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HapSeat: a novel approach to simulate motion in audiovisual experiences

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HAL Id: hal-00918318

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Submitted on 13 Dec 2013

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HapSeat: a novel approach to simulate motion in audiovisual experiences

Fabien Danieau, Julien Fleureau, Philippe Guillotel, Nicolas Mollet, Marc Christie, Anatole Lécuyer

To cite this version:

Fabien Danieau, Julien Fleureau, Philippe Guillotel, Nicolas Mollet, Marc Christie, et al.. HapSeat:

a novel approach to simulate motion in audiovisual experiences. ACM SIGGRAPH Emerging Tech-

nologies, Jul 2013, Anaheim, United States. �hal-00918318�

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HapSeat: a novel approach to simulate motion in audiovisual experiences

Fabien Danieau

Technicolor

Julien Fleureau Technicolor

Philippe Guillotel Technicolor

Nicolas Mollet Technicolor

Marc Christie IRISA

Anatole L´ecuyer Inria

Abstract

The HapSeat is a novel and inexpensive approach for simulat- ing motion sensations in audiovisual experience. Multiple force- feedbacks are applied to the sitting users’ body to generate a 6DoF sensation of motion as users are experiencing passive navigation.

A set of force-feedback devices (a headrest and mobile armrests) are arranged around a seat so that they can apply forces to the user.

Several video sequences highlight the capabilities of the HapSeat.

We propose SIGGRAPH attendees to experience these videos en- hanced by haptic effects of motion.

Moving Headrest

Moving Armrest Aluminum

Structure

Seat

Figure 1: Prototype of the HapSeat.

1 Toward motion simulation in consumer set- tings

Motion simulators are well-known devices designed to create a feel- ing of motion. They are intensively used in driving or flight simula- tors for training purposes. Most are based on a Stewart platform, a 6 Degrees of Freedom (DoF) platform driven by 6 hydraulic cylin- ders. This technology, mainly used in virtual reality settings, is gaining interest in entertainment applications through video games, amusement parks or “4D cinemas”. We believe that the next step of this evolution could be the use of motion simulation in consumer environment (to enhance the home cinema experience for instance).

Though Stewart-based motion platforms provide a realistic sensa- tion of motion they remain expensive for mass market and they are not suitable for consumer settings. Simpler setups based on force- feedback or vibrating devices would be more adapted but they trig- ger only basic sensations.

To fill the gap between these two categories we propose the HapSeat [Danieau et al. 2012]. Instead of moving the whole user’s body as on motion platforms, only some parts of the body are stim- ulated. The perception of motion results from the stimulation of dif- ferent parts of the body (vestibular system, visceral organs, kines- thetic system). Our approach is built on the hypothesis that local

e-mail: [email protected]

forces can generate a global sensation of motion. A prototype has been created, relying on 3 low-cost actuators held by an armchair- shaped structure. Two of them stimulate the user’s hands while a third one stimulates the head (Figure 1). The originality of this work lies on: a novel approach for motion simulation replacing expensive motion platforms by multiple low-cost force-feedback, the design of a new device, and the development of a new control algorithm.

2 The HapSeat demonstration

We invite the SIGGRAPH audience to discover this new type of motion simulator. The user comfortably seated on the HapSeat will experience videos enhanced with haptic effects of motion. In order to illustrate the capabilities of the HapSeat we propose four one- minute sequences.

The Horse Ride - A camera coupled to an inertial measurement unit (IMU) has been fixed on a horse rider’s torso, resulting in a first person point-of-view video of a horse riding session. Using the data from the IMU, the rider’s movements are rendered on the HapSeat.

The user will feel as he is riding an actual horse!

The Rollercoaster - With this sequence the user will enjoy the excit- ing sensations of a rollercoaster. The HapSeat will provide realistic vibrations and motion effects.

The Spaceship - The user will board a virtual spaceship navigat- ing through the galaxy. This sequence shows a 6DoF movements rendered by the HapSeat.

The 4D Home Cinema - This last scenario shows the capabilities of the HapSeat to enhance a classical movie. Various haptic effects are rendered: vibrations, force-feedback, motion.

3 Results and Perspectives

A user study has been conducted to evaluate the quality of the sim- ulated movement and its impact on the quality of the video viewing experience [Danieau et al. 2012]. Participants reported that the sim- ulated motion was consistent with their real-world experience and they experienced a sensation of self-motion. In general we observed that quality of experience is increased by the HapSeat. This device was tested by 100 people during several internal events at Techni- color and we received enthusiastic and positive feedback from the audience.

This new way of simulating motion in a consumer environment opens the path to novel immersive applications. The prototype is not limited to motion simulation but can also provide force- feedback and vibration effects which enable even more creative possibilities. Furthermore the input capabilities of the actuators could be used to allow the user to interact with the simulation, offer- ing the prospect of extending applications of the HapSeat to flight or driving simulators, teleoperation and more!

References

D

ANIEAU

, F., F

LEUREAU

, J., G

UILLOTEL

, P., M

OLLET

, N.,

C

HRISTIE

, M.,

AND

L ´

ECUYER

, A. 2012. HapSeat: Producing

Motion Sensation with Multiple Force-feedback Devices Em-

bedded in a Seat. In ACM VRST, 69–76.

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