Microsoft ‘DreamWalker’ Experiment Takes First Steps into Always-on World-scale VR

Microsoft unveiled an experiment this week that explores the future of always-on virtual reality. Building a system called DreamWalker, Microsoft researchers walk around in the physical world while still being fully immersed in VR, essentially taking the first steps into replacing your morning walk with something that’s not only reactive to your physical surroundings, but ultimately more interesting.

To do this, DreamWalker fuses a Windows VR headset’s inside-out tracking, two RGB depth sensors, and GPS locations. The system, the researchers maintain in their paper, can continuously and accurately position the user in the physical world, sense walkable paths and obstacles in real-time, and represent paths through a dynamically changing scene in VR to redirect the user towards the chosen destination.

Created by Jackie Yang, Eyal Ofek, Andy Wilson, and Christian Holz, the experiment shows it’s clearly still early days for always-on VR—the system requires a backpack-mounted computer and a load of other gear—however DreamWalker poses some interesting questions related to how such a system could (or rather should) be shaped around a dynamic world.

DreamWalker: created by Microsoft researchers Jackie Yang, Christian Holz, Eyal Ofek, Andrew D. Wilson, Image courtesy Microsoft Research

In the paper, the researchers pose a few methods of keeping you safely on your path, including obstacle avoidance techniques like digital pedestrians moving you away from potential danger and controlling a user’s paths with dynamic events such as vehicles being parked in front of you (video linked below). And while randomly spawning traffic cones or a wild gang of pedestrians herding you to your destination may seem like inelegant solutions for now, there’s no telling what a smarter, more integrated system may hold in the future.

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For all its marketing bloat, Magic Leap poses such a highly integrated system in its hypothetical Magicverse that would necessarily require a fairly complete understanding of the physical world, including pre-mapped and digitized streets, buildings—everything so you could potentially ‘reskin’ the world to a varying extent.

Microsoft’s method is decidedly less involved than Magic Leap’s moon-shot idea, which thus far has only been presented as a hypothesis more than object of active experimentation. The researchers instead take the user’s planned walking area and match it up as best they can with a digital map, introducing re-directed walking when needed to curb the user from veering off course.

A: the real-world path B: the digital map with planned redirection – Image courtesy Microsoft Research

Of course, neither AR or VR hardware is capable of doing all of this for now, however it’s not out of the question for future devices. Whatever off-the-shelf parts the researchers have strapped together are more than likely to find themselves on future headsets in some form, which includes greater rendering power, better computer vision, and on-board GPS for better location-based play.

Moreover, these early steps are predicated on the very real assumption that the better AR/VR gets, the more time we’ll spend interacting in digital environments, making something mundane like a walk through the park as exciting and novel as creators can make it.

Check out the four-minute video below to see the research group’s findings it in action:

The post Microsoft ‘DreamWalker’ Experiment Takes First Steps into Always-on World-scale VR appeared first on Road to VR.

Take a Walk Anywhere in the World With Microsoft’s Latest VR Research

When it comes to combining both the real and digital worlds companies are making great strides in both software and hardware, from videogames like Reality Clash to devices like HoloLens 2, augmenting the world around us. Microsoft has been experimenting with taking this one step further, combining the real world with virtual reality (VR), allowing someone to take a normal walk yet wander around a completely different location.

Microsoft Research

In a recent blog posting this week Microsoft Research revealed several new VR solutions the company has been working on, one of which is called DreamWalker. Imagine walking to work, the same old route you’ve walked countless times, suddenly turning into a journey through an exotic city.

Using a variety of sensing technology including a dual-band GPS sensor, two RGB depth cameras, and a Windows Mixed Reality headset with inside-out tracking, DreamWalker allows for a real walk to be virtual adapting to a particular route to maintain the immersion. “To accomplish this task, the technology first plans users’ paths in the virtual world and then uses real-time environment detection, walking redirection, and virtual world updates once users have embarked on their journeys,” the blog notes.

Should the system discover an object either stationary or moving it’ll introduce a virtual one to stop a user bumping into something or walking into danger. Creators can also introduce options for controlling a users path so the virtual and real align, such as animals or dynamic events like a parking car.

Microsoft Research

Another project being developed is CapstanCrunch, a haptic controller which magnifies the force supplied by a hand to create sensory feedback. Normally this is done by way of a large motor but in CapstanCrunch only a small motor is used alongside a linear and directional brake.

“A key component of the brake—and the inspiration behind the controller’s name—is the capstan, a centuries-old mechanical device originally used to control ropes on sailing ships. “It’s an old technology that people used to tie boats, but we use it in a different way that right now enables us to multiply the force of a small internal motor,” says Eyal Ofek, a Senior Researcher.”

Using this method the team notes: “The capstan magnifies an input force by around a factor of 40”, helping reduce the size and weight of the design.

Microsoft Research will be in New Orleans at the ACM Symposium on User Interface Software and Technology (UIST) 2019. to showcase the projects. For further updates keep reading VRFocus.

Microsoft Researchers Built A City-Scale Redirected VR Walking System

In Steven Spielberg’s 2018 adaptation of Ernest Cline’s 2011 novel Ready Player One, on the Planet Doom in the network of simulated places known as The OASIS there’s a climactic battle for control over that fictional multiverse.

In the film, set decades in the future, fans of The OASIS run down physical streets decked out in VR gear while their systems seamlessly map virtual worlds onto their physical surroundings — thus maintaining the illusion indefinitely. Sure it looks pretty socially awkward and raises uncomfortable questions about the value people place on their physical environment, but it still represents a remarkable technical achievement if it could actually be done:

Even technical viewers, though, steeped in VR technology might look at such depictions and wonder if this sort of thing would ever be feasible. It isn’t readily apparent, for instance, how a virtual world could compensate and change to allow for navigation while strolling through public spaces outdoors.

Turns out Microsoft researchers are already figuring out those answers. The publication of a new paper presented as part of the ACM Symposium on User Interface Software and Technology (UIST) titled “DreamWalker” comes from Stanford University PhD student Jackie Yang, who was a Microsoft Research intern during the work, and Microsoft researchers Eyal OfekAndy Wilson, and Christian Holz. The paper reveals in detail how they built a city-scale redirected walking system for VR on top of a Samsung Odyssey headset and additional sensing hardware.

DreamWalker

microsoft redirected walking city scale dreamwalker

The paper’s full title is“DreamWalker: Substituting Real-World Walking Experiences with a Virtual Reality” and you can read the entire 14-page PDF yourself.

In summary, though, “we explore a future in which people spend considerably more time in virtual reality, even during moments when they walk between locations in the real world.” DreamWalker builds on earlier research while working “in unseen large-scale, uncontrolled and public areas on contiguous paths in the real-world that are void of moving vehicles.”

According to the paper:

“The Windows Mixed Reality system provides inside-out tracking on a Samsung Odyssey VR headset, updating sensed 6D locations at 90 Hz. Empirically, we measured 1 m of drift over a course of just 30 m through the inside-out tracking alone. Two Intel RealSense 425 cameras provide RGB depth images, slightly angled and rotated 90 degrees to achieve a large field of view (86◦ × 98◦). We built a custom adapter for the backpack computer that converts Thunderbolt 3 to four USB 3 ports and thus supports the bandwidth required to stream both RGB depth cameras at a resolution of 640×480 (depth) and 640×480 (RGB) at 30 Hz. Finally, GPS data comes from the sensor inside a Xiaomi Mi 8 phone…”

The paper describes how measurements from all these devices is combined and analyzed to keep the person in VR on a safe and comfortable path through the real world without ever taking the headset off such that “8 participants walked across campus along a 15-minute route, experiencing a virtual Manhattan that was full of animated cars, people, and other objects.”

In the video below you can see different ways the software encourages people to stay on the right path, including using “humanoid” animated virtual characters which “move into the location of detected obstacles and guide the user towards the destination.”

The conclusion for the paper states “each participant confidently walked for 15 minutes in DreamWalker, which showed the potential of our system to make repetitive real-world walking tasks more entertaining.”

The post Microsoft Researchers Built A City-Scale Redirected VR Walking System appeared first on UploadVR.