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

Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

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Page 1: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Immersive Virtual Reality

Jeremy BailensonDepartment of Communication

Stanford University

Virtual Human Interaction Labhttp://vhil.stanford.edu

Page 2: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Virtual Reality as a Communication Medium

• Define VR, discuss central concepts

• Do people treat virtual people like real people:Use personal space as metric

• Virtual reality application: Person Recognition

Page 3: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Structure of Research

HardwareEngineering

ComputerGraphics

User PsychologyExperiments

Page 4: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Collaborators

Stanford Undergraduates

Megan MillerAndrew OrinNicole LundbladJulia HuClaire CarlsonAaron SullivanBoyko KakaradovHassan AdubuJosh AinslieAdriean De La MoraJon ShihJaireh TecarroSam WarburgKathryn RickertsenJerry Yu

Stanford Graduate Students/Post Docs

Nick Yee

Kayur PatelRobby RatanHunter Gehlbach

Stanford Faculty

Shanto IyengarCliff Nass

UCSB Faculty/Post Docs

Andy BeallJim BlascovichJack Loomis Matthew Turk

Rosanna Guadagno

Page 5: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

What is VR in Popular Culture?

Page 6: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

What is VR in Popular Culture?

Page 7: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

VR in the Real World

• Expensive

• Rare

• Clunky

• Poor Fidelity

but…

• Getting Better!

Page 8: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

What is VR?

•William Gibson:

‘consensual hallucination’

•Jaron Lanier:

‘new post-symbolic paradigm which circumvents representation with a direct experience’

Page 9: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Digital Immersive Virtual Environment Technology

Page 10: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Technical Specifications

Optical tracking for translation (x,y,z)Accelerometer for rotation (pitch, yaw, roll)Microphone tracks mouth movements (open, closed)

Head Mounted Display (1280X1024 in each eye, 60 degrees diagonal Field of View)

Page 11: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

WorldVizWorldViz• Immersive virtual reality turnkey system solutions

• Specialized on universities & researchers Products

Vizard 2.17 software for creating real-time interactivity in 3D worlds

PPT 1.2 optical precision position tracker

www.worldviz.com

Technical Specifications

Page 12: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Defining VR: Virtual Human Avatar

Page 13: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Defining VR: Virtual Human Representation

Page 14: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Defining VR: Virtual Human Representation

Page 15: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Defining VR: Tracking and Rendering

Page 16: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Immersive Virtual Environment Apparatus (HMD)

Page 17: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Proxemics

• Studied extensively in the social sciences since 1950’s

• Do proxemic patterns hold true with virtual humans? (copresence, social presence)

Page 18: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Sample Proxemics Task(Old technology…1999!)

Page 19: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Sample Data

Page 20: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Mutual Gaze Study: Task

Page 21: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Mutual Gaze Study:

Conditions

CONTROL CYLINDER

COND 1 EYES CLOSED

COND 2 EYES OPEN

COND 3 BLINKING

COND 4

BLINKS And

HEAD TURNS

COND 5

BLINKS, HEAD TURNS,

And PUPIL

DILATION

Page 22: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Mutual Gaze Study: Results

Page 23: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

0

0.1

0.2

0.3

0.4

0.5

Virtual Human Control Pylon

Met

ers

Minimum Distance (Virtual Human vs. Control Condition)

Mutual Gaze Study: Results

Page 24: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Virtual Human Representation Study

Independent Variables:

– Gaze (eyes closed vs. mutual gaze)

– ‘Soul’ (Agent/Avatar)

Agents

Avatars

Page 25: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Virtual Human Representation: Results

0

0.1

0.2

0.3

0.4

0.5

0.6

Agent Avatar

Eyes ClosedMutual Gaze

Met

ers

Minimum Distance

Page 26: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Approaching Virtual Human Study

Page 27: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Virtual Human Approach Results

Page 28: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Min

imu

m D

ista

nce

(C

M)

.7

.6

.5

.4

.3

.2

.1

0.0

Stranger

Tutor

Virtual Human Status/Politeness Effects

Page 29: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Application:Virtual Reality and Police Lineups

Page 30: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Application:Virtual Reality and Police Lineups

Who Stole the Wallet? Who is the suspect?

Currently in US, 90 percent of lineups are fromPhotographs taken at a single angle

(not like the television shows)

Page 31: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Application:Virtual Reality and Police Lineups

Page 32: Immersive Virtual Reality Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab

Thank you!

Virtual Human Interaction Lab

http://vhil.stanford.edu