Nicole Kennedy Design

Ideation, Creation & Everything In Between

Navigation & Menu Elements/Interactivity

Plan – 

Today we want to look into alternative ways of navigation within the oculus experience that would make the experience more immersive and interactive. At present the participant is able to select play interview or explore gallery by using hotspots and interactivity that we put in place yesterday using adventure creator.

Navigation Experimentation – 

In regards to navigation we had also put in place after a choice had been made using the hotspots the scene would be changed and the user would go to that scene but there would be no way back we played about with triggers to turn on and off the visibility of an interview sequence but it would be great to know if these triggers would allow the user to go to a different scene as there has been talk that the participant would be guided through the experience and if they are led to a trigger that will take them to that part of the gallery they wish to explore.

In order for scene changes to happen the scenes first have to be added for the builds in order for the engine: change scene action to pick up the scene number that you can see referenced to the right in the build settings where all of the scenes have been added to.

The next image shows the different triggers in the various parts of the scene and based on which direction the participant walks in they will be transported to a new scene that will either be back to the intro screen if they wish to go back. Into the Silent Testimony gallery area or the Portrait gallery area each of these areas are using there own scene and there will be some form of guides within the experience to guide the user towards a gallery or exit based on what they wish to do or explore.

This answers our problem of how do we get back to the intro or home screen however it would still be worthwhile figuring out how to do this using menu elements in case user experience dictates that a menu button or back button that the user could select would be more effective we need to ask people and try it out.

This slideshow requires JavaScript.

Menu Elements Experimentation – 

I am also going to experiment with why menu elements cannot be displayed through the Oculus Fiona had mentioned a tutorial that showed this that I will have a look into. It would also be useful to find out why the cursor is not displayed in the Oculus as if the user has to click this is even more difficult if they cannot see where they are clicking.

Gaze Dynamics & Interactivity – 

As of yesterday the user has the ability to select between two hotspots by clicking on their choice where they will go to a play interview scene or explore gallery scene however at present when inside the oculus the participant cannot actually see a cursor to show exactly what they are clicking on so they have to use the oculus and the computer monitor. This is not an ideal situation so we have decided to look into alternative methods of interacting within the Oculus to make this experience more user friendly.

We have been thinking about making use of an xbox controller for navigation throughout the experience but we have not yet experimented with this so for now we will test what we can do in Oculus.

Gaze game mechanics was something we had previously researched but not yet experimented with and now that we would like a way for the user to navigate through the experience without having to use the keyboard or mouse blind we gave Gaze input a try.

Gaze is a package for unity and this includes some custom made scripts that can be attached to UI Canvas or game objects in order to allow them to be selected by looking with the main camera in the scene. The scripts are present in the hierarchy within an eventsystem.

The video below shows the possibilities of what Gaze can do and how these selection modes work. I have also noticed that Gaze allows you to switch between having a crosshair which makes selection a little easier. There is also an option if you would like to use Gaze or click the Gaze option allows you to have a set amount of time that the user will look at an object through the oculus before it is then selected.

More information on Gaze can be found at  – 16/03/16

Gaze & Our Project – 

In the images and videos below you can see how Gaze is working with out project we have tried using Gaze and click as well as having variations of using a cursor and not using one but it is nice to see how it can be used within the context of our project.

This slideshow requires JavaScript.

Gaze Integration With Adventure Creator – 

We have been working on getting Gaze mechanics to work with our project and have been successful in doing so however the one issue that remains is once the user has made their selection nothing happens. What I want to happen here is once a selection has been made I want an actionlist to then be called which will call the action engine: change scene and the scene will be changed based on that selection just like the logic we had in place when we had the hotspots working.

As Gaze and Adventure creator or both third party plugins they do not have to integration in place to recognise the commands of one another. At this stage a programmer is required so that this kind of behaviour can take place. Meanwhile I am still researching to figure out if there is an alternative way the call an event through the use of the buttons that will allow the scene to be changed but I think I’m going to require assistance here. I did the standard thing of typing adventure creator and gaze into google and nothing came up related to this so were pretty much in the dark here.


Disabling Health & Safety Warnings (Oculus) – 

At present the Oculus displays a health and safety warning everytime you press play on runtime in Unity or at even when you play a build. As much as this is not a requirement we have been doing that much testing with the Oculus this warning is starting to become a bit of a nuisance so we looked into removing this and found a way of doing this that involves using command prompt to create a new registry.

I have included the links to the pages that showed me how to do this I now have an option within the Oculus Config Utility that allows me to toggle on/off the health and safety warnings.  I also had to work out how to run command prompt in admin mode Im a bit of a rookie with new windows operating systems and was getting access denied when I tried to enter the code to disabled the warnings in command prompt. 16/03/16 16/03/16

Code –

REG ADD “HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Oculus VR, LLC\LibOVR” /v “HSWToggleEnabled” /t REG_SZ /d 1

Sourcing An Oculus For Easter – 

We will also have to contact Greg to see if we can secure the use of an Oculus over the easter period as during the first week the university will be shut and I would like to know If I could take the Oculus home for testing as well as my machine that we have been using, however if we cannot use the oculus over this time I will just work on my own machine without the Oculus.

Unity Testing in Oculus – 

I am finding the process of using Unity very different from my other experiences working in a project created for VR creates all different possibilities that did not need to be thought about in previous projects. We always need to be thinking about what the Oculus and my machine can handle and remember that optimisation is not something we can ignore here as we are using some pretty intense processing effects throughout the course of the project.

Its also every very strange that when I do something in Unity I cannot just press play and hope that it will work debugging has taken a step up and literally everything single thing I change in Unity I have to test it in the Oculus to see if it works and often the behaviour within the Oculus is very different from what I can see in the game window so this is another level of complexity added to the project that I always need to be aware of.







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This entry was posted on March 16, 2016 by in Final Year - Major Project and tagged .
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