Capstone Project

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Group 2019-05 Status completed
Title Ubisoft XR WORKSHOP_VR COMFORT
Supervisor
Description The Challenge: The VR industry faces multiple challenges regarding the problem of kinetosis (motion sickness) in VR. This problem causes many people to be reluctant to use VR in various contexts (ex: simulators, training, entertainment, etc.). Solutions providing comfortable motion in VR (no kinetosis) will extend the reach and possibilities of VR technology. Objective 1: Use biometric tools to refine the understanding of kinetosis in VR. Research and study the causes of motion discomfort in VR using biometric tools (EEG, heartbeat sensors, eye tracking, or other) to explore the causes of VR discomfort in different population groups. Steps: 1. Study kinetosis, and analyze its main and secondary causes. 2. Use biometric tools in combination with pre-existing and selected VR experiences with 50+ different users to establish patterns and classifications of biometric reactions to kinetosis. 3. Identify the most relevant biometric tools and readings, to detect the signs of kinetosis. 4. Identify and classify population groups (age, gender, ethnic background, etc.) with various levels of resistance to kinetosis. 5. Develop VR prototypes that will serve to detect and measure kinetosis through biometric tools in the most efficient way. Deliverables: • High-level presentation on the findings of the research and demonstration of the prototype(s). • Research Report: a detailed analysis of the problem, research methods employed, results and conclusions of the study, and recommendations for solutions. • Reproducible research document housed on the open innovation platform,includes a summary research report with all data and source code for all data manipulation, analysis and data visualization. • Fully functional source code that will be housed on the open innovation platform, with a written document detailing the full cycle of data collection, processing, analysis, categorization, and programmed responses. Objective 2: Develop Software and/or hardware prototype solutions Explore software and/or hardware prototype solutions in order to improve motion comfort in VR. Steps: 1. Based on the findings of objective #1, select specific causes of kinetosis to tackle. 2. Frame theoretical solutions to be developed through prototyping. 3. Select the relevant biometric tools to measure the effectiveness of the solutions. 4. Develop prototypes of solutions (software and/or hardware) and measure their effectiveness with the selected biometric tools in comparison to a known solution (e.g., nasum virtualis). Deliverables: • High-level presentation on the findings of the research and demonstration of the prototype(s). • Innovation Report: a detailed analysis of the problem and solution prototype, with an analysis of the functional testing and validation tests performed. • VR software prototype of solutions, using the Unity or Unreal engines • Fully functional source code that will be housed on the open innovation platform, with a written document detailing the full cycle of data collection, processing, analysis, categorization, and programmed responses.
Student Requirement • Coordinate and collaborate with other students in the group • Coordinate and manage one’s own schedule (being autonomous) • Hold computer programming skills • Possess UX sensitivity • Conduct user testing • Develop software prototyping Genuine Interest in the following: • VR technologies • Kinetosis • Biometric tools
Tools Computers (VR Ready) • VR Headset (Occulus or HTC) • Eye Tracking Hardware (Vive Pro Eye) • Unity Software • Biometric tools • 3Ds Max software Computers (VR Ready) VR Headsets (Occulus, HTC) Hand Tracking Hardware (Leap Motion) AR Headsets (will be available soon) Eye Tracking Hardware (Vive Pro Eye) Unity Software Biometric Tools 3Ds Max And other hardware, or software as needed
Number of Students 4
Students
Comments: All the proposed XR Workshop capstones are open innovation projects and will be mentored by Ubisoft Game Director, Olivier Palmieri and his team. Students stand to benefit in several ways. Capstones will include Unity VR Workshop as well as mentoring sessions with Ubisoft experts. As the capstones are open innovation, students will also have incredible opportunities to take their individual projects to the next level and pave the way for a brilliant future. Kindly note that all proposed XR Workshop Capstone Projects for this year (2019-2020) have limited places. Each project will require a team of 4 students with complementary expertise.
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