Welcome To Paintception
Description: |
This virtual reality experience leverages the telepresence and takes the user inside the artistic world of Vincent Van Gogh. Step into the vivid colors straight from his palette. Take a moment to enjoy his iconic work in 3 dimensions or walk around the chair he painted in his bedroom to see it from another angle. Then have an experience of visualizing and painting his most valuable painting "The Starry Night"
This immersive VR experience can be deployed to Google Cardboard or Oculus Rift. It is developed using Unity 3D Gaming Engine. This project was developed as a class project for the Virtual Reality (CIS6930) class at University of Florida. The team consists of 3 graduate students:
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Intro: https://drive.google.com/file/d/0B7pVP7gt95-Yd2c3Uno5WktVams/view?usp=sharing Outro: For outro we have a developed painting of starry night which user painted in his VR experience. |
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Project Insight:
After this VR experience users will be able to comprehend the artistic view of different paintings. User will be able to walk inside a painting.Through the means of spatial audio user embodies as Vincent Van Gogh. User will get an insight how a great painter see the world through his eyes. How colors can be used to bring life! And finally, embrace the importance of Vincent Van Gogh in History! |
Video:
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Environment Explanation
The Experience starts in a museum with Vincent Van Gogh's paintings and the curator telling about the painter. When the user moves towards the bedroom painting, it takes the user inside the painting where an exact replica of different van gogh's painting is present in 3D environment where user can interact with them and learn about different thoughts that the painter had at the time when he made those paintings. Then the user goes into dream when he clicks on the bed and have a vision where he meets his friend Dr. Gachet, he then visualizes the beauty of stars and imagines his most beautiful painting the Starry Night. Then the user wakes up and move towards the canvass in the room and then he paints the starry night as imagined it.
Reducing Simulator Sickness:
This VR experience implemented multiple techniques introduced in Chapter 19 to improve the users' feelings. The first part is on hardware selection. At first we intent to use Oculus Rift as output because it provides wide view with no perceptible flickers even when running complex scenes. In the final version, however, we decided to use Nexus 5 which also shares better performance than common devices: it is light weighted, with high update rates and accurate. During the calibration process, we adjusted the field of view to the proper standard so that new users would not feel much sickness while perceiving much information from it. Respond time issues are of vital important to good experiences, to ameliorate which we programmed to reduce contents inside Update function that would be called each frame. And reduce pipelining in the programming. We also reduce the light strength of the scene to reduce the sense of flickers. To minimize sickness we limit the adding of unstable visual motions and let customers seated while using. The interactions are comfortable so people can operate with relax. Also according to Chapter 19 of The VR Book we designed short experience so that people would not feel tired and awful.
We also planted a Virtual Nose for the user in virtual environment, it helped increase the conscious of user. As a normal person a virtual nose helps you balance/stabilize through the virtual environment and even increase your sense of presence . For reference: http://phys.org/news/2015-03-virtual-nose-simulator-sickness-video.html
We avoided the use of particle effects and any human animations so as to have a good frame rate throughout our application. To get these effects we used different pieces of audio so as to increase user presence. Even for interactive items in VE we increased the size of cross-hair so that user may know that the particular item in VE can be modified.
We also planted a Virtual Nose for the user in virtual environment, it helped increase the conscious of user. As a normal person a virtual nose helps you balance/stabilize through the virtual environment and even increase your sense of presence . For reference: http://phys.org/news/2015-03-virtual-nose-simulator-sickness-video.html
We avoided the use of particle effects and any human animations so as to have a good frame rate throughout our application. To get these effects we used different pieces of audio so as to increase user presence. Even for interactive items in VE we increased the size of cross-hair so that user may know that the particular item in VE can be modified.
Test:
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We did this experiment with 3 participants randomly chosen from University of Florida. The following procedure was followed:
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RESULT
After the result we got these insight from our participants:
Stephen reported: "I really liked the idea of going inside a painting and reliving the moments that the painter had!"
Anonymous #1 : "I liked the color changes in the sky during the dream sequence and seeing the art gallery in VR was amazing "
Anonymous #2: "The story telling was cool and I definitely understand the thoughts that Vincent would have had!"
From these wee can conclude that our insights were correctly interpreted. Participant 1 and participant 2 got the insight absolutely correct while participant 3 was much more interested in the beauty of the virtual environment.
Analysis of SSQ survey:
Stephen reported: "I really liked the idea of going inside a painting and reliving the moments that the painter had!"
Anonymous #1 : "I liked the color changes in the sky during the dream sequence and seeing the art gallery in VR was amazing "
Anonymous #2: "The story telling was cool and I definitely understand the thoughts that Vincent would have had!"
From these wee can conclude that our insights were correctly interpreted. Participant 1 and participant 2 got the insight absolutely correct while participant 3 was much more interested in the beauty of the virtual environment.
Analysis of SSQ survey:
Above images show the results from SSQ. From the first graph we can tell that participants reported general discomfort and eye strain most, which we think is much due to the cheap fabrication of Google cardboard. But meanwhile we should also be responsible because we could improve through adjusting the Nexus 5 to proper illumination, and earphone and controller cables to not interrupting positions. One negative example is that one of the participant felt the imbalance of the cardboard as the result of cable weight's making cardboard tilted towards left, thus resulted in disorientation. Other issues reported are little dizziness, difficult concentrating, salivation increase, difficult focusing and fatigue. We think the dizziness happens because people are unfamiliar with VR devices, and to resolve this we can in the next project to give users some space and time to accommodate to this environment. Fatigue is the result of weight and complex of VR devices, and could be improved through simple and integrated design. Focusing and concentrating should not be the problem but were reported. We think this is unfair.
The second graph depicts 4 scores generated from above detailed scores. Nausea has average of 28.62, oculomotor has average of 37.90, disorientation has average of 41.76 and the final total is 41.14. Three participants all feel much disorientation and little and even none nausea. This indicates that we could use some minimaps and arrows to help users walking in and experiencing the VR. Overall this experience receives admiration and encourage from all participants, it is such a success!
Source Code and Executable: |