Interaction Design | 3D Application | VR

The Project Crane

A 3D interactive media designed for the Vary focal VR headset research project

My Role
  • 3D Artist
  • Interaction Designer
  • Front-end Developer
  • Designed and created the 3D scene and effects, developed the front-end visual effects output and the interface to connect with the hardware sensor data.
Remark
  • The project was demostrated in 2019 CES (Consumer Electronics Show).
Tools
  • Photoshop
  • Maya
  • Unity 3D
  • Ardrino
  • C#
Team
  • You Mo
  • Kaikai Guo(Optics)
  • Adrian(Optics)
Time
  • Dec. 2018 - Jan. 2019

Platform

rokidglass

Varifocal Display

Initiated by Rokid R-lab optics scientists team, the varifocal display is a research project that aims to propose a solution for Vergence-Accommodation Conflict. It enables the viewer to have a clear, comfortable 3D vision experience at a near-eye distance (less than 20cm). In particular, it adjust the virtual image distance by an approach combining software and hardware which employs tunable lens, eye-tracking, high-resolution LCDs, and real-time Unity rendering.

Process

Understanding the Technology and Setting the Design Goals

The optics scientist team assembled the varifocal display, in order to best demostrate the strength of the scientific solution to normal people, they needed an interaction approach and content. My first step was to communicate with the optics scientists to understand how the device works and what porpose they wanted to achieve. Known that the headset enables the viewer to have a clearer, more comfortable 3D vision experience at a near-eye distance than traditional VR optics solutions, the demostration should allow the viewer to see the change and improvement.

Design goals:

  • The 3D scene should have multi-distance layers: near, medium, far.
  • Design the near scene with more details to reinforce the display's high resolution capability.
  • Design a moving object in the scene to allow the viewer to interact with and lead his eyes focal point from far to near, so that he can identify the difference between viewing the near scene and far scene.
  • Should allow the viewer to switch on and off the varifocal lenses so that he can compare the vision with and without the varifocal solution.
  • Design the scene that is aesthetically pleasing, meaningful, and fun. Reinforce the immersion with sound effects.
Modeling

Modeling -> UV unwrapping -> texturing

modeling
Building the Scene in Unity3D

putting the scene models -> adding sky box -> adding water effects -> adding particle effects -> adding wind zone

build-the-scene
Implementing the Interaction
interaction2

The viewer is able to control the movement of the crane through eye-checking sensor or Ardrino. The position of the crane on the path is converted from a series of vibrating sensor data. In order to reduce the vibration of the crane, and ensure natural movements which are ease-in, ease-out, smooth turning, the crane is implemented to lerp its position to an transparent agent on the path.

Code sample:

Demo

Dual-view with VR distortion.

image

At CES

ces

The team leader Kaikai Guo is demostrating the Project Crane at CES 2019.

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