out our discussion with Kirill Pokutnyy and Sergei Tereshchenko from Sensorama Lab.

Kirill Pokutnyy and Sergei Tereshchenko started Sensorama Lab 7 years ago. The mission is to facilitate the exchange between experts from different fields - art, gaming, business, and research - who want to work with new interactive mediums, such as AR and VR.

Episode Preview

One of the main challenges connected to autistic children is how to communicate with them. Often they just stay in their own world, ignoring everything around them. So how do you reach out to them? How do you enter their world? Well, now you can, using the endless possibilities of creation in VR.

Among many interesting projects at Sensorama Lab, one majorly stands out - using apps like Tilt Brush as a therapy for autistic children. The idea is relatively simple - let them recreate their own world using creation in VR tools. This way others have a chance to get an inside into this child's world and understand it.

Besides a general feeling that it works, Sensorama Lab aims to understand also HOW it works. During the events they organize, they survey what is changing: how do children react to suggestions? how do they react to instructions? And therefore directly measuring how does the communication with an autistic child improve.

Links

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Kirill Pokutnyy and Sergei Tereshchenko from Sensorama Lab This week on ResearchVR we talk about an innovative use of VR as a therapeutical tool to work with autistic children. Check out our discussion with Kirill Pokutnyy and Sergei Tereshchenko from Sensorama Lab. no Petr, Az, and Chris 2334
040 - When e-sports becomes v-sports with VR Nerds On this week's episode, Dr. Alexander Kutter and Phillip Steinfatt from VR Nerds sit down together Kris and Petr to discuss their new exciting arcade VR experience, Tower Tag. Mon, 10 Apr 2017 15:03:35 +0000 http://researchvr.podigee.io/41-researchvr40 6ed3994afe0adaa5fd4db3b378e4cd33 On this week's episode, Dr. Alexander Kutter and Phillip Steinfatt from VR Nerds sit down together Kris and Petr to discuss their new exciting arcade VR experience, Tower Tag.

Topics

Besides the main topic of the episode - VR nerds newest creation - we've shortly touched upon other initiatives they started, such as NearbyVR or their news website for the German audience. Be sure to check out both!

Take a look

To get the sense of what Tower Tag is about and what this innovative experience really looks like, check out VR Nerds teaser here.

How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to David and Sebastian for sharing his expertise with us and our listeners.

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via Twitter:

Rate us on Itunes and help spread the podcast that way!

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When e-sports becomes v-sports with VR Nerds On this week's episode, Dr. Alexander Kutter and Phillip Steinfatt from VR Nerds sit down together Kris and Petr to discuss their new exciting arcade VR experience, Tower Tag. no Petr, Az, and Kris 2067
039 - Lightfield Cameras and Displays with Ryan Damm, CEO of Visby On this week's episode, we offer you with a deep dive into the topic that most us only vaguely know - light fields. Check out the discussion between Az and Ryan Damm now! Wed, 05 Apr 2017 23:30:27 +0000 http://researchvr.podigee.io/40-researchvr39 b8e21ef6b5677929d3e17385d10041b5 On this week's episode, we offer you with a deep dive into the topic that most us only vaguely know - light fields. Check out the discussion between Az and Ryan Damm now!

Topics:

  • definition of lightfields
  • the core idea
  • history of lightfields science
  • pseudoscopic views
  • lightfield displays
  • holographic displays
  • cleaning up the jargon
  • micro- vs macroscopic lightfields
  • focal planes
  • Lytro pushing lighfields tech
  • why lightfields are important
  • the future estimation
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A 4 Dimensional Box of Light On this week's episode, we offer you with a deep dive into the topic that most us only vaguely know - light fields. Check out the discussion between Az and Ryan Damm now! no Petr, Az, and Chris 2676
038 - FOVE and Eyetracking in VR with Jim Preston This week on ResearchVR you have a chance to catch up with our LIVE episode, where Az analysed FOVE in detail with Jim Preston, Director of Strategy and Business Development. Wed, 29 Mar 2017 13:36:53 +0000 http://researchvr.podigee.io/39-researchvr38 e9c18078e19eeb0530ff99481b7ebc8d This week on ResearchVR you have a chance to catch up with our LIVE episode, where Az analysed FOVE in detail with Jim Preston, Director of Strategy and Business Development.

Last weeks were tought - between our day jobs and preparation of VR@Cebit, we did not have much time for the work needed to deliver you the best quality of audio and information of our episodes. But now we are on track and we have a long list of exciting discussions and deep dives with VR and AR experts.

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FOVE and Eyetracking in VR with Jim Preston This week on ResearchVR you have a chance to catch up with our LIVE episode, where Az analysed FOVE in detail with Jim Preston, Director of Strategy and Business Development. no Petr, Az, and Chris 3042
037 - VR Car Configurator with David Tchoulakian, Virtual Spice, and Sebastian Matthes, Lufthansa This week on ResearchVR we discuss in depth one of the most awaited B2C application types - car configurator. Our guests, David Tchulakian and Sebastian Matthes, both did their diplomas in VR car configurator for one of the main automobile industry companies, and they agreed to share their experience and research with us. Wed, 15 Mar 2017 14:40:16 +0000 http://researchvr.podigee.io/38-researchvr37 000f2a2216a950690bd132fbc4fcab86 This week on ResearchVR we discuss in depth one of the most awaited B2C application types - car configurator. Our guests, David Tchulakian and Sebastian Matthes, both did their diplomas in VR car configurator for one of the main automobile industry companies, and they agreed to share their experience and research with us.

Topics

  • digital transformation
  • why car configurators
  • business vs game application
  • impact of customization
  • Hicks law
  • what to customize
  • design references
  • the science of car configurator
  • limiting user by design
  • security and training
  • principles of UX in VR
  • choosing optimal hardware
  • technology availability
  • technology acceptance
  • optimal interactions
  • optimal experience length
  • input methods challenges

How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to David and Sebastian for sharing his expertise with us and our listeners.

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via Twitter:

Rate us on Itunes and help spread the podcast that way!

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VR Car Configurator with David Tchulakian, Virtual Spice, and Sebastian Matthes, Lufthansa This week on ResearchVR we discuss in depth one of the most awaited B2C application types - car configurator. Our guests, David Tchulakian and Sebastian Matthes, both did their diplomas in VR car configurator for one of the main automobile industry companies, and they agreed to share their experience and research with us. no Petr, Az, and Chris 4038
036 - Emotions in VR, AR and more with Tom Emrich from Super Ventures This week on ResearchVR we dig deep into how can emotions be measured and incorporated in VR, AR and other digital technologies. We discuss it with our guest who is well versed in digital consumer technologies, Tom Emrich from Super Ventures. Mon, 06 Mar 2017 15:38:48 +0000 http://researchvr.podigee.io/37-researchvr36 9f112477a6011b51dd56c602d1036e0b This week on ResearchVR we dig deep into how can emotions be measured and incorporated in VR, AR, and other digital technologies. We discuss it with our guest who is well versed in digital consumer technologies, Tom Emrich from Super Ventures.

Topics

Here is a list of most prominent issues we've talked about:

  • world building in VR vs AR
  • basic emotions
  • tracking emotions
  • going beyond labs
  • affective computing
  • technology accessibility
  • technology acceptance
  • wellbeing optimization
  • use of emotions for itself
  • metrics of emotions
  • use cases of emotion metrics
  • privacy and security discussion
  • consumer hardware now
  • search by emotion

Links

How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to Tom for sharing his expertise with us and our listeners.

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via Twitter:

Rate us on Itunes and help spread the podcast that way!

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This week on ResearchVR we dig deep into how can emotions be measured and incorporated in VR, AR and other digital technologies. We discuss it with our guest who is well versed in digital consumer technologies, Tom Emrich from Super Ventures. no Petr, Az, and Chris 3040
035 - Education for Sustainable Development with Carina Mentrup This week on ResearchVR we dig deep into VR for sustainable development - meaning we are solving the global worming and consequences of modern worlds rapid development using virtual reality. Wed, 22 Feb 2017 03:14:13 +0000 http://researchvr.podigee.io/36-researchvr35 9edec79686f2929a675860940b97175a This week on ResearchVR we dig deep into VR for sustainable development - meaning we are solving the global worming and consequences of modern worlds rapid development using virtual reality.

Topics

Here is a list of most prominent issues we've talked about:

  • sustainable development
  • education for sustainable development
  • education ecosystem
  • storytelling styles
  • moral implication
  • education for everyone
  • didactical methods
  • fidelity discussion
  • go-to-market strategy
  • the power of consumer

Links

How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to Carina for sharing her expertise with us and our listeners.

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via Twitter:

Rate us on Itunes and help spread the podcast that way!

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Education for Sustainable Development with Carina Mentrup This week on ResearchVR we dig deep into VR for sustainable development - meaning we are solving the global worming and consequences of modern worlds rapid development using virtual reality. no Petr, Az, and Chris 1814
034 - VR locomotion with Daniel Sproll with Realities.io This week on ResearchVR we dig deep into VR locomotion from theoretical, practical and technical perspective. Our guest is an experienced VR UX Designer, Daniel Sproll from Realities.io. Wed, 15 Feb 2017 21:21:45 +0000 http://researchvr.podigee.io/35-researchvr34 34e47730c83c7b61755930e2145945b5 This week on ResearchVR we dig deep into VR locomotion from theoretical, practical and technical perspective. Our guest is an experienced VR UX Designer, Daniel Sproll from Realities.io.

Topics

Here is a list of most prominent issues we've talked about:

  • spatial memory & place memory
  • making computing more human
  • examples of experiencing known place in VR with photogrammetry
  • teleportation vs spatial mapping
  • photogrammetry methodology
  • zooming vs teleportation
  • zooming technology
  • locomotion in DOOM
  • dolly shots
  • visual flow
  • tunnel vision for motion sickness and storytelling
  • notch rotation
  • continuous locomotion
  • respect for physicality
  • Audi VR Showroom experience

How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to Daniel for sharing his expertise with us and our listeners.

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via Twitter:

Rate us on Itunes and help spread the podcast that way!

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VR locomotion with Daniel Sproll with Realities.io This week on ResearchVR we dig deep into VR locomotion from theoretical, practical and technical perspective. Our guest is an experienced VR UX Designer, Daniel Sproll from Realities.io. no Petr, Az, and Chris 2265
033 - Rendering challenges of Virtual Reality with Dominic Eskofier from NVIDIA This week on ResearchVR we dig deep into the magic behind rendering for VR - where and how can we save performance in extremely demanding virtual reality. We are happy to welcome again on our podcast Dominic Eskofier, NVIDIA's Manager for Europe and beyond. Tue, 07 Feb 2017 23:51:24 +0000 http://researchvr.podigee.io/34-researchvr33 5fbce4190a1de05393db4c5a8c7ca6ff This week on ResearchVR we dig deep into the magic behind rendering of VR - where and how can we save performance in extremely demanding virtual reality. We are happy to welcome again on our podcast Dominic Eskofier, NVIDIA's Manager for Europe and beyond.

Topics

Here is a list of most prominent issues we've talked about:

  • differences for VR GPU pipeline
  • improvements in Maxwell & Pascal series of GPUs
  • KPIs of graphical performance for VR
  • Motion-to-photo latency
  • GPU memory importance for VR
  • VR Works - importance and implementation
  • spatial audio through optical raytracing
  • addressing lens distortion
  • asynchronous time warp
  • VR SLI
  • GP-GPU - general purpose GPU calculations
  • CPU vs GPU
  • Quadro GPUs
  • NVidia for 360 videos
  • light field displays
  • eyeray render
  • cloud computing
  • NVIDIAs haptics engine

Links

How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to Dominic for sharing his expertise with us and our listeners. Reach our guest at:

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via Twitter:

Rate us on Itunes and help spread the podcast that way!

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How does NVIDIA address rendering challenges for Virtual Reality This week on ResearchVR we dig deep into the magic behind rendering for VR - where and how can we save performance in extremely demanding virtual reality. We are happy to welcome again on our podcast Dominic Eskofier, NVIDIA's Manager for Europe and beyond. yes Petr, Az, and Chris 3499
032 - Augmented Hearing with Tom Emrich from Super Ventures This week on ResearchVR we dig deep into hearables - advanced hearing devices that go way beyond hearing aid towards augmenting hearing. Our guest is a visionary in the field of Augmented Reality, Tom Emrich from Super Ventures. Mon, 30 Jan 2017 22:24:17 +0000 http://researchvr.podigee.io/33-researchvr32 28da02aafa18159f14976c79be741fd6 This week on ResearchVR we dig deep into hearables - advanced hearing devices that go way beyond hearing aid towards augmenting hearing. Our guest is a visionary in the field of Augmented Reality, Tom Emrich from Super Ventures.

Topics

Here is a list of most prominent issues we've talked about:

  • hearable definition
  • Apple Earpods - hearable features
  • Bluetooth: challenges and Apple's approach
  • Hearables vs fashion
  • hearables enabling AR powered assistance
  • KUI - kinetic user interfaces
  • VUI - voice user interface
  • World is a computer now
  • HRTF - Head Related Transfer Function
  • the near future of hearables

Links

How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to Tom for sharing their expertise with us and our listeners. Reach our guest at:

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via Twitter:

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Hearables, aka Augmented Reality for Auditory information This week on ResearchVR we dig deep into hearables - advanced hearing devices that go way beyond hearing aid towards augmenting hearing. Our guest is a visionary in the field of Augmented Reality, Tom Emrich from Super Ventures. no Petr, Az, and Chris 2805
031 - Maintenance using AR with Rolf Behrens, BITNAMIC This week on ResearchVR we dig deep into augmented reality (AR) as a smart service software for complex machine maintenance, with a specialist in the field - Rolf Behrens from BITNAMIC. The end of the show, around 5 min were lost due to macOS bugs and we are sorry for that! Tue, 24 Jan 2017 23:55:51 +0000 http://researchvr.podigee.io/32-researchvr31 d73b94bd6900700666065fdafe12204e This week on ResearchVR we dig deep into AR as a smart service software for complex machine maintenance, with a specialist in the field - Rolf Behrens from BITNAMIC. The end of the show, around 5 min were lost due to macOS bugs and we are sorry for that!

Topics

Here is a list of most prominent issues we've talked about:

  • smart glasses vs augmented reality
  • accessibility and technology acceptance in industry
  • the smart glasses moment
  • Hololens vs META 2
  • video streaming technology
  • maintenance use cases with AR
  • the markers nightmare
  • the UI of smart glasses

Links

How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to Rolf for sharing their expertise with us and our listeners. Reach our guests at:

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via Twitter:

Rate us on Itunes and help spread the podcast that way!

magic cryptic messege: 9cg8hthg6rovIz12h9babfxan9bvoitb48qv4dp8

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here.

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AR with Rolf Behrens, BITNAMIC This week on ResearchVR we dig deep into augmented reality (AR) as a smart service software for complex machine maintenance, with a specialist in the field - Rolf Behrens from BITNAMIC. The end of the show, around 5 min were lost due to macOS bugs and we are sorry for that! no Petr, Az, and Chris 3350
030 - Let's make a 360 Video! Round-table with Sacha Tueni and Robert Scoble This week on ResearchVR we dig deep into 360 cameras, best practices and future of 360 video with Sacha Tueni, Mentor and Angel, and Robert Scoble, Entrepreneur in Residence, both at UploadCollective. Wed, 18 Jan 2017 18:30:11 +0000 http://researchvr.podigee.io/31-researchvr30 d472a4ee4039de1a98d254a1fdd99d04 On this week’s episode we are excited to host most amazing guests: Sacha Tueni, a co-creator of Facebook Zero, now Mentor at UploadCollective, and Robert Scoble, the man who made Microsoft look good (or at least less evil, to quote on The Economist from February 15, 2005) to outer world, now Entrepreneur in Residence at UploadCollective. Sacha and Robert are sharing with us their experience and knowledge on what is and what will 360 videos be in the near future.

Topics

Here is a list of most prominent issues we've talked about:

  • life streaming functionalities
  • overview of current and upcoming technologies
  • minimalization of headsets
  • discovering 360 best practices
  • varying features of 360 cameras
  • removing barriers
  • strategy tags
  • use cases for 360 live streaming
  • several 360 view points
  • predictions for 2017

Links

How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to Sacha and Robert for sharing their expertise with us and our listeners. Reach our guests at:

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via Twitter:

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here

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Round-table with Sacha Tueni and Robert Scoble This week on ResearchVR we dig deep into 360 cameras, best practices and future of 360 video with Sacha Tueni, Mentor and Angel, and Robert Scoble, Entrepreneur in Residence, both at UploadCollective. no Petr, Az, and Chris 2934
029 - Touching each other with Leap Motion (ft. Alex Colgan) This week on ResearchVR we dig deep into Leap Motion with Head Writer Alex Colgen to talk about touching each other in VR! Tue, 10 Jan 2017 18:35:23 +0000 http://researchvr.podigee.io/30-researchvr29 f97e9e881ba13d520125caa09871e77a This week on ResearchVR we dig deep into Leap Motion with Head Writer Alex Colgan to talk about touching each other in VR!

Topics

Here is a list of most prominent issues we've talked about:

  • recap of wireless VR story
  • transition of Leap Motion focus from desktop to VR input
  • Leap Motion tool tracking
  • Leap motion for mobile
  • Chinese manufacturers competition
  • gorilla arm
  • embodiement of hands
  • novelty and enthropy
  • evolution of VR GUI

Links

How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to Alex Colgan for sharing their expertise with us and our listeners. Reach our guest at:

  • Leap Motion Twitter @LeapMotion
  • Email: acolgan@leapmotion.com

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via Twitter:

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here

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Experience of Leap Motion with Alex Colgen This week on ResearchVR we dig deep into Leap Motion with Head Writer Alex Colgen to talk about touching each other in VR! no Petr, Az, and Chris 2736
028 - Jump into a rabbit hole - 100h in VR of Chris Miranda This week on ResearchVR we've discussed an experiment we all would like to do ourselves - 100 hours in VR, or in other words, looking for effects of prolonged VR usage on human body and mind. Tue, 03 Jan 2017 18:41:13 +0000 http://researchvr.podigee.io/29-researchvr28 01ef5c9b647b70db91c79314ee2628a3 This week on ResearchVR we've discussed an experiment we all would like to do ourselves - 100 hours in VR, or in other words, looking for effects of prolonged VR usage on human body and mind.

Topics

Here is a list of most prominent issues we've talked about:

  • motivations for 100h experiment
  • expectations going in:
  • imposter syndrome
  • social VR culture - groups, shifts, and future potential
  • Experience of staying in VR
  • Passthrough camera to eat and piee breaks with GearVR, showered wit gearvr on
  • Brain recognises where it is: Dreaming vs Real world vs VR
  • Ethics of VR
  • switching between Resolution of the world
  • physical strain on the body
  • Screen-door effect
  • cannabies vs VR Experience

How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to Chris Miranda and Erika Barraza for sharing their expertise with us and our listeners. Reach our guests at:

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via Twitter:

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here

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100h in VR of Chris Miranda This week on ResearchVR we've discussed an experiment we all would like to do ourselves - 100 hours in VR, or in other words, looking for effects of prolonged VR usage on human body and mind. no Petr, Az, and Chris 3515
027 - The story is the cupcake, not just the icing In this episode we discuss one of the main topics in the modern VR - STORYTELLING, with one of the biggest German experts, Astrid Kahmke. Mon, 26 Dec 2016 18:54:13 +0000 http://researchvr.podigee.io/28-researchvr27 f5e3048817ad8a8c54e4634ee43f2a69 In this episode we discuss one of the main topics in the modern VR - STORYTELLING, with one of the biggest German experts, Astrid Kahmke.

Topics

Here is a list of most prominent issues we've talked about.

  • the creators responsibility
  • goals of telling stories
  • position of user in VR storytelling
  • down of the 4th wall
  • suspencion of disbelieve
  • storytelling for research
  • story vs plot vs user journey
  • multiuser & involving audience
  • ethics of storytelling in VR
  • faces and emotions in the experience
  • embodied & enclothed cogntion
  • the lab to train spacial narration and not just storytelling
  • evolution of a medium

Links and References

How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to Astrid Kahmke for sharing their expertise with us and our listeners. If you have any questions or are interested in behavioral analysis tools, you can reach him at:

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via Twitter:

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here

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guided content creation In this episode we discuss one of the main topics in the modern VR - STORYTELLING, with one of the biggest German experts, Astrid Kahmke. no Petr, Az, and Chris 2804
026 - Is wireless VR really The Solution? In this episode we have discussed a long list of topics, all connected to why wireless is important, how is to going to change more than just VR ecosystem, and, most importantly, why it is not a solution for everything. Mon, 19 Dec 2016 12:44:06 +0000 http://researchvr.podigee.io/27-researchvr26 f929b8d3fb3c31291cdc8471229e93aa In this episode we have discussed a long list of topics, all connected to why wireless is important, how is to going to change more than just VR ecosystem, and, most importantly, why it is not a solution for everything.

During Hackvention 2016 we had a chance to discussed the pressing matter of wireless VR with people who know the struggle behind it: Nicole Laux from XMG and Dominic Eskofier from NVidia.

Here is a list of most prominent issues we've talked about:

cable awareness across age groups use cases of VR Backpack backpack vs wireless headset the limitations of TPCast the long term advantages of tethered solution VR Backpack vs AR Magic Leap technology the conundrum of high fidelity devices galvanic vestibular stimulation (GVS) navigation challanges in VR influence of VR on fashion trends Europe vs other markets

Links and References

How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to Nicole Laux from XMG and Dominic Eskofier from NVidia for sharing their expertise with us and our listeners. If you have any questions or are interested in behavioral analysis tools, you can reach him at:

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via Twitter:

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here

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Discussion on wireless VR transmission with Nicole Laux and Dominic Eskofier In this episode we have discussed a long list of topics, all connected to why wireless is important, how is to going to change more than just VR ecosystem, and, most importantly, why it is not a solution for everything. no Petr, Az, and Chris 2483
025 - Optimize Experience Through Analytics Everybody says that user testing is important. But why? And why should you gather quantitative data? It is because of how strong embodied cognition is - a lot of decisions, troubles, and actions are perceived and processed on the unconscious level, meaning that users are often unable to report objectively on what worked and what didn't. More often quantitative user testing can only be achieved if the implantation of the tool is easy and quick to implement. This week, together with Robert Merki from CognitiveVR, we went one step further - we took a deep dive into 3D behavioral analytics. Tue, 13 Dec 2016 20:07:10 +0000 http://researchvr.podigee.io/26-researchvr25 ff14e982fe6a1b98c7026dca7645b342 Introduction

In past episodes we discussed different tools for user analytics: the quantitative analysis from videos (012 - User Testing w/ Geoffrey Skow - FishbowlVR) and heatmaps based on eye- and gaze direction (015 - Behavioral analysis in VR with Retinad). This week, together with Robert Merki from CognitiveVR, we went one step further - we took a deep dive into 3D behavioral analytics.

Topics discussed:

Everybody says that user testing is important. But why? And why should you gather quantitative data? It is because of how strong embodied cognition is - a lot of decisions, troubles, and actions are perceived and processed on the unconscious level, meaning that users are often unable to report objectively on what worked and what didn't. More often quantitative user testing can only be achieved if the implantation of the tool is easy and quick to implement. Hence, the CognitiveVR SDK requires zero additional lines of code (unless a developer wants to save custom events).

CognitiveVR has a wide range of customers - from medical training app to tons of games. Based on their unique perspective, we've asked Robert about his observations of the VR market. Most interestingly, while their clientele divides 50/50 between entertainment and serious content developers, it is enterprise that is particularly interested in user testing tools.

Want to reach our guest or us?

Thanks to Robert Merki from CognitiveVR for sharing their expertise with us and our listeners. If you have any questions or are interested in behavioural analysis tools, you can reach him under:

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via twitter

Contact as us on twitter @

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here

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Optimize Experience Through Analytics Everybody says that user testing is important. But why? And why should you gather quantitative data? It is because of how strong embodied cognition is - a lot of decisions, troubles, and actions are perceived and processed on the unconscious level, meaning that users are often unable to report objectively on what worked and what didn't. More often quantitative user testing can only be achieved if the implantation of the tool is easy and quick to implement. This week, together with Robert Merki from CognitiveVR, we went one step further - we took a deep dive into 3D behavioral analytics. no Petr, Az, and Chris 2356
024 - How VR can democratize Architecture Thomas Van Bouwel is a Belgian based VR developer and Architect. He is interested in VR for design collaboration & participation and is making an asymmetrical VR+PC game called Panoptic Many of the VR projects in Architecture are focused on the final stages of design process, basically for selling a house to a client. Thomas sees the real potential in the early stages: when the main decisions need to be made. VR is so good for this, as it helps for non professionals to understand and grasp the concepts of architecture very intuitively. And this is what we talked mostly about. Wed, 07 Dec 2016 01:18:16 +0000 http://researchvr.podigee.io/25-researchvr24 a834d2722fbf844abb1a4d4b202b6e07 Introduction

Kris and Petr have been visiting the B2B Hackathon in Brussels, as Kris wrote in his UploadVR article. There we recorded a series of episodes, and this one is about "How VR can democratize Architecture".

We sat down with Thomas Van Bouwel who presented to us the potential of VR for architecture, beyond a fancy showcasing tool. Tune in to here more!

Topics discussed:

Thomas Van Bouwel is a Belgian based VR developer and Architect. He is interested in VR for design collaboration & participation and is making an asymmetrical VR+PC game called Panoptic

Many of the VR projects in Architecture are focused on the final stages of design process, basically for selling a house to a client. Thomas sees the real potential in the early stages: when the main decisions need to be made. VR is so good for this, as it helps for non professionals to understand and grasp the concepts of architecture very intuitively. And this is what we talked mostly about.

Want to reach our guest or us?

Thank you, Thomas for showing us new horizons that VR is opening for architecture! You can find him at Instagram, twitter or email him.

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via twitter

Contact as us on twitter @

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here

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How VR can democratize Architecture Thomas Van Bouwel is a Belgian based VR developer and Architect. He is interested in VR for design collaboration & participation and is making an asymmetrical VR+PC game called Panoptic Many of the VR projects in Architecture are focused on the final stages of design process, basically for selling a house to a client. Thomas sees the real potential in the early stages: when the main decisions need to be made. VR is so good for this, as it helps for non professionals to understand and grasp the concepts of architecture very intuitively. And this is what we talked mostly about. no Petr, Az, and Chris 1776
023 - VR for Education - what was and what is We sat down with Trond Nilsen who surprised us with the his overwhelming experience in AR and VR scene. While aiming at discussion about Education in VR, we ended up going through non-mainstream events, discoveries and projects in done in the last 20 years. Mon, 14 Nov 2016 19:41:48 +0000 http://researchvr.podigee.io/24-researchvr23 73e4d7daea49e60dd5cf2f6f3adf2195 Introduction

Kris and Petr have been visiting the B2B Hackathon in Brussels, as Kris wrote in his UploadVR article. There we recorded a series of episodes, and this one is about two decades of VR and AR tools for Education.

We sat down with Trond Nilsen who surprised us with the his overwhelming experience in AR and VR scene. While aiming at discussion about Education in VR, we ended up going through non-mainstream events, discoveries and projects in done in the last 20 years.

Topics discussed:

  • VR for education: one time use vs everyday use
  • Ecological Validity of VR Research
  • AR definition & history
  • Tethered vs untethered
  • Intelligent Ontology-driven Games for Teaching Human Anatomy
  • Envelop VR
  • VR for Education
  • Gartner curve - then and now

References:

Want to reach our guest or us?

Thank you, Thomas for showing us the potential of VR to open new horizons for architecture! You can find him at Instagram, twitter or email him.

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via twitter

Contact as us on twitter @

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here

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Almost 2 decades of AR and VR tools for Education We sat down with Trond Nilsen who surprised us with the his overwhelming experience in AR and VR scene. While aiming at discussion about Education in VR, we ended up going through non-mainstream events, discoveries and projects in done in the last 20 years. no Petr, Az, and Chris 2894
022 - Are CAVEs the future or a dead end? Remember us ranting about the old CAVE systems? That we thought, it would be the past of VR? Well, we have, at least partially, been proven wrong! CAVEs and in particular companies providing those are apparently not dead at all! We had the chance to interview Wim Vandamme, who is a Black Belt Software Geek and is B.IMMERSED at BARCO. Take it with a grain of salt and judge yourself: Do CAVEs and “industrial grade” VR have a chance to compete or to coexist with morn state of the art VR we all know and love? Wed, 02 Nov 2016 00:55:10 +0000 http://researchvr.podigee.io/23-researchvr22 85984bb208d701cfd15f7f3338ce64e0 Introduction

Kris and Petr have been visiting the B2B Hackathon in Brussels, as Kris wrote in his UploadVR article. There we recorded a series of episodes, and this one is about CAVEs.

Remember us ranting about the old CAVE systems? That we thought, it would be the past of VR? (CAVE Wikipedia article ). Well, we have, at least partially, been proven wrong! CAVEs and in particular companies providing those are apparently not dead at all! So, BARCO is having two primary Markets: Entertainment and Enterprise. Light systems for big life events but also virtual reality, in fact since 20 years, is something the company provides. We had the chance to interview Wim Vandamme, who is a Black Belt Software Geek and is B.IMMERSED at BARCO.

We took this opportunity because it was very astonishing to see an “old” company combining their CAVEs with modern VR and in fact even with AR! You can argue about Wim being biased. After all, he is working for a company providing CAVEs. Considering his technical background and the good points he made, we still find this episode worth tuning in. So take it with a grain of salt and judge yourself:

Do CAVEs and “industrial grade” VR have a chance to compete or to coexist with morn state of the art VR we all know and love?

Links and show notes

Want to reach our guest or us?

Thank you, Wim for taking this unequal fight to defeat the CAVE! You can find him at Linked In or mail him at his email adress.

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via twitter

Contact as us on twitter @

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here

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Are CAVEs the future or a dead end? Remember us ranting about the old CAVE systems? That we thought, it would be the past of VR? Well, we have, at least partially, been proven wrong! CAVEs and in particular companies providing those are apparently not dead at all! We had the chance to interview Wim Vandamme, who is a Black Belt Software Geek and is B.IMMERSED at BARCO. Take it with a grain of salt and judge yourself: Do CAVEs and “industrial grade” VR have a chance to compete or to coexist with morn state of the art VR we all know and love? yes Petr, Az, and Chris 1946
021 - Making Factory Manufacturing efficient through Embodied Engineering Timo and Thomas, plus our dear co-host, Kris and Petr, spend last few weeks in San Francisco and Silicon Valley. They met with Azad in Palo Alto to talk about Embodied Engineering, the concept behind the factory optimisation tool, virtual spice is developing.In this episode we are also discussing the clash of German Stability vs San Francisco Speed. Wed, 19 Oct 2016 09:45:44 +0000 http://researchvr.podigee.io/22-embodied-engineering 269035bd7cbe2f0c277bc2df8cdc14ca Thanks everyone for tuning in to another episode of ResearchVR. Hope you enjoyed listening to it and learned something new.

The key concepts explained in this episode:

  • The underestimation of manufacturing planning in product lifecycle management
  • Embodied Engineering
  • Embodied Cognition
  • Interaction challanges for industrial use cases

Timo and Thomas, plus our dear co-host, Kris and Petr, spend last few weeks in San Francisco and Silicon Valley. In this episode we are also discussing the clash of German Stability vs San Francisco Speed.

Here are some links mentioned during our discussion:

  • Virtual Spice website: link
  • SALT AND PEPPER Software website: link
  • XMG Backtop Upload Video: link
  • XMG Backtop Article: link

Thanks to Timo Seggelmann and Thomas Schüler for sharing their expertise with us and our listeners. You can reach Timo via Twitter and Thomas via Twitter as well!

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via twitter

Contact as us on twitter @

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here

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Making Factory Manufacturing efficient through Embodied Engineering Timo and Thomas, plus our dear co-host, Kris and Petr, spend last few weeks in San Francisco and Silicon Valley. They met with Azad in Palo Alto to talk about Embodied Engineering, the concept behind the factory optimisation tool, virtual spice is developing.In this episode we are also discussing the clash of German Stability vs San Francisco Speed. no Petr Legkov, Azad Balabanian, Krzysztof Izdebski, Timo Seggelmann, Thomas Schüler 2387
020 - Maps and Embodied Cognition Today on the show we are having Alex Bowles, with whom we are discussing the opportunities that VR is bringing to education - how to show students the knowledge in a fun and interactive way. This is also our first episode, where all guests and co-host are sitting in the same physical space - no more virtual connection! Tue, 04 Oct 2016 18:20:31 +0000 http://researchvr.podigee.io/21-maps-and-embodied-cognition 3d389c5dd06451a650516d80a1586316 Thanks everyone for tuning in to another episode of ResearchVR. Hope you enjoyed listening to it and learned something new.

Here are some links mentioned during our discussion:

  • Alex's website: Ortelian.com
  • Direct link to Alex's app: link
  • Omer Shapira on designing blind link
  • Introduction to embodied cognition link

Thanks to Alex Bowles for sharing his expertise with us and our listeners. You can reach out to him on Twitter or email!

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via twitter

Contact as us on twitter @

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here

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What do they have in common? Today on the show we are having Alex Bowles, with whom we are discussing the opportunities that VR is bringing to education - how to show students the knowledge in a fun and interactive way. This is also our first episode, where all guests and co-host are sitting in the same physical space - no more virtual connection! no Petr, Az, and Chris 2408
019 - Building the Metaverse Today on the show we are having with us Dedric Reid from HelloVR with whom we are discussing levels of Presence. HelloVR is a social VR experience, where the Metaverse is always persistent - the world lives on even if you are not there. Mon, 19 Sep 2016 16:16:53 +0000 http://researchvr.podigee.io/20-researchvr19 2bbd87a3af92e6f7f8919aff73181509 Introduction

Today on the show we are having with us Dedric Reid from HelloVR, with whom we are discussing levels of Presence.

HelloVR is a social VR experience, where the Metaverse is always persistent - the world lives on even if you are not there.

The key words Discussed in this episode:

  • Cogntitive Presence
  • Environmental vs Cognitive Presence
  • Altspace vs HelloVR
  • Massive Scale Simulations
  • Persistance on Presence
  • UX Terms: 10feet experience, 2feet experience

Contact

Thanks everyone for tuning in to another episode of ResearchVR. Hope you enjoyed listening to it and learned something new.

Thanks to Dedric for sharing their expertise with us and our listeners. You can reach out to him on Twitter!

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via twitter

Contact as us on twitter @

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here

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discussing levels of Presence with Dedric Reid from HelloVR Today on the show we are having with us Dedric Reid from HelloVR with whom we are discussing levels of Presence. HelloVR is a social VR experience, where the Metaverse is always persistent - the world lives on even if you are not there. no Petr, Az, and Chris 1779
018 - Guns'n'haptic Today on the show we are having with us Kyle Monty and Martin Holly from of StrikerVR, and Mike Murdoc from of TriHelix, with whom we are discussing their amazing technologies: positional tracking of GearVR and Haptic Peripherals. StrikerVR is the provider of modern VR haptic peripheral gun, which delivers feedback such as recoil, really strong hits TriHelix partnered up with PhaseSpace, creator of tracking technology for big players such as NASA, Disney, or Boeing, to provide a high quality experience for modern VR. They are all working together to connect PhaseSpace tracking technology, TriHelix SDK for VR, and controller with feedback from StrikerVR. Mon, 15 Aug 2016 13:00:00 +0000 http://researchvr.podigee.io/19-researchvr018 0766dc75cc56cd4002ec140a5cc051d4 Introduction

Hello and welcome to episode number 17 of ResearchVR podcast! Where we dig deep into Virtual Reality with Cognitive Science and Economic Research.

For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world.

Today on the show we are having with us Kyle Monty and Martin Holly from of StrikerVR, and Mike Murdoc from of TriHelix, with whom we are discussing their amazing technologies: positional tracking of GearVR and Haptic Peripherals.

StrikerVR is the provider of modern VR haptic peripheral gun, which delivers feedback such as recoil, really strong hits

TriHelix partnered up with PhaseSpace, creator of tracking technology for big players such as NASA, Disney, or Boeing, to provide a high quality experience for modern VR.

They are all working together to connect PhaseSpace tracking technology, TriHelix SDK for VR, and controller with feedback from StrikerVR.

Approaches to do haptics for gaming

Diffused - a vibration providing an action feedback in a simplified way through vibration patterns

Impact - providing a realistic feeling, best described as the feeling of impact

Contact

Thanks everyone for tuning in to another episode of ResearchVR. Hope you enjoyed listening to it and learned something new.

Thanks to Kyle Monty and Martin Holly from StrikerVR and Mike Murdoc from TriHelix for sharing their expertise with us and our listeners.

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via twitter

Contact as us on twitter @

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here

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Discussion with Kyle Monty and Martin Holly from StrikerVR and Mike Murdoc from TriHelix Today on the show we are having with us Kyle Monty and Martin Holly from of StrikerVR, and Mike Murdoc from of TriHelix, with whom we are discussing their amazing technologies: positional tracking of GearVR and Haptic Peripherals. StrikerVR is the provider of modern VR haptic peripheral gun, which delivers feedback such as recoil, really strong hits TriHelix partnered up with PhaseSpace, creator of tracking technology for big players such as NASA, Disney, or Boeing, to provide a high quality experience for modern VR. They are all working together to connect PhaseSpace tracking technology, TriHelix SDK for VR, and controller with feedback from StrikerVR. no Petr, Az, and Chris 2350
017 - The Shift from Informational to Experiential Age Today on the show we are having with us Julie Krohner, a Social Scientist and Ethnographic Researcher, with whom we are discussing **The shift from information to experience age with a specific focus on the influence of VR**. Wed, 03 Aug 2016 05:22:38 +0000 http://researchvr.podigee.io/18-researchvr017 55d383c8765437f374e1e7e607bcbbf1 Introduction

Hello and welcome to episode number 17 of ResearchVR podcast! Where we dig deep into Virtual Reality with Cognitive Science and Economic Research.

For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world.

Today on the show we are having with us Julie Krohner, a Social Scientist and Ethnographic Researcher, with whom we are discussing The shift from information to experience age with a specific focus on the influence of VR.

Julie finished her:

  • Bachelor’s from the University of Wisconsin in Communication Arts,
  • Master’s in Mass Communication from the University of New Mexico, and an ABD PhD in Communication and Psychological Research studied interpersonal, intercultural, organizational, rhetorical, public, mass, and non-verbal communication
  • studies with Everett Rogers, the father of Diffusion of Innovation theory, at UNM

Her focus is examining how ideas/movements/products/services are born, and how they diffuse into society.

The shift from informational to experiential age

VR is the next wave of connectedness. Every day we consume huge amounts of textual information - Twitter, Facebook etc. If we don't log in to check the feed for one or two days, we already feel like falling behind. That provideded a certain single-channel experience beyond just consuming informaiton. Next step was a multichannel consumption of information - text, photos, videos. And now we are living through new milestone - consuming information through virtual reality. Through being immersed in environment, the information is completely differently experienced than just textual format.

Diffusion of innovation

The tool to predict when and how people are going to adopt new technology. It is very difficult to talk about adoption of VR and AR, becasue it's even hard to define what are they - some people could be using some technology without knowing it is an AR. Another conflicting influence on early adoption curve is the poor quality content. A lot of people who were not versed in challanges of VR tried out early apps that made them noisaited or not interested. Then they went and talked to their friends about it, spreading negative bias about this new medium based on poor content quality.

Credits

Thanks everyone for tuning in to another episode of ResearchVR. Hope you enjoyed listening to it and learned something new.

Thanks to Julie Krohner for sharing her expertise with us and our listeners.

If you would like to hear more from Julie do not hesitate to contact her.

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via twitter

Contact as us on twitter @

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here

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Kris and Petr are joined by Julia Krohner, diffusion of innovation specialist Today on the show we are having with us Julie Krohner, a Social Scientist and Ethnographic Researcher, with whom we are discussing **The shift from information to experience age with a specific focus on the influence of VR**. no Petr, Az, and Chris 2712
016 - "Fear runs deep": exposure therapeutic experiences with Fearless Hello and welcome to episode number 16 of ResearchVR podcast! Where we dig deep into Virtual Reality with Cognitive Science and Economic Research. For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world. Mon, 25 Jul 2016 13:00:00 +0000 http://researchvr.podigee.io/17-researchvr016 884b31c4a33155982d1740bb9d805521 What is Fearless?

Co-founded by the current CEO Tim Suzman, our guest, Fearless is a VR application to overcome fears, such as spiders, snakes, needles, or any other. It is based on the concept of Exposure therapy, otherwise also known as Systematic Desensitization. In core, this method is about going from marginal to greater and greater exposure to the object of fear.

Unique features of fearless

Most of the exposure therapies are In Vivo: if you are scared of heights, you go for a field trip with your doctor somewhere very high.

Fearless is based on the same concept, but instead of brining the object of fear in real life, it uses VR to build exposure scenarios.

Advantages:

  • scenarios not possible in RW, e.g. a cartoon spider in 3D environment
  • train at home without psychologist there at all times

The key feature of exposure therapy is Exposure Hierarchy: dividing the particular fear type into what is the final fear and what are smaller versions of it. After building a universal hierarchy for a specific fear type, it can be further customization for each user. Parameters include things like size, proximity, number, speed, realism, etc.

Roadmap of therapeutic experiences

Currently Support for GearVR & Rift is available. However, already running on Cardboard & Vive, but those two are still in house and need just few more adjustments before release.

The whole idea is based on the fast field of research on exposure therapy, but considering VR is a new medium, clinical tests are already planned. The goal is to compare VR to classical exposure therapies.

Contact

Thanks everyone for tuning in to another episode of ResearchVR. Hope you enjoyed listening to it and learned something new.

Thanks to Tim Suzman from Fearless for sharing his expertise with us and our listeners.

If you would like to hear more from Fearless, or request an app for your fears, do not hesitate to contact them: tim@fearlessvr.com and fearlessvr.com.

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via twitter

Contact as us on twitter @

Rate us on Itunes and help spread the podcast that way!

Special thanks to Mellody Strahan, our new intern, for post-processing audio for this episode. Welcome to ResearchVR family, Mellody!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here

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Azad is joined by Tim Suzman from Fearless to discuss exposure therapeutic experiences in VR Hello and welcome to episode number 16 of ResearchVR podcast! Where we dig deep into Virtual Reality with Cognitive Science and Economic Research. For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world. no Petr Legkov, Azad Balabanian, Krzysztof Izdebski 1756
015 - Behavioural analysis in VR with Retinad Hello and welcome to episode number 15 of ResearchVR podcast! Where we dig deep into Virtual Reality with Cognitive Science and Economic Research. For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world. This time we take a slightly different approach: instead of having all three of your favorings VR podcasts host, today Azad is joined by Alexander Haque from Retinad to discuss Behavioural Analytics in VR. Thu, 07 Jul 2016 23:23:20 +0000 http://researchvr.podigee.io/16-researchvr015 00cba926e07cfb9c3c87780ad6a95648 What is Retinad?

Retinad is a team of wide variety of experts, including neuroscientists, working on behavioral analytics of Virtual Reality content. That means tracking, measuring and trying tom ake sense of what a user does once they are in the headset. They are mainly focusing now on 360 videos.

Measurements implented already now include gaze tracking, *higher fannel analytics, such as google analytics, and more.

All in all, by recording where a user is looking, dynamics of VR can be derived, giving a sort of tree diagram when, where and what path a he or she chose.

At the moment, Retinad can be used as Unity plugin, providing data output through web dashboard. Additionally, it is compatible with Unreal Engine, Android, and GearVR.

Behavioral analytics approach

Can one capture the lougther using only an HMD? To validate this an other similar questions, behavioral data are compared to higher detail level data, such as EEG.

On the other hand, closer to the ground, what makes a 360 content a good one? On the one hand, this can be easily evaluated through so called Completion Rate - how many users did watch until the end? On the other hand, it is important to capture, how many users did look at the key components of the scene in the right time, such as main character performing an important part of the story - so basically evaluate how closesly did a user follow designed story board or workflow?

Bright future

The fact is, it is hard to find a 360 video content that is compelling for anyone outside of VR community. That is why Retinad provides tools that help with creating the grammar of VR and 360 video content.

Interesting Links

Contact

Thanks everyone for tuning in to another episode of ResearchVR. Hope you enjoyed listening to it and learned something new.

Thanks to Alexander Haque from Retinad for sharing his expertise with us and our listeners.

If you would like to hear more from Retinad, or use their tools, do not hesitate to contact them: alex@retinadvr.com retinad.io

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via twitter

Contact as us on twitter @

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at here

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Azad is joined by Alexander Haque from Retinad to discuss Behavioural Analytics in VR Hello and welcome to episode number 15 of ResearchVR podcast! Where we dig deep into Virtual Reality with Cognitive Science and Economic Research. For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world. This time we take a slightly different approach: instead of having all three of your favorings VR podcasts host, today Azad is joined by Alexander Haque from Retinad to discuss Behavioural Analytics in VR. yes Petr, Az, and Chris 2417
014 - Leveraging VR for Sports Medicine and Injury Prevention In today’s episode we’re leveraging VR for Sports Medicine and Injury Prevention with our special guest Dr Adam Kiefer. Thu, 16 Jun 2016 09:40:19 +0000 http://researchvr.podigee.io/15-researchvr-014 adb22ecf40781811af2ad624812ef37e In today’s episode we’re leveraging VR for Sports Medicine and Injury Prevention with our special guest Dr Adam Kiefer. Currently he works as:

  • Director of Training Enhancement and Analysis of Movement Virtual Reality (TEAM VR) Laboratory in the Division of Sports Medicine at Cincinnati Children’s Hospital
  • Assistant Professor, Department of Pediatrics, College of Medicine
  • Member of the Center for Cognition, Action and Perception at the University of Cincinnati

Here are some highlights from today's episode. For more, be sure to listen carefuly :)

Custom Wireless HMD

At first, Oculus Rift DK1, allowed wireless solutions. DK2 modifications did not allow utilization of consumer grade wirless transmiters and receivers.

Threfore, Adam and his team decieded to work in-house on HMD system aimed for scientific purposes and not mass market.

  • prototype 1: backpack
  • 1x2 inch pack on user, OSVR quick prototype for HMD
  • 7-8 months to build first 2 prototypes
  • tracking via Motion Analysis - passive markers, 30-40 markers per user
  • Using Unity. 2 data streams uses: driving avatar (in Untiy) (not so much data needed); biomechanics (a lot of data needed)
  • latency using Nyrous wireless trasmitter: <10ms
  • more than 60 feet (around 18m) range when in line of sight
  • more than 30 feet (around 9m) range through the walls

Uses after hardware is ready

  • training & rehabilittation, because you can alter the virtual world in the ways you cannot in real world
  • introduce more desiarable difficulties, or even simulate injuries
  • and much more...

Interesting links


Thanks everyone for tuning in to another episode of ResearchVR. Hope you enjoyed listening to it and learned something new.

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via twitter

Contact as us on twitter @

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at https://soundcloud.com/nerses-balabanian

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Leveraging VR for Sports Medicine and Injury Prevention In today’s episode we’re leveraging VR for Sports Medicine and Injury Prevention with our special guest Dr Adam Kiefer. no Petr, Az, and Chris 3099
013 - How VR affects Memories and Dreams VR should highly improve it more ecologically valid simulation in VR should provide better transferability of knowledge learned in VR due to cue dependency Due to strong stimulation it also influences dreams that are considered a side effect of memory consolidation If VR has those impacts, than a researcher and a serious game developer needs to know, at least partly how memory is working! Ecological validity is important for science! And effects you can achieve are important for any serious game! Thu, 19 May 2016 16:48:11 +0000 http://researchvr.podigee.io/14-researchvr-013 d3cab19da4836d4e81e7ce8bc3de2ecb Punchline

VR should have enormous influence on memory.

  • VR should highly improve it more ecologically valid simulation in VR should provide better transferability of knowledge learned in VR due to cue dependency
  • Due to strong stimulation it also influences dreams that are considered a side effect of memory consolidation

If VR has those impacts, than a researcher and a serious game developer needs to know, at least partly how memory is working! Ecological validity is important for science! And effects you can achieve are important for any serious game!

Groundwork

Memory is a way to reconstruct the past. Memory is the influence of previous experiences on our future thought and behavior. Without it, we wouldn’t be unable to learn or adapt.

Critical parts of memory

  • Encoding
  • Storage
  • Retrieval

Encoding

The strongest influenced part influenced by VR.

  • Subjective Bias, because stimuli are registered from the first person perspective - egocentrically, thus creating bias occurring even before saving memories
  • Input variability (multisensory learning) - the more senses and types of information involved, the better
  • Improvement of learning through action
    • Generation effect - action / interaction improves encoding; you are more likely to remember information you retrieve or generate (during study) than information that you simply receive and attempt to “memorize.”; aka learning by doing
      • self-generation
      • Giving examples by yourself improves encoding
      • Interaction with object
    • Brand product placement and how it affects your buying decisions
  • Attentional blindness, change blindness (Azad)
    • Tunnel vision (guns) during a threatening event - victims often can't describe the assailant, because their attention was solely focus on the gun pointed at them
    • Gorilla study
  • Filling in the gaps and remember a coherent stories

Storage

There are 3-5 dream phases with sometimes multiple dreams per phase / night; usually remember the last dream of the night. Dreams also occur more often at the end of the sleep, so especially after 5-7 hours of sleep.

People tend to have intense dreams when first getting into VR, but you get acclimated to it. This happens most likely due to increased consolidation processes - a result of higher information load to be encoded to long term memory.

Lightbulb moment - after working for a long time on a set of information or an issue, many people find a solution as a dream.

There are studies showing that it is also possible to learn things like skiing through lucid dreams.

Matt Jeremy Bailenson’s study on kids and VR. 50% of Preschool participants developed a false memory of what they saw in VR when questioned a week later about the event happening to them. However, most likely they misunderstand the question. it's a language issue. they might get more confused with VR. study is here.

Retrieval

  • Accessing memory, and being able to recall it.
  • All about cues
  • No remote pieces of information, all part of a network
  • Spreading activation (chair activates table) retrieval is cue dependent, that is, it is stimulated by hints and clues from the external and the internal environment.
    • context-dependent effect on retrieval: retrieval is typically better when the physical environment at retrieval matches that at encoding (this is similar to the encoding specificity principle).
    • state-dependent effects better retrieval when internal states at retrieval match those at encoding (not only moods, but e.x. being high also)

Thanks everyone for tuning in to another episode of ResearchVR. Hope you enjoyed listening to it and learned something new.

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via twitter

Contact as us on twitter @

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at https://soundcloud.com/nerses-balabanian

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How virtual reality affects Memories and Dreams VR should highly improve it more ecologically valid simulation in VR should provide better transferability of knowledge learned in VR due to cue dependency Due to strong stimulation it also influences dreams that are considered a side effect of memory consolidation If VR has those impacts, than a researcher and a serious game developer needs to know, at least partly how memory is working! Ecological validity is important for science! And effects you can achieve are important for any serious game! no Petr, Az, and Chris 3134
012 - User Testing w/ Geoffrey Skow - FishbowlVR For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world. In today’s episode: we’re discussing with **Geoffrey Skow** from **Fishbowl VR** what can we expect from the first wave of consumer VR content. Fishbowl is on demand play testing and analytics platform for VR developers, with hundreds of developers registered as testers. Mon, 25 Apr 2016 19:33:15 +0000 http://researchvr.podigee.io/13-researchvr-012 a1c7426555d899fd70eef8e1cff1ee2a Hello and welcome to episode number 11 of ResearchVR podcast! Where we dig deep into Virtual Reality with Cognitive Science and Economic Research.

For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world.

In today’s episode: we’re discussing with Geoffrey Skow from Fishbowl VR what can we expect from the first wave of consumer VR content.

Fishbowl is on demand play testing and analytics platform for VR developers, with hundreds of developers registered as testers.

Here are some key thoughts mentioned in the podcast:

A story of Geoffrey and VR

  • Geoffrey has been interested in VR for over 20 years now.
  • Instead of being a a developer himself, Geoffrey is advocating usability and testing.

Usability methods

  • for the most part, Fishbowl VR uses unmoderated testing in home environment, expecting users to use it as they normaly would without any specific instructions.
  • output: record their natural experience + narration via webcam + what they see in VR
  • usually, there is no need for much of the narration - usually pointing out the unfullfied expectations and confusing moments is sufficient

What is Fishbowl doing on their side of the testing process? Fishbowl VR is a middleman

  1. make demo available to panel of testers
  2. combine all data into dashboard - videos, scores, demographic data

Thanks everyone for tuning in to another episode of ResearchVR. Hope you enjoyed listening to it and learned something new. Thanks to Geoffrey Skow, Fishbowl VR for sharing his expertise with us and our listeners

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via twitter .

Contact as us on twitter @

Rate us on Itunes and help spread the podcast that way!

Special thanks to Nerses Balabanian for the intro and outro music! Find him at https://soundcloud.com/nerses-balabanian

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User Testing w/ Geoffrey Skow - FishbowlVR For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world. In today’s episode: we’re discussing with **Geoffrey Skow** from **Fishbowl VR** what can we expect from the first wave of consumer VR content. Fishbowl is on demand play testing and analytics platform for VR developers, with hundreds of developers registered as testers. no Petr, Az, and Chris 2476
011 - Time Perception and Dilation in VR For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world. In today’s episode: We tackle Time Perception and Time Dilation. We discuss the the anecdotal evidence that everyone keeps hearing about, and dig deep into the research done on how we keep track of time. Fri, 15 Apr 2016 18:29:34 +0000 http://researchvr.podigee.io/12-researchvr-011 236984d75a319780ec6885a9f248085f For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world. In today’s episode:

We tackle Time Perception and Time Dilation. We discuss the the anecdotal evidence that everyone keeps hearing about, and dig deep into the research done on how we keep track of time.

Summary:

  1. Groundwork

    1. Terminology

      1. Time

        1. Perceived Time

          1. Subjective time
        2. Real Time

          1. Absolute time
      2. Time dilation vs Time Perception

    2. Neuroanatomy

      1. internal clock used to time durations in the seconds-to-minutes range appears linked to dopamine (DA) function in the basal ganglia, while temporal memory and attentional mechanisms appear linked to acetylcholine (ACh) function in the frontal cortex. These two systems are connected by frontal-striatal loops, thus allowing for the completion of the timing sequences involved in duration discrimination
      2. Place cells, Grid Cells http://www.ncbi.nlm.nih.gov/pubmed/26539893 https://www.quantamagazine.org/20160126-how-the-brain-maps-time/
  2. Presenting the concept

    1. Overwhelming anecdotal evidence that modern VR is interfering with time perception
      1. UNDER PERCEPTION OF REAL TIME
    2. A lot of users report that they:
      1. Felt like they were only few minutes in VR
      2. While in fact they were there far longer
      3. subjectively < (shorter) < in reality
  3. Time Perception

    1. Aspects of time <

      1. Simultaneity = two auditory stimuli occur less than about 2–3 ms (longer for visual stimuli)
      2. Successiveness = same but on longer durations
      3. temporal order =  interstimulus interval is about 20–30 ms
      4. duration judgments

        1. Experienced (prospective paradigm) - what duration is required

          1. Attentional-gate model - attention to time mediates the flow of pulses from a pacemaker to an accumulator
          2. Lengthen (underestimation) when cognitive load increases
        2. Remembered (retrospective paradigm) - no prior knowledge

          1. Memory
          2. lengthen(underestimation) as contextual changes increase (mood, changes in environment, affective experiences, etc)
          3. Predictable and regular tempo increase duration judgment (Boltz 1998)
          4. Positive time-order effect
            1. the first of two equal durations seems longer in retrospect
    2. Circadian system

      1. Function: keep in sync with 24h cycle
      2. Controls: digestion, certain hormones, body temp, and more
        1. Also: sleep-wake cycle
    3. Vierordt's Law (Block & Gruber, 2014), 1868

      1. from seconds to years, the same law holds: Judgments of relatively shortintervals are lengthened (overestimated), and judgments of relatively longintervals are shortened (underestimated).
  4. Modulating time perception

    1. Prospective duration

      1. (a) cognitive load type (response demands, attentional demands, processing difficulty, and so on),

        1. Cognitive Load - the more involved the longer the time

          1. Overloading your attention. More things you have to do, the more time dilation occurs
        2. Music

          1. Tonality - happy = longer
          2. Tempo

          3. Familiarity = longer time perception

        3. Reference cues

          1. Zeitgeber

            1. Natural

              • sun
            2. Artificial

              • clock
            3. Social

              • Social interactions
      2. Chemotherapy Patients: http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2121303/ http://www.ncbi.nlm.nih.gov/pubmed/12855087

      3. (c) judgment immediacy (i.e., immediate judgments show the larger effect size) - how much after experience do you need to judge time

      4. Absorption / immersion = not paying attention to time
    2. Retrospective duration

      1. Environment
      2. Mood
      3. Contextual elements at the start of a new experience (e.x participating in an experiment)
      4. Segmentation of the duration (increased contextual changes)
  5. Punchline: how to apply in VR

    1. Consider Time Dilation as part of VR UX Design

      1. Entertainment - yes!

        1. Play longer, like in casino
        2. Pass time on boring trips faster (e.x. Train rides)
      2. Serious - yes?

        1. Shorten subjective duration of "therapies"
        2. Encourage longer training / therapy sessions

References Annotated Link Dump: https://docs.google.com/document/d/1TK22T4JSishyPOr7iez4ujDDIXE6RGM1VSX9RpRnM7Q/edit?usp=sharing

Thanks everyone for tuning in to another episode of ResearchVR. Hope you enjoyed listening to it and learned something new.
- Next episode: Geoffrey Skow, Fishbowl VR

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Time Perception and Dilation in VR For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world. In today’s episode: We tackle Time Perception and Time Dilation. We discuss the the anecdotal evidence that everyone keeps hearing about, and dig deep into the research done on how we keep track of time. no Petr, Az, and Chris 2399
010 - User Interface and Interaction For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world. In today’s episode: We tackle the new field of 3D User Interfaces and Interactions. We discuss the current UI trends that are arising, and where we see things going for interactions. Sat, 02 Apr 2016 23:58:15 +0000 http://researchvr.podigee.io/11-researchvr-010 072246f2bdcd127ae3bcd170c664d800 For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world. In today’s episode:

We tackle the new field of 3D User Interfaces and Interactions. We discuss the current UI trends that are arising, and where we see things going for interactions.

Notes

Traditional UI

  • Non-diagetic

    • Getting away from Skeuomorphic design

      • Abstract concepts are well known amongst most users
    • distance from camera

Understanding Depth Cues

  • binocular disparity

    • Stereoscopic vision
    • Convergence of eyes
  • Accommodation

    • Inner Eye Lens changing form to accommodate variable focusing distance per eye
  • Occlusion

    • Object blocking each other.
    • Parallax
    • More important for depth past a couple of meters

VRUI

Canvas UI (hybrid)

  • Raycasting

    • Gaze pointers
    • Handheld Laser pointer
  • Touch

    • Fingers going through buttons

Diegetic UI

  • UI elements placed on corresponding objects

    • Good for sustained focal point
  • Arm HUD

User Interface Design:

  • Oculus guidelines

    • approximately 2-3 meters away from the viewer
    • DONT MAKE IT TOO WIDE

      • 1/3rd of the user’s viewing area
      • Otherwise use head rotation
    • Be wary of Scrolling large walls of text

      • Can cause motion sickness
    • Ok for wide but not tall text field

    • Dont make it too wide
      • Interacting with buttons changing things out of FOV can lead to confusion
  • Flat panel in front of you

  • Curved panel
    • Better than flat IMHO
    • Good for convergence

Accommodation Vergence Issue

  • DK2 Fixed focal distance of 1.3 meters away
    • Object of Interest (menus) 0.75 and 3.5 meters away.
    • TEST TEST TEST
    • Playing with Depth of Field effects to help focus, depth perception, and attention.

Random thoughts to cover

First Time User Experience vs Mastery

  • Finding the balance between the two

Skeuomorphic design vs abstract/minimal

  • After certain amount of time, trends will arise. Common icons, buttons, actions. What will they be?

Links and References

Hovercast menu:https://developer.leapmotion.com/gallery/hovercast-vr-interface

Mike Alger’s UI: https://vimeo.com/141330081

Leap Motion: http://blog.leapmotion.com/vr-interface-design-future-hybrid-reality/

Oculus: https://developer.oculus.com/documentation/intro-vr/latest/concepts/bpappui/

Unity: https://unity3d.com/learn/tutorials/topics/virtual-reality/user-interfaces-vr

VR Creators network: https://www.reddit.com/r/oculus/comments/3uv3cv/yourinvitationtothevrcreatorsnetwork_on/

Shibata, T., Kim, J., Hoffman, D.M., Banks, M.S. (2011). The zone of comfort: Predicting visual discomfort with stereo displays. Journal of Vision, 11(8), 1-29.

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User Interfaces and Interactions For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world. In today’s episode: We tackle the new field of 3D User Interfaces and Interactions. We discuss the current UI trends that are arising, and where we see things going for interactions. no Petr, Az, and Chris 2727
009 - VR vs. d!economy : Cebit 2016 Episode During our CeBit2016 stay Kris and Petr decided to catch down some freakishly cool VR guys and have a short podcast with them! We have recorded this episode both as a podcast and in 360 degree video you can find on youtube at https://www.youtube.com/watch?v=gBzA0d7KZEo We have been joined by Ivan Varko from http://www.vrfavs.com , by Gunnar Gertzen from http://www.locomotionvr.de/ and by André Weinhold from eachtick.com Thu, 24 Mar 2016 00:53:47 +0000 http://researchvr.podigee.io/10-researchvr-009 4f353a4b65a5b86c58520961ea7152b5 During our CeBit2016 stay Kris and Petr decided to catch down some freakishly cool VR guys and have a short podcast with them! We have recorded this episode both as a podcast and in 360 degree video you can find on youtube!

We have been joined by Ivan Varko from VRFavs.com, by Gunnar Gertzen from locomotionVR and by André Weinhold from eachTick GmbH

As promised, the links below ;)

WebEye VR

VRFavs.com

locomotionVR

eachTick GmbH

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VR vs. d!economy : cebit 2016 episode During our CeBit2016 stay Kris and Petr decided to catch down some freakishly cool VR guys and have a short podcast with them! We have recorded this episode both as a podcast and in 360 degree video you can find on youtube at https://www.youtube.com/watch?v=gBzA0d7KZEo We have been joined by Ivan Varko from http://www.vrfavs.com , by Gunnar Gertzen from http://www.locomotionvr.de/ and by André Weinhold from eachtick.com yes Petr, Az, and Chris 1875
008 - Presence in VR: Defining it, Achieving it, and Never Breaking it For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world. In today’s episode: Today we’re talking one the most important features of Virtual Reality: Presence, how to define it, achieve, and never breaking it. Homework: What application in VR would you want to have "low presence", to feel somewhat disconnected from the experience? Fri, 04 Mar 2016 18:42:12 +0000 http://researchvr.podigee.io/8-researchvr-008 e739210b2e1d6508dc10177eec22e21c For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world. In today’s episode:

Today we’re talking one the most important features of Virtual Reality: Presence, how to define it, achieve, and don’t break it.

1. Definitions, Definitions ...

1.1. Presence

Definition of presence is very confusing and tangled, sometimes differing even withing the same use case. However, all definitions have one thing in common: presence is described as subjective perception of being there.

Our research led us to International Society for Presence Research. ISPR defines presence as failing to acknowledge role of technology in delivering experience.

In a nutshell: presence refers to the subset of human experience in which this misperception involves, at least in part, the actual role of technology in the experience. Presence can occur only DURING using technology, not before / after.

1.2. Related topics

  • first order mediated experience - natural way of perceiving real world => provides subjective feeling of being present in RW
  • second order mediated experience - experiencing via technology
  • immersion - technology providing perceived information (next episode described in detail!)

2. Presence levels

  • (0) aware & acknowledge role of technology
  • (1) partial (i.e. thinking about tech, but perceived being inside VE)
  • (2) unaware of technology channel

3. Presence dimensions

Dimensions in the similar sence as types:

  • being in other location - spatial / physical presence / perceptual immersion / transportation / sense of being there
  • sensory characteristics of VE correspond to those of the physical world - sensory presence / perceptual realism / naturalness / ecological validity / tactile engagement
  • social characteristics in VE correspond to those of the physical world - social realism
  • part or all of a person’s perception fails to accurately acknowledge the role of technology that makes it appear that s/he is communicating with one or more other people or entities - social presence (distinct from realism) /
    • ... communicating with NPC - social actor within the medium / parasocial interaction
    • ... being in the same space with others - co-presence
    • ... communicating with Tech & not even simulated NPC (talking to the Cortana or Siri) - medium as social actor
  • part or all of a person’s perception is directed toward VE and not RW - engagement / involvement / psychological immersion, e.x. storytelling, empathy.

4. Importance of presence

  • entertainment
    • escape from reality
    • deep engagement -> heightened awareness (attention) without distraction -> focus on Experience
  • serious
    • realistic behavior / response / decisions (Slater 2009) -> representative simulations, correctly learned patterns
    • improved learning
    • decreased distraction
    • deep engagement -> heightened awareness (attention) without distraction -> focus on task at hand monkey sees monkey do
  • both
    • strong emotions distract from technology limitations (e.g. pixelization)
    • self-explanatory natural interactions

5. Measure Presence

Why would we measure presence? Isn't it enough that users have fun and report satisfaction? Well, that depends what you need your application for. If it's just for entertainment, then "fun" is your endgame. However, in serious content, a more reliable setups are needed, e.x. for industrial training, research experiments, or medical purposes. Often presence is not just a gimmick, but a tool.

The need for measuring presence is support by the magnitude of interest in the topic. Dozens of methods, theories and educated guesses were developed. A good overview of them can be found here. Even though this publication is from 2004, it provides a mind stretching overview of possibles.

  • Reflex Responses
    • IJsselsteijn (2004), was based on the principle that the more similar a display becomes to the environment it represents, the more observers will respond in the same way that they would respond to the environment itself
    • Nichols, Haldane, and Wilson (2000) (n=24) explored reflex responses to a startle event as a measure for presence. Three categories of reactions were identified: no reaction, verbal report, and physical reaction. There was a positive correlation between three subjective presence items (being there, visiting the virtual world, forgetting real world) and the reflex response score
  • interaction analysis (video tapes)
  • behavioral realism approach
    • Freeman, Avons, Meddis, Pearson, and IJsselsteijn (2000), was based on the principle that the more similar a display becomes to the environment it represents, the more observers will respond in the same way that they would respond to the environment itself
  • social responses
    • Sheridan (1992) first suggested using socially conditioned responses to virtual social encounters, such as grasping for an object that is handed over, shaking hands, or utterances, as indicators of social presence
    • IJsselsteijn, De Ridder, Freeman, and Avons, (2000) also propose a broad range of social behaviours such as facial expressions, gestures, body and head movements, eye contact, vocal cues, turn-taking behaviour, use of space, and verbal expressions
  • Questionnaires
  • Heart Rate
  • Skin Conductance

References

B) Literature

Freeman, J., Avons, S., Meddis, R., Pearson, D., & IJsselsteijn, W. (2000). Using behavioural realism to estimate presence: A study of the utility of postural responses to motion stimuli. Presence: Teleoperators and Virtual Environments, 9, 149-164.

IJsselsteijn (2004). Presence in Depth. Ph.D. Thesis. Eindhoven University of Technology.

IJsselsteijn, W. A., De Ridder, H., Freeman, J., & Avons, S. E. (2000). Presence: Concept, determinants and measurement. Proceedings of the SPIE, 3959, 520-529.

Nichols, S., Haldane, C., & Wilson , J. R. (2000). Measurement of presence and its consequences in virtual environments. International Journal of Human Computer Studies, 52, 471-491.

Sheridan, T. (1992). Musings on telepresence and virtual presence. Presence: Teleoperators and Virtual Environments, 1, 120-126.

Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society of London. Series B, Biological Sciences, 364(1535), 3549–57. http://doi.org/10.1098/rstb.2009.0138

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WHAT is Presence, WHY is it the most important, and HOW to measure and achieve it For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world. In today’s episode: Today we’re talking one the most important features of Virtual Reality: Presence, how to define it, achieve, and never breaking it. Homework: What application in VR would you want to have "low presence", to feel somewhat disconnected from the experience? no Petr, Az, and Chris 2742
007 - The Glass ceiling in VR ecosystems: EU vs. US A glass ceiling is a metaphor for an unacknowledged barrier to advancement in a profession. You can see all the amazing opportunities above you, as the ceiling is transparent! Yet all the effort to break through ends rather pitying. On this show we discuss with Sean Whitmore who is a Senior Analyst at "Greenlight VR" and with NiMA Asghari who is the Founder of "Caspian Robotics" the glass ceiling in European virtual reality ecosystem. While Greenlight VR is is a company providing market intelligence for the global virtual reality economy but based in the USA, NiMA experienced the hustle with finding investment in Europe himself! Together we try to find the roots leading to the glass ceiling, the negative effects it creates but also the benefits. And if you want hear more about analytics or insights into the user's experience in VR, join Greenlight VR at the 2016 Virtual Reality Analytics Web Summit on March 16th! Visit http://www.greenlightvr.com/events/2016-analytics-web-summit As ResearchVR will be in attendance, all listeners can receive 30% off tickets for the Web Summit using the code ResearchVR ! Enjoy! Mon, 29 Feb 2016 05:11:24 +0000 http://researchvr.podigee.io/7-researchvr-007 f1c4299f065c4d0b289f6b9a1a2a0b64 Description

A glass ceiling is a metaphor for an unacknowledged barrier to advancement in a profession. You can see all the amazing opportunies above you, as the ceiling is transparent! Yet all the effort to break through ends rather pitying. On this show we discuss with Sean Whitmore who is a Senior Analyst at "Greenlight VR" and with NiMA Asghari who is the Founder of "Caspian Robotics" the glass ceiling in European virtual reality ecosystem. While Greenlight VR is is a company providing market intelligence for the global virtual reality economy but based in the USA, NiMA experienced the hustle with finding inverstment in Europe himself! Together we try to find the roots leading to the glass ceiling, the negative effects it creates but also the benefits.

Save 30 percent of 2016 Virtual Reality Analytics Web Summit on March 16th!

And if you want hear more about analytics or insights into the user's experience in VR, join Greenlight VR at the 2016 Virtual Reality Analytics Web Summit on March 16th! Visit Greenlight VR Website! As ResearchVR will be in attendance, all listeners can receive 30% off tickets for the Web Summit using the code ResearchVR ! Enjoy!

Want to meet Kris and Petr? See their stuff they work on? Visit them on CeBit2016

biggest tech fair in the world - CeBit 2016 with VIRTUAL SPICE on twitter

Shownotes

LG 360 VR Is One of the Shittiest Virtual Reality Headsets I've Ever Tried by Gizmodo

Plug from our listener Toby Breeden and his WalkBox Config02

There’s A Glass Ceiling for European Virtual Reality Startups

New Study Underscores the 5 biggest problems for Venture Capital in Europe

U.S. Consumer Report: October 2015

Oculus Connect Keynote: Michael Abrash

Produced by

Topic Suggestions

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under Email or via twitter

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the glass ceiling in European virtual reality ecosystem A glass ceiling is a metaphor for an unacknowledged barrier to advancement in a profession. You can see all the amazing opportunities above you, as the ceiling is transparent! Yet all the effort to break through ends rather pitying. On this show we discuss with Sean Whitmore who is a Senior Analyst at "Greenlight VR" and with NiMA Asghari who is the Founder of "Caspian Robotics" the glass ceiling in European virtual reality ecosystem. While Greenlight VR is is a company providing market intelligence for the global virtual reality economy but based in the USA, NiMA experienced the hustle with finding investment in Europe himself! Together we try to find the roots leading to the glass ceiling, the negative effects it creates but also the benefits. And if you want hear more about analytics or insights into the user's experience in VR, join Greenlight VR at the 2016 Virtual Reality Analytics Web Summit on March 16th! Visit http://www.greenlightvr.com/events/2016-analytics-web-summit As ResearchVR will be in attendance, all listeners can receive 30% off tickets for the Web Summit using the code ResearchVR ! Enjoy! no Petr Legkov, Azad Balabanian, Krzysztof Izdebski, NiMA Asghari, Sean Whitmore 4691
006 - Drones, Augmented Reality, HMD's and ZUI Today, we're joined by Drone entrepreneur and researcher NiMa Asghari to talk about Drones, VR, and the intersection of the two. While Drones are currently rather off topic to VR, we found many intersections! Not only is the technology behind both partly very similar. Drone racing will be in high need of lag free video transmission. And to be fully immersed as a pilot a good HDM is rather beneficial. Nima had the chance to present his thoughts, share his experience and in the end of the episode we where playing the fortune teller by guessing how the future of drones,VR and AR might look like. Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com*or via twitter https://twitter.com/ResearchVRcast Azad Balabanian Twitter https://twitter.com/azadux Petr Legkov Twitter https://twitter.com/razialo Krzysztof Izdebski Twitter https://twitter.com/Izdebski_RodioR Guest: NiMa Twitter https://twitter.com/insideNiMA Thu, 18 Feb 2016 06:10:38 +0000 http://researchvr.podigee.io/6-researchvr-006-drones-augmented-reality-hmds-and-zui 7c125fd9975f88a69991b15567942ad0 Description

Today, we're joined by Drone entrepreneur and researcher NiMA Asghari to talk about Drones, VR, and the intersection of the two. While Drones are currently rather off topic to VR, we found many intersections! Not only is the technology behind both partly very similar. Drone racing will be in high need of lag free video transmission. And to be fully immersed as a pilot a good HDM is rather beneficial. NiMA had the chance to present his thoughts, share his experience and in the end of the episode we where playing the fortune teller by guessing how the future of drones,VR and AR might look like.

Show Links

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How the drone market has synergies with VR and AR Today, we're joined by Drone entrepreneur and researcher NiMa Asghari to talk about Drones, VR, and the intersection of the two. While Drones are currently rather off topic to VR, we found many intersections! Not only is the technology behind both partly very similar. Drone racing will be in high need of lag free video transmission. And to be fully immersed as a pilot a good HDM is rather beneficial. Nima had the chance to present his thoughts, share his experience and in the end of the episode we where playing the fortune teller by guessing how the future of drones,VR and AR might look like. Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com*or via twitter https://twitter.com/ResearchVRcast Azad Balabanian Twitter https://twitter.com/azadux Petr Legkov Twitter https://twitter.com/razialo Krzysztof Izdebski Twitter https://twitter.com/Izdebski_RodioR Guest: NiMa Twitter https://twitter.com/insideNiMA no Petr Legkov, Azad Balabanian, Krzysztof Izdebski, NiMa Asghari 4650
005 - Motion Sickness in VR: Adverse Health Problems in VR part I This week's episode is a first experiment with a heavy content - instead of free discussion based on recent news, we do a detailed research on a certain key topic for virtual reality - listeners get practical tips based on theories and studies, with examples and references. This week we talk about **motion sickness**. Starting from bigger picture - *Adverse health problems in VR*, getting a quick glance at symptoms and continuing towards theory and practice. If you missed something during podcast or want to get a reference or link, check further show notes - all and more is there. All feedback is helpful! You did not like something? You want to correct us? Or you liked it so much you want to share it with us? Feel free to contact us under _**researchvrcast@gmail.com**_ or via twitter [@ResearchVRcast ](https://twitter.com/ResearchVRcast)! Sun, 14 Feb 2016 12:18:05 +0000 http://researchvr.podigee.io/5-researchvr-005 c90af8ccbb1d3afe92d626dba4d26765 This week's episode is a first experiment with a heavy content - instead of free discussion based on recent news, we do a detailed research on a certain key topic for virtual reality - listeners get practical tips based on theories and studies, with examples and references.

This week we talk about motion sickness. Starting from bigger picture - Adverse health problems in VR, getting a quick glance at symptoms and continuing towards theory and practice.

If you missed something during podcast or want to get a reference or link, check further show notes - all and more is there.

All feedback is helpful! You did not like something? You want to correct us? Or you liked it so much you want to share it with us? Feel free to contact us under researchvrcast@gmail.com or via twitter @ResearchVRcast !

1. Adverse health problems of VR

  • Motion sickness
  • eye strain
  • fatigue (e.x. gorilla arm)
  • physical injuries (e.x. muscle straining from repeated movement)
  • hygiene

2. Motion Sickness symptoms

  • oculomotor
    • eyestrain, difficulty focusing, blurred vision, and headache
  • disorientation
    • dizziness, vertigo
  • nausea
    • stomach awareness, increased salivation, and burping

3. definitions

  • motion sickness - adverse symptoms and readily observable signs that are associated with exposure to real (physical or visual) and/or apparent motion (Lawson, 2014)
  • cybersickness - visually induced motion sickness resulting from immersion in a computer-generated virtual world simulator sickness - results from shortcomings of the simulation, but not from the actual situation that is being simulated (Pausch et al., 1992)
  • VR sickness - all of the above combined - separatelly do not cover all there is do motion sickness in VR;

4. Theories

sensory conflict

motion sickness may result when the environment is altered in such a way that incoming information across sensory modalities (primarily visual and vestibular) are not compatible with each other and do not match our mental model of expectations (Reason and Brand 1975)

evolutionary / poison

If we get conflicting information from our senses, it means something is not right with our perceptual and motor systems. Our bodies have evolved to protect us by minimizing physiological disturbances produced by absorbed toxins

postural instability theory

predicts that sickness results when an animal lacks or has not yet learned strategies for maintaining postural stability (Riccio and Stoffregen 1991) They suggest people need to learn new patterns in novel situations to control their postural stability. Until this learning is completed, sickness may result.

rest frame hypothesis

motion sickness does not arise from conflicting orientation and motion cues directly, but rather from conflicting stationary frames of reference implied by those cues (Prothero and Parker 2003)

eye movement theory

motion sickness occurs due to the unnatural eye motion required to keep the scene’s image stable on the retina. If the image moves differently than expected, such as often occurs in VR, then a conflict occurs between what the eyes expect and what actually occurs. The eyes then must move differently than they do in the real world in order to stabilize the image on the retina. As a result of this discrepancy, motion sickness results

5. Measuring motion sickness

Challenges

  • large variance between individuals
  • adaptation of the same user
  • large sample size required

Subjective: The Kennedy Simulator Sickness Questionnaire

  • 4 point scale: “none,” “slight,” “moderate,” or “severe.”
  • 4 scores: total + partial for each cluster
  • give only after exposure to decrease expectations bias
  • 2180 users of 16 US Navy flight simulators

(Kennedy and Fowlkes 1993)

Behavioral: postural stability

The number of times a subject breaks the stance is the postural instability measure. * type 1: static postural stability Sharpened Romberg Stance: one foot in front of the other with heel touching toe, weight evenly distributed between the legs, arms folded across the chest, chin up. The number of times a subject breaks the stance is the postural instability measure * type 2: dynamic postural stability: assess body sway with body tracking, e.x. with Kinect

6. Factors contributing to motion sickness

System / technology factors

  • latency (<30ms)
  • calibration: accurate tracker offsets (the world-to-tracker offset, tracker-to-sensor offset, sensor-to-display offset, display-to-eye offset), mismatched field-of-view parameters, misalignment of optics, incorrect distortion parameters, etc.
  • tracking accuracy
  • tracking precision
  • lack of position tracking
  • FOV: Displays with wide field of view result in more motion sickness due to (1) users being more sensitive to vection in the periphery, (2) the scene moving over a larger portion of the eyes, and (3) scene motion (either unintentional due to other shortcomings or intentional by design—e.g., when navigating through a world)
  • refresh rate - high display refresh rates can reduce latency, judder, and flicker.
  • judder - appearance of jerky or unsmooth visual motion
  • display response time and persistence -if not optimal then can cause judder, motion smear/blur, flicker, and increased latency

Individual factors

  • lateral movement
  • experience with VR
  • thinking about sickness
  • females x3 > males
  • expectations and mental model
  • instruction as to how to put on HMD correctly
  • sense of balance
  • RW experience with task (the less the better)

Tricks & Examples

  • prolonged use ⇒ adaptation, optimally sessions 2-5 days appart
  • rest frames If some visual cues can be presented that are consistent with the vestibular system (even if other visual cues are not), motion sickness can be reduced
    • cockpit
    • 3D “HUD” - e.g. arrows (e.g.?)
    • [virtual nose] (http://www.wired.com/2015/04/reduce-vr-sickness-just-add-virtual-nose/)
    • grid technique
  • manipulate the world as an object
    • self motion
    • world motion - isometric camera, lock position of camera, but move the whole world around it
  • waypoints for fly-through experiences (leading indicators) - provide cues to predict movement
  • motion platforms
    • adventage: reduce vestibular-visual conflict
    • risks:
      • causing incongruency between the physical motion and visual motion (the primary cause), and
      • increasing physically induced motion sickness independent of how visuals move (a lesser cause)
    • passive motion platforms Birdly by Somniacs is a flying simulation where the user becomes a bird flying above San Francisco. The user controls the tilt of the platform by leaning. The active control of flying with the arms also helps to reduce motion sickness. Motion sickness is further reduced because the user is lying down, so less postural instability occurs than if the user were standing.
  • warning grids and fade-outs - in case more than just head rotation is used, there has to be a save valve for the moment when user leaves tracking range, for if the devices looses range, tracking will start randomly move around and will cause huge jutter among other things

References

Lawson, B. D. (2014). Motion Sickness Symptomatology and Origins. In K. Hale and K. Stanney (Eds.), Handbook of Virtual Environments (2nd ed., pp. 531–600). Boca Raton, FL: CRC Press. Pausch, R., Crea, T., and Conway, M. J. (1992). A Literature Survey for Virtual Environments: Military Flight Simulator Visual Systems and Simulator Sickness. PRESENCE: Teleoperators and Virtual Environments, 1(3), 344–363. 205 Reason, J. T., and Brand, J. J. (1975). Motion Sickness. London: Academic Press. Riccio, G. E., and Stoffregen, T. A. (1991). An Ecological Theory of Motion Sickness and Postural Instability. Ecological Psychology. DOI: 10.1207/s15326969eco0303_2 Prothero, J. D., and Parker, D. E. (2003). A Unified Approach to Presence and Motion Sickness. In L. J. Hettinger and M. Haas (Eds.), Virtual and Adaptive Environments (pp. 47–66). Boca Raton, FL: CRC Press. DOI: 10.1201/9781410608888.ch3 Kennedy, R. S., Lane, N. E., Berbaum, K. S., and Lilienthal, M. G. (1993). A Simulator Sickness Questionnaire (SSQ): A New Method for Quantifying Simulator Sickness. International Journal of Aviation Psychology, 3(3), 203–220 Jerald, J. (2016). The VR Book: Human-Centered Design for Virtual Reality

Acknowledgments

Huge credit goes to Jason Jared, the author of The VR Book, which was the starting point and main source of informaiton an show notes for this episode. For anyone interested in digging deeper than reality faster than our podcasts are released, we recommend full hearted this book.

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monkey sees, money do This week's episode is a first experiment with a heavy content - instead of free discussion based on recent news, we do a detailed research on a certain key topic for virtual reality - listeners get practical tips based on theories and studies, with examples and references. This week we talk about **motion sickness**. Starting from bigger picture - *Adverse health problems in VR*, getting a quick glance at symptoms and continuing towards theory and practice. If you missed something during podcast or want to get a reference or link, check further show notes - all and more is there. All feedback is helpful! You did not like something? You want to correct us? Or you liked it so much you want to share it with us? Feel free to contact us under _**researchvrcast@gmail.com**_ or via twitter [@ResearchVRcast ](https://twitter.com/ResearchVRcast)! no Petr, Az, and Chris 4835
004 - Medical apps in VR with Dr. Thomas Schüler We are joined by Dr. Thomas Schüler to talk about his work in the field of Virtual Rehabilitation and medical use cases of Virtual Reality. Besides his doctoral thesis called "Using virtual illusions for stroke therapy" which was published as a book, he has further very interesting publications as a chapter called "Reflections and early evidence of the importance of presence for three types of visual feedback in virtual motor rehabilitation". Further publications as well as his CV can be found under http://www.thomasschueler.de/?page_id=31. Currently Dr. Thomas is employed at "salt and pepper software solutions" working on virtual reality and software development in general. During the podcast he spoke about Salt and Pepper's projects such as Pain management etc. During the Podcast we spoke about many ways how virtual reality can be useful in Medicine. Moreover we touched what has been researched and covered by science and what is done already toady. Sat, 30 Jan 2016 01:23:20 +0000 http://researchvr.podigee.io/4-researchvr-004 846ae9be38df28f9f7704345cc8508f9 Our guest this time was Dr. Thomas Schüler (via xing) and (via twitter) joined us to talk about his work in the field of Virtual Rehabilitation and medical use cases of Virtual Reality. Besides his doctoral thesis called "Using virtual illusions for stroke therapy" which was published as a book he has further very interesting publications as a chapter called Reflections and early evidence of the importance of presence for three types of visual feedback in virtual motor rehabilitation" etc. Further publications as well as his CV can be found under his webpage. Currently Dr. Thomas is employed at salt and pepper software solutions working on virtual reality and software development in general. During the podcast he spoke about some related projects, Salt and Pepper does like Pain management etc.

Below you can find some of the studies we have spoke about as well as news and videos etc. Feel free to contact us if we missed anything or you have something interesting to share!

  1. Virtual reality for stroke rehabilitation

  2. Body transfer illusion(rubber hand)

  3. Virtual Reality: A Distraction Intervention for Chemotherapy

  4. Bravemind: Virtual Reality Exposure Therapy

  5. Reality Is Broken: Why Games Make Us Better and How They Can Change the World

  6. "Using virtual illusions for stroke therapy"

  7. Thomas via twitter

  8. Reflections and early evidence of the importance of presence for three types of visual feedback in virtual motor rehabilitation"

  9. salt and pepper software solutions

  10. Thomas webpage and his CV

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Medical apps in VR with Dr. Thomas Schüler We are joined by Dr. Thomas Schüler to talk about his work in the field of Virtual Rehabilitation and medical use cases of Virtual Reality. Besides his doctoral thesis called "Using virtual illusions for stroke therapy" which was published as a book, he has further very interesting publications as a chapter called "Reflections and early evidence of the importance of presence for three types of visual feedback in virtual motor rehabilitation". Further publications as well as his CV can be found under http://www.thomasschueler.de/?page_id=31. Currently Dr. Thomas is employed at "salt and pepper software solutions" working on virtual reality and software development in general. During the podcast he spoke about Salt and Pepper's projects such as Pain management etc. During the Podcast we spoke about many ways how virtual reality can be useful in Medicine. Moreover we touched what has been researched and covered by science and what is done already toady. no Petr Legkov, Azad Balabanian, Dr. Thomas Schüler 4083
003 - eye tracking, storytelling, locomotion We decided to put an episode focused more on the current news and happenings. Our next episode will be fully about virtual reality and rehabilitation. Yet to much happened in the VR world not to comment on it. To prevent a way to long episode here the 3 Episode! Mostly on the current happenings as well as the topic of locomotion in virtual reality. In addition we speak about storytelling and eye tracking in the virtual worlds! Tune in and enjoy! All feedback is helpful! You did not like something? You want to correct us? Or you liked it so much you want to share it with us? Feel free to contact us under researchvrcast@gmail.com or via twitter @ResearchVRcast ! Mon, 25 Jan 2016 06:29:44 +0000 http://researchvr.podigee.io/3-researchvr-003 8f8bde894153b6f072da4ed487f0c0ed We decided to put an episode focused more on the current news and happenings. Our next episode will be fully about virtual reality and rehabilitation. Yet to much happened in the VR world not to comment on it. To prevent a way to long episode here the 3 Episode! Mostly on the current happenings as well as the topic of locomotion in virtual reality. In addition we speak about storytelling and eye tracking in the virtual worlds! Tune in and enjoy!

All feedback is helpful! You did not like something? You want to correct us? Or you liked it so much you want to share it with us? Feel free to contact us under researchvrcast@gmail.com or via twitter @ResearchVRcast !

Introduction - Goldman Sachs report on VR projects

News and comments

Research

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eye tracking, storytelling and locomotion in virtual reality We decided to put an episode focused more on the current news and happenings. Our next episode will be fully about virtual reality and rehabilitation. Yet to much happened in the VR world not to comment on it. To prevent a way to long episode here the 3 Episode! Mostly on the current happenings as well as the topic of locomotion in virtual reality. In addition we speak about storytelling and eye tracking in the virtual worlds! Tune in and enjoy! All feedback is helpful! You did not like something? You want to correct us? Or you liked it so much you want to share it with us? Feel free to contact us under researchvrcast@gmail.com or via twitter @ResearchVRcast ! no Petr, Az, and Chris 3954
002 - Biohacking, Eye tracking, Educational applications, and VR Privacy filter This week, we talk about Hardware Speculation, Biohacking, Eye tracking tech, Educational applications, and VR Privacy filters. Fri, 15 Jan 2016 16:04:34 +0000 http://researchvr.podigee.io/2-researchvr-002-biohacking-eye-tracking-educational-applications-and-vr-privacy-filter d65fc6ea9c477dc9df4394f7204f79fc Recorded on Jan 5, 2015

This week, we talk about Hardware Speculation, Biohacking, Eye tracking tech, Educational applications, and VR Privacy filters.

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Dig Deep This week, we talk about Hardware Speculation, Biohacking, Eye tracking tech, Educational applications, and VR Privacy filters. no Petr, Az, and Chris 5696
001 - VR Hardware Comparison, VR Research overview, Time Perception, and Brain Hacking Join us, 3 Cognitive Scientists on our Pilot Episode of ShovelVR - Dig Deep into VR with our expert analysis of the Cognitive and VR Research and how to apply it to your project! Thu, 07 Jan 2016 20:47:31 +0000 http://researchvr.podigee.io/1-researchvr001 27e881358bb380ec4ae2bf43a784851f Show notes:

Pilot Episode of ResearchVR! Introducing our listeners to our expert Research and Industry analysis of Virtual Reality

00:01:54 Introductions

00:07:33 Mac VS Windows VR support discussion

00:20:00 Oculus VR vs Playstation VR

00:24:00 sustainable business and virtual reality

00:25:00 benefits of virtual reality for serious content

00:30:40 streaming or how to play fallout 4 in the cloud with a weak mac

00:32:00 hardware discussion

00:37:00 htc vive rumors about camera for inside out tracking

00:39:00 Simultaneous localization and mapping or SLAM

00:45:00 immersive body tracking limitations

00:48:00 externalism vs internalism or what are sensory motor contingencies

00:50:00 science discussion starts and goes into deep levels

01:02:00 which conferences are worth visiting?

01:08:00 david Eagleman study on time perception during falling

01:13:00 vr research history

01:15:00 VR devs are brain hackers ?

01:20:00 virtual reality and society - uncanny valley movie

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Combining Cognitive Science Research with latest VR innovations Join us, 3 Cognitive Scientists on our Pilot Episode of ShovelVR - Dig Deep into VR with our expert analysis of the Cognitive and VR Research and how to apply it to your project! no Petr, Az, and Chris 5329