(Original Upload - Audio Corrupted)
The attached video shows the plumbing through project one utilizing the CAVE2 system.
Due to the collaborative nature of the cave it allows for easier bystander viewing (Such as the recording camera) and the platform lends itself to presentation capabilities.
This video was uploaded at a later date.
It was created to compensate for the audio corruption in the original upload.
The CAVE2 system large-scale virtual reality environment developed by University of Illinois at Chicago’s Electronic Visualization Laboratory (EVL). The system of 72 monitors stacked four tall, surrounds the user in approximately a 12 foot radius. Due to the large space for occupancy and appropriate view event angles; the CAVE2 system excels in use for collaboration.
Although the demonstration only I am using the CAVE2 system, the large open space allows for easy placement of the recording camera to observe the session. Additionally, if functions closer towards a presentation format allowing for easier use of the body to indicate regions of interest and facilitate passing through the project. The monitors within the CAVE2 provide high resolution imagery for the environment and are capable of rendering a significant number of figures and animations without showing signs of degradation (During the night portion of my project I have over a hundred moving characters). Due to simplified controls, namely there is one control, is extremely easy to navigate the environment for beginner. In short order I am able to understand the controls and completely navigate through the storyline of my project.
Main difficulties within the cave two system for demonstration purposes is the disparities introduced by the 12 foot radius of the room. Objects which should be right next you are actually 12 feet away. This makes being able to interact with objects directly at your feet there are small save flashlights or glow sticks absolutely impossible to reasonably interact with. The same goes for any objects which are placed above your head as the ceiling just as the floor does not have any visualizations nor cues. Additionally, minor difficulties are introduced when trying to redirect the orientation of the view, as one can simply turn the body but when working with additional viewers the same motion may not necessarily take place. For example, I begin to need to point to the right discuss events happening at the concert, however my fixed camera is only able to view forward. To circumvent this I must strafe around to put the target of discussion in the field of view of the recording camera. A final difficulty found to be unique to the CAVE2 experiment is the inconsistencies for sound between systems, sounds perfectly legible within the producing laptop or on HTC by are completely inaudible on the CAVE2 system. Though the cave does provide complete surround sound, each sound must be adjusted to appropriately work with the CAVE2 inhibiting the ability to create cross compatible applications. For this project, the concert was perfectly legible; however, there are numerous instances where individual characters would be barely audible (regardless of ambient sound).
(Audio Corrupted)
The attached video demonstrates a walk-through using the VIVE head-mounted device (HMD). Due to the restrictive nature observations can only be made on the computer display. There is limited interaction between the camera and the user of the device, however it also yields a more immersive experience for the individual.
The HTC VIVE is a head mounted display unit where viewing takes place on two separate screens, one for each eye the user. This drastically limits the devices capabilities for working with other users. In order to provide insight on what I was experiencing while going through project one to observer (recording camera) the viewer had to be limited to a single display monitor. Additionally, throughout the runtime, in order to view-points of interest I directed with my head in the controller. Due to complete obfuscation of the real environment, the positioning of the camera as well as other observers was within harm’s way as I physically move controllers two point. If I’m not becoming a harm to others, I become one to myself as I continually spin to look into different directions causing the communication cables to wrap around my head and throw during the walk-through. (These observations are not able to meet observed because the recording camera had to be facing the monitor)
Note that HTC five has two controllers rather than one, making a similar to other HMD units; however, with cave two system using a single controller, designing a single application to use both systems the additional VIVE controller introduces extraneous difficulties in control.
Stepping away from using the HTC VIVE in a collaborative experience, it excels in immersion as I am directly with the men environment wherever I look I am able to look in there is no need to adjust for depth. Additionally, because I can look straight up and down ion able to target and better manipulate objects within my project. In comparison to the CAVE2 where it felt like I was pointing and telekinetic moving a truss; the VIVE felt more natural as the psychologically felt as if they were actually in my hand. (albeit weightless). Also due to the be the ability to look up and down elements of scale were far easier to comprehend because I could see both at once; whereas in the CAVE2, if I could clearly see a small object (such as a spider), be completely inhibited to see its comparison to large objects such as the adjacent light pole.