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Up and Coming
April 19, 2017

Job Simulator- Perception neuron

Good morning developers staff.

I've some questions I would like
to ask you.

I've both Oculus Cv1 and Job Simulator software. I still have to buy Oculus touch:
-I don't consider it a reliable hardware for
Jacob Nielsen checklists-.

I'm wondering if perception neuron
would be better for hands tracking in Vr Job simulator.

I've in fact saw that Job Simulator has been developed with Unity, compatible thing with Perception neuron, which has compatibility for Unity.

Does someone knows if Perception should works with Job Simulator?

I'm asking this cause Job Simulator staff said me, they don't supply support for -any- peripheral -at all-. They also said me
that they provide support only for Official commercial technologies -Oculus Cv1, Oculus touch and Htc-Vive-.

Does anyone could help me
to understand if Job simulator and Perception would works together?
what should be the reason of these
answers?
.

In case they should works,
could someone tell me the procedure
steps to make them works together?

Thank you again
for the attention.

Best regards.
Nicolo' Zago

This topic has been closed for replies.

16 replies

Up and Coming
April 24, 2017

Good morning Js2k.



 



100 subjects is a big sample size but



I would have to see the related paper cause



without data, without knowing materials,



methods and so on is like to say nothing.



 



Certainly Perception neuron won’t resolve all cyber-sickness
issues.



In fact I thought to wait, leaving the conversation going
further



before reveal what current State of art would expect from
Oculus company.



 



As you can see by the papers and educational attached
articles



-to trick- vestibular system, would be requested to design
also a Virtual



Reality nose -that also have to be traced-.



In fact vestibular system related neurons have to receive
input of neural data



also related to those parts of face we see when we’re
looking around us.



 



To have and idea -just to understand the type of image both
eyes would have



to see you can look at attached wired article-.



Clearly when the user close one eye the visible nose’s
portion have to be reduced.



Is obvious that the nose has to be -real time- traced to
adapt to each person.



 



To give you an idea of how the vestibular systems is and how
it works



I’ve attached you some photos taken by the book:



Biological psychology: An introduction to behavioural,
Cognitive and Clinical Neuroscience (7th edition).



 



One of the attached papers seems also to indicate that



Motion cybersickness should be related to otolith organs and
vestibular



System.



James R. Lackner writes that: -vestibular loss subjects are
immune to motion sickness as 



mentioned above and, of course, lack velocity storage-.



 



Thank you again



for the attention.



 



Best regards.



 



Nicolò Zago







Participant
April 25, 2017
Hi,

There is no documentation because we are developers and not scientists making a publication :)

For user testing we used 4 games/experiences, two of our own, The Lab from Steam and Job simulator. People played them in 2 sessions that lasted 30-45 min sessions. One session was  with Oculus Rift +Touch and other HTC Vive. Most would have wanted to continue playing. Then later people answered in a survey which included sections for things like nausea, fun factor, easy of use etc. which we then used to make minor changes to ours.

Oculus was not the only one doing VR research for the first generation consumer versions and there were others too like Valve and HTC that made the Vive.
Up and Coming
April 25, 2017
Hi Js2K.
Thank you for your answer.

Yes that's true, you're not scientists making pubblications.
But without having none data, I can't tell you nothing about nothing
of your experiments.

In any case, the biggest respect fot your experimental developer
work.

Only thing I can tell you here is that:
-using too many experimental conditions, makes you (very, very) difficult to control all the involved -or that might be involved- variables in your experiments.
This may invalidate all the detected data, pratically making your
effort useless, forcing you to do -not always- correct software
or hadware changes.

In fact with 4 games experiences you can't perfectly control all the involved variables.

In this case, it should be better to design just 2 experimental conditions, within the same (game + peripheral) experimented both with Oculus and Htc-Vive.

For example a modified (by you) game, experimented in
a simple session:
1- with  (Oculus + a specific peripheral)
2- with (Htc + the same specific peripheral)
3- survey subministration + (structured video analysis)
4- succesive modification of software + hardware
.

When I've bought Oculus there was no Htc-Vive in the market
nor was possible to know if they would ever put it in the market.

In any case, if you would you like to share here knowledge related to Oculus development or Htc-Vive, I would be more than happy to participate
with my knowledge.

Thank you
for you attention.

Best regards
Participant
April 27, 2017
Yes we were only focused to have good experience in our type gameplay and only in our experiences so the testing was limited to exactly the features and devices we will support. Every tester played with both devices but the sessions were split and reversed.

- In session 1, group 1 used Rift to play section 1 of the game and group 2 used Vive to play section 1 of the experiences. Then survey was filled.
- In session 2, group 1 used Vive to play section 2 and group 2 used Rift. Then survey was filled.
Up and Coming
May 16, 2017
Good morning Js2k.

Focusing just on your gameplay plus interaction with devices and interested features is good.

Don't forget that your hypothesis on the related human computer interaction has always to be very minimal and clear-cut.

The software and hardware study of human-computer interaction always have to discover the specific flaws of both hardware and software.
If your research is focused on confirm or validate your initial thoughts, or developings you will -Never- understand if your thoughts, hypothesis, developed hardwares and softwares brings to naturalness of brain- computer interaction.

When you did the experiment design you've splitted groups and sessions, here you did well. Avoiding the learning effect is a Very, Very important way to prevent bias and invalidating of data.

But then you did bad when you did the session 2.
In fact you correctly sent group 1 to use Vive -very well- but the group 1 should have had to do always section - 1 - to understand which flaws might afflict hardware, software and the interaction between the two.

The same should have had being done for the group two:
correctly you sent group 2  to experience the Rift.
But the group 2 in this case -to be compared with the group 1- in the same experience, should have had experience
the Oculus with the same session - 1 -.

As said you always have to hold in mind the concept of clear-cut and minimal hypothesis.

If you don't do minimal, clear-cut hypothesis and experiment design there's a high probability for you, to invalidate your data.
The consequence is that you then can't clearly understand if your software has -or not- some flaws.
You neither can understand if you did or not some progress, neither is understandable if your progress has positively hitted the software or if continues to have flaws. Another issue should be the possibility that you confound your software's flaws, with the hardware's flaws or vice versa.

So as said always keep in mind minimal, clear-cut hypothesis and experiment's design concept.

If you have some questions, -don't worry- you can ask me without problems.

Best regards.

Nicolò