Exclusive: Scaffolding in VR – Interaction Design for Easy & Intuitive Building

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There’s something magical about building in VR. Imagine being able to assemble weightless car engines, arrange dynamic virtual workspaces, or create imaginary castles with infinite bricks. Arranging or assembling virtual objects is a common scenario across a range of experiences, particularly in education, enterprise, and industrial training—not to mention tabletop and real-time strategy gaming.

Guest Article by Barrett Fox & Martin Schubert

Barrett is the Lead VR Interactive Engineer for Leap Motion. Through a mix of prototyping, tools and workflow building with a user driven feedback loop, Barrett has been pushing, prodding, lunging, and poking at the boundaries of computer interaction.

Martin is Lead Virtual Reality Designer and Evangelist for Leap Motion. He has created multiple experiences such as Weightless, Geometric, and Mirrors, and is currently exploring how to make the virtual feel more tangible.

Barrett and Martin are part of the elite Leap Motion team presenting substantive work in VR/AR UX in innovative and engaging ways.

Update (3/18/18): Leap Motion has released the Scaffolding demo for anyone with a Leap Motion peripheral to download and try for themselves. They’ve also published a video showing what the finished prototype looks like (see above).

For our latest interaction sprint, we explored how building and stacking interactions could feel seamless, responsive, and stable. How could we place, stack, and assemble virtual objects quickly and accurately while preserving the nuance and richness of a proper physics simulation?

The Challenge

Manipulating physically simulated virtual objects with your bare hands is an incredibly complex task. This is one of the reasons we developed the Leap Motion Interaction Engine, whose purpose is to make the foundational elements of grabbing and releasing virtual objects feel natural.

Nonetheless, the precise rotation, placement, and stacking of physics-enabled objects—while very much possible—takes a deft touch. Stacking in particular is a good example.

Stacking in VR shouldn’t feel like bomb defusal.

When we stack objects in the physical world, we keep track of many aspects of the tower’s stability through our sense of touch. Placing a block onto a tower of objects, we feel when and where the held block makes contact with the structure. In that instant we feel actual physical resistance.

The easiest way to counteract these issues in VR is to disable physics and simply move the objects around. This successfully eliminates unintended collisions and accidental nudges.

With gravity and inertia disabled, we can assemble the blocks however we want, but it lacks the realistic physics-based behavior which is an important part of how we would do the same task in the real world.

However, this solution is far from ideal, as precise rotation, placement, and alignment are still challenging. Moreover, disabling physics on virtual objects makes interacting with them far less compelling. There’s an innate richness to physically simulated virtual interactions in VR/AR that’s only amplified when you can use your bare hands.

A Deployable Scaffold

The best VR/AR interaction design often combines cues from the real world with the unique possibilities of the medium. Investigating how we make assembling things in the physical world easier, we looked at things like rulers and measuring tapes for alignment and the concept of scaffolding, a temporary structure used to support materials in aid of construction.

Snappable grids are a common feature of flat-screen 3D applications. Even in VR we see early examples like the very nice implementation in Google Blocks.

However, rather than covering the whole world in a grid, we proposed the idea of using them as discrete volumetric tools. This would be a temporary, resizable three-dimensional grid which would help create assemblies of virtual objects—a deployable scaffold! As objects are placed into the grid, they would snap into position and be held by a physics spring, maintaining physical simulation throughout the interaction. Once a user was done assembling, they could deactivate the grid. This releases the springs and returns the objects to unconstrained physics simulation.

To create this scaffolding system we needed to build two components: (1) a deployable, resizable, and snappable 3D grid, and (2) an example set of objects to assemble.

Generating A 3D Grid

Building the visual grid around which Scaffold interactions are centered is straightforward. But since we want to be able to change the dimensions of a Scaffold dynamically, we may have many of them per Scaffold (and potentially multiple Scaffolds per scene). To optimize, we created a custom GPU-instanced shader to render the points in our Scaffold grid. This type of repetitive rendering of identical objects is great to put onto the GPU because it saves CPU cycles and keeps our framerate high.

In the early stages of development it was helpful to color-code the dots. Since the grid will be dynamically resized, colors are helpful to identify what we’re destroying and recreating or whether our dot order is orderly (also it was pretty and we like rainbow things).

Shader-Based Grid Hover Affordance

In our work we strive to make things reactive to our actions—heightening the sense of presence and magic that makes VR such a wonderful medium. VR lacks many of the depth cues that we rely on in the physical world, so reactivity is also important in boosting proprioception (our sense of the relative positions of different parts of our body).

With that in mind, we didn’t stop at simply making a grid of cubes. Since we render our grid points with a custom shader, we could add features to our shader to help users better understand the position and depth of their hands. With that in mind, our grid points will grow and glow when your hand is near, making it more responsive and easy to use.

Making Scaffold-Reactive Blocks & Their Ghosts

Creating objects that can be placed within (and aligned to) our new grid starts with adding an InteractionBehaviour component to one of our block models. Combined with the Interaction Engine, this takes care of the important task of making the object graspable. To empower the block to interact with the grid, we created and added another Monobehaviour component that we called ScaffoldBehaviour. This behavior handles as much of the block-specific logic as possible so the grid classes stay less complicated and remain wieldy (yes, it’s a word).

As with the grid itself, we’ve learned to think about the affordances for our interactions right along with the interactions themselves. We designed interaction logic to create and manage a ghost of the block when it’s within the grid, so you can easily tell where the block will go when you release it:

Resizing The Grid with Interaction Engine Handles

By building handles to grasp and drag, a user can resize the Scaffold to fit within a specific area. We created spherical handles with Interaction Engine behaviors, which we constrained to the move in the axis they control. This way, if the user places blocks in the Scaffold and drags the handles to make the grid smaller, the blocks are released, dropping them. Conversely, if the handles are dragged to make the grid larger, and blocks had been placed at those grid points, then the blocks snap back into place!

Continued on Page 2: Widget Stages, States, and Shapes »

LeanGP Home Motorcycle Sim Doubles Crowdfunding Goal With 3 Weeks to Go

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Image courtesy LeanGP

Described as the “first affordable and foldable motorcycle simulator,” LeanGP is a dedicated gaming controller and chassis for bike enthusiasts, compatible with various VR-supported gaming platforms. Valencia-based startup LeanGP reached their Kickstarter goal within the first 48 hours of the crowdfunding campaign.

New ‘Ready Player One’ Trailer Debuts as Release Buzz Builds

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Ready Player One, the 2011 novel by Ernest Cline, is getting turned into a movie by none other than Steven Spielberg, who is directing the film. As the movie’s March 2018 release date approaches, a new trailer, ‘Dreamer’ debuted this week.

Exclusive: Designing ‘Lone Echo’ & ‘Echo Arena’s’ Virtual Touchscreen Interfaces

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Image courtesy Ready at Dawn

Lone Echo nabbed our 2017 Oculus Rift Game of the Year Award for many reasons—amazing visuals, intuitive locomotion, and a strong story, to name a few—but one of the game’s unsung innovations is its virtual touchscreen interfaces. While many VR games are still using less than ideal laser pointer interfaces, developer Ready at Dawn created a framework for surprisingly functional virtual interfaces which are both intuitive and immersive. The studio’s lead systems designer, Robert Duncan, joins us to explain the design approach behind the end result.

Oculus Exclusive ‘The Mage’s Tale’ Comes to Vive March 23rd, in Development for PSVR

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RPG dungeon crawler The Mage’s Tale, a former Oculus exclusive, is set to launch on Steam for the HTC Vive on March 23rd. Developer inXile Entertainment has also confirmed that the title is in development for PSVR. 

‘Payday 2 VR’ Exits Beta, Now Available as Free DLC to Main Game

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image courtesy Starbreeze Studios

Payday 2 (2013), Overkill’s 4-player bank heist co-op shooter, has offered a VR mode in beta for the past few months, but now it’s off the beta branch and pushed out as a free DLC to the main game.

Oculus to Talk Developing for ‘Santa Cruz’ Standalone Headset Next Week – a Step Closer to Launch

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image courtesy Oculus

Project Santa Cruz, Oculus’ in-development standalone VR headset first teased back at Oculus Connect 2016, doesn’t even really have a proper name yet, but at this year’s Game Developer’s Conference (GDC) the company will be dedicating an hour-long talk to the fundamentals of developing for the new platform. Giving developers more insight into  the headset’s limitations could mean launch might be right around the corner.

Magic Leap to Offer “Deep Dive” on AR Game Design at GDC

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Image courtesy Magic Leap

After years of teasing, Magic Leap late last year finally offered a glimpse of the AR headset it’s been developing, the Magic Leap One. Details on what the headset can actually do are still light, but come next week, four of the company’s top creatives are promising to offer a “deep dive on developing for spatial computing,” in a session at GDC, which could reveal more about how the device’s capabilities apply to game design.

Survios’s Next VR Title is ‘Creed: Rise to Glory’, a Boxing Game with Ambitious Mechanics

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Image courtesy Survios, MGM

Hot on the tail of Survios’ latest release, Sprint Vector (2018), the studio today announced their next VR project, Creed: Rise to Glory, a VR boxing game being developed in partnership with MGM as a complement to the upcoming Creed II movie. While there’s a handful of VR boxing games already available, Survios is promising something called ‘Phantom Melee Technology’, which the company says will offer “an authentic immersive experience that truly makes you feel like a boxing world champion.”

‘Bigscreen’ Coming to Mobile VR in Q2, Gear VR Alpha Test Starts Today

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Bigscreen is a unique social VR application which lets users bring their desktop screens and all the capabilities of their PC into VR with them. That means friends can come together virtually for LAN parties, streaming sessions, and much more. In Q2, Bigscreen will come to mobile VR headsets for the first time, allowing the mobile VR crowd to join their desktop brethren and get in on the fun. Starting today, Gear VR users can sign up for Bigscreen’s mobile alpha test.

HTC & Shenzhen Government Team Up for $160 Million Investment Fund

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Image courtesy HTC

Between HTC’s Vive X accelerator and the VRVCA investor consortium that it heads, the company is already very active in the VR investment space. But today the company announced a brand new investment fund of some $160 million in a joint venture between HTC and the Shenzhen Municipal People’s Government.

Google’s ‘Welcome to Light Fields’ VR App Reveals the Power of Volumetric Capture

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Image courtesy Google

Google has released a free app for PC VR headsets called Welcome to Light Fields. The company says the app serves as a showcase of “the emerging technology Google is using to power its next generation of VR content.”

‘Skyrim VR’ Launching on PC April 3rd with Support for Vive, Rift, and Windows VR

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Formerly a PSVR exclusive, Skyrim VR is coming to PC via SteamVR, with officially listed support for the HTC Vive, Oculus Rift, and Windows VR headsets.

Play Arcade Combat Game ‘Eternity Warriors VR’ This Weekend on Rift For Free

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image courtesy Vanimals Technology

Eternity Warriors VR, an arcade combat game from Beijing-based indie studio Vanimals and Eternity Warriors franchise creators Glu Mobile, is opening up access to Rift owners for free this weekend.

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