VR Escape Room: Interaction
~ 3:30 Minute Read.
This is the fourth post in a series about the virtual reality escape room project I did together with Daniel Bogenrieder and Roxanne Low at the University of Konstanz.
Leap Motion
I am still fascinated by the Leap Motion and the smoothness of interaction that simply having your hands in VR promises. Since I had just done a Leap Motion Example for Magnum and some Magnum::Ui + Leap Motion Experiments, I really wanted to use the Leap Motion.
Daniel took care of the integration into Unity. The SDK Upgrades arrived just in time after he was done, so he actually did it twice even. They do have some automatic conversion that helps you do the transition, which made it rather painless.
We also made use of the interaction engine Leap Motion provides with the Unity SDK, even if only a simple button:
Gravity Gun
We wanted to combine virtual and physical objects somehow. While using the Vive trackers did not fit into the project’s scope, we did use the Vive controllers, which resembled a “Gravity Gun” in VR.
This gun could be used to pick up huge rocks and throw them at wolves to save a troubled cowboy in a VR desert scene. This was meant to avert the users expectation of weight in VR, but instead users expected to be able to shoot the wolves with the gun—and then the cowboy, because shooting the wolves didn’t do anything. That didn’t do anything either, but really, we should have made players lose for it.
Jokes aside, the gun seems to hold strong affordances that we didn’t follow. In the end people did figure it out, though.
Additionally, people had a hard time grabbing the gun, since the model was significantly bigger than the controller and people didn’t expect to be gripping a real object. If we had more time, we would have modeled the handle of the gun to resemble the HTC Vive controller.
GoGo Hand
This interaction technique from 1996 recently had a revival in the Leap Motion Interaction Experiments as “Extendo Hands” (scroll down to “Experiment #3”).
While we didn’t implement this technique using the non-linear mapping between hand motion and “GoGo Hand”, our version is still strongly inspired by it.
This interaction technique took a bit to get used to—Leap Motion implement snapping to grabbable objects, which is a very handy improvement upon just “throwing out the hand” like we did. But after you got the hang of it, it was super fun to use!
Up Next
The final blog post tomorrow will wrap up this series, showing off a full playthrough of the game!
Written in 29 minutes, gifs in 45 minutes, edited in 10 minutes.