Tackling Field-Of-View issues in VR: Offscreen Visualizations for HMDs

Theoretical (Analytical):

Practical (Implementation):

Literature Work:


Overview

In VR, a user's field of view is limited and it is hard to perceive the entire space at once. Off-screen visualizations can help to overcome this issue. In this project, you will explore and implement different offscreen visualization possibilities for various scenarios and evaluate their performance.

Problem Statement

VR environments can be used to visualize abstract visualizations of data, such as a 3D scatterplot. Prior research led to notion of error caused by "self-occlusion" - i.e. objects were occluded by the viewer himself (viewer stands in object) or objects were at unfortunate positions relative to the viewer (above, underneath, behind). Aim of this project is to find a way to reduce this error by giving the observer hints where objects outside the field of view are, to draw his attention to clusters or spots of interest.

Tasks

  • Get familiar with the state of the art offscreen visulizations for HMDs and conventional monitor screens.
  • Setup a base visualization environment in which different off-screen visualization techniques can be tested
  • Implement different off-screen visualization approaches
  • Evaluate them.

      Requirements

      • Basic knowledge about visual analytics
      • Advanced programming skills in Java or C#
      • Good conceptual skills (software architectures)
      • Useful: Git, Unity, VR-Experience, experience with user studies

          Scope/Duration/Start

          • Scope: Bachelor/Master
          • 6 Month Project
          • 3 Month Thesis (Bachelor) / 6 Month Thesis (Master)

            Contact

            References

            • Jäckle, D., Fuchs, J., & Reiterer, H. (2017). Topology-preserving off-screen visualization: Effects of projection strategy and intrusion adaption. arXiv preprint arXiv:1706.09855.