estrasnick / Augmented-Reality-Piano-Interface

Project for Stanford's CS 377M course. Augmented Reality Piano Interface.
4 stars 3 forks source link

FOV Compensation (13SP) #8

Open austinchambers opened 8 years ago

austinchambers commented 8 years ago

Goal: The field-of-view on the Hololens is too small. We need to implement and validate a way to address this for our novice piano-player persona.

Approach:

  1. Understand the current field of view, with respect to the spatial anchors on the keyboard (ideally on a key-by-key basis).
  2. Define an "active area" of focus (per the current segment of music). If the #6 micro view isn't done yet, we may make some assumptions here.
  3. Provide cues to the user to get them to move their head so that they can see everything in the active region. Ensure the cues are not disruptive!
  4. Deal with edge cases (e.g., active area too large, etc) and validate.
austinchambers commented 8 years ago
  1. Active area defined by anything in the "Keys" layer.
  2. FOV defined by the camera, I'm leveraging Unity to help with computations of whether anything is in the FOV or not. May need adjustment once I try the actual device.
  3. The indicator shows only on the keyboard when you need to steer your view to the left. The existing solution is also set up to easily allow for the fixed-head view (but I don't think that'll work all that well).
austinchambers commented 8 years ago

To test this solution, just look at the flat long white plane on the page (this represents the keyboard). The yellow brick in the center represents a key. Look to the left of the key to note the indicator steers your head to the right. Look to the right to notice the indicator on the left.

If you disable the code in the Update function for (KeyTarget), then you can see what the indicators look like in the fixed-relative-to-head mode.

austinchambers commented 8 years ago

Implemented, but awaiting validation with the device.