At IEEEVR 2017 I will present a paper - written with Prof. Anthony Steed - evaluating the effect of the display type on the viewing experience in cinematic virtual reality (CVR). Several metrics were explored that may indicate advantages and disadvantages of CVR compared to traditional viewing formats. We explored the consumption of panoramic videos in three different display systems: a HMD, a SurroundVideo+ (pictured), and a standard 16:9 TV. Aspects examined were spatial awareness, narrative engagement, enjoyment, memory, fear, attention, and a viewer’s concern about missing something.
As part of my work with panoramic video, I presented a paper investigating object removal in 360° media - written with Prof. Anthony Steed - at the Conference on Visual Media Production (CVMP). The work also included helping out on a couple of 360° film shoots for BBC R&D.
A project to create an interactive fog screen. Atomised water was used to create a plane of fog. Back projection was used to create visuals that appear to float in mid-air. A leap motion was added to allow the user to reach in and interact with these objects. Due to the limited viewing angle caused by the mist's light scattering, we were also able to use the fog screen as a parallax barrier to create a multi-viewpoint 3D display. Details on construction and results are available on the project's blog.
A group of us from UCL created a VR escape the room puzzle game. The game was originally built for UCL's CAVE using the Unity game engine, as shown in this video. I recently ported it to work in the HTC VIVE.