Loose moose helps find keys to user-friendly virtual reality

June 8, 2018

Tom Moran
907-474-5581

Photo courtesy of Tristan Craddick. The view inside recent 性欲社 graduate Tristan Craddick's virtual reality experiment, in which participants were asked to use visual or audio clues to locate a cartoon moose. The object in the foreground represents the VR controller, while the dot shows the center of the viewer's gaze.
Photo courtesy of Tristan Craddick. The view inside recent 性欲社 graduate Tristan Craddick's virtual reality experiment, in which participants were asked to use visual or audio clues to locate a cartoon moose. The object in the foreground represents the VR controller, while the dot shows the center of the viewer's gaze.


I鈥檓 inside a silent, pitch-black room, being stalked by a relentless cartoon moose.

The ungulate slowly materializes out of the darkness to my left, vanishing as soon as it catches my eye. It reappears behind me, accompanied by the sound of footsteps, then to my right, highlighted by a glow from above. Every time, seconds after I turn to spot him, the moose disappears.

Ten feet away, outside the confines of my virtual reality headset and headphones, recent University of Alaska Fairbanks graduate Tristan Craddick watches patiently. Craddick is demonstrating his senior Honors Program thesis: a clever test to determine the most effective way to direct someone鈥檚 gaze in a VR world.

鈥淚 wanted to look and see whether, in a virtual reality environment, audio cues or visual cues are more effective at directing a user鈥檚 attention,鈥 said Craddick, who was selected as 性欲社鈥檚 2018 outstanding student in computer science.

鈥淚f you were to take traditional film or game design, the director always has control over where the camera is pointing, and that鈥檚 where the viewer is looking. In virtual reality, you can鈥檛 manipulate the camera 鈥 so that poses a challenge of how to direct the user toward a particular element of your scene you want them to see.鈥

Craddick got the idea for the thesis while working as a student assistant for the National Science Foundation's Established Program to Stimulate Competitive Research. He used EPSCoR鈥檚 visualization development space on 性欲社鈥檚 West Ridge, which includes two full VR setups.

Craddick said despite the growing interest in VR technology, he couldn鈥檛 locate much existing research regarding ways to make it more user-friendly.

Photo by Tom Moran/Alaska NSF EPSCoR. Recent University of Alaska Fairbanks graduate Tristan Craddick sets up a virtual reality experiment. A VR headset and controllers sit in the foreground.
Photo by Tom Moran/Alaska NSF EPSCoR. Recent University of Alaska Fairbanks graduate Tristan Craddick sets up a virtual reality experiment. A VR headset and controllers sit in the foreground.


鈥淥ne of the ideas that kept coming about was how to make the technology be more accessible for people, how to make it more intuitive for people to use,鈥 he said. 鈥淥ne way to do that is through proper software design, but there really isn鈥檛 a lot of consensus on the proper techniques.鈥

So Craddick designed an experiment. He built a virtual room with an object (the moose) that slowly materializes at random out of the participant鈥檚 view, either accompanied by a steadily brightening light, the sound of footsteps or no cue at all. As soon as the participant looks at the moose for two seconds, it vanishes and reappears again. The process repeats 30 times, and the person's response times are recorded.

Craddick planned to run the experiment on 100 volunteers, but discovered he didn鈥檛 need to. 鈥淚 had a lot of issues trying to get people to participate, unfortunately,鈥 he said. 鈥淚 was still far away from the 100 participants I was originally going for, but when I was analyzing my data, I realized I already had enough to come to some conclusive results.鈥

As it turned out, the audio cues won by a significant margin. On average, participants found the moose in 4.8 seconds when they heard the footsteps, versus about 6.5 seconds for both the light cue and the control group. That鈥檚 a 29 percent difference.

Photo by Tom Moran/Alaska NSF EPSCoR. Tristan Craddick holds the goggles and headphones he used in his virtual reality experiment.
Photo by Tom Moran/Alaska NSF EPSCoR. Tristan Craddick holds the goggles and headphones he used in his virtual reality experiment.


Craddick said it would have been possible to improve the performance of the visual cues by making them more obvious 鈥 say, a flashing arrow 鈥 but that鈥檚 not the point.

鈥淲ith virtual reality, part of the focus of design is immersion 鈥 you don鈥檛 really want to make them think, oh yeah, I鈥檓 wearing a headset, this is all just some type of software,鈥 he noted. 鈥淵ou want to make them think they鈥檙e in the scene.鈥

Craddick turned his findings into a four-page thesis, which he and his advisor, associate professor of computer science Orion Lawlor, hope to have published. He also made a research poster, which he presented to the Honors Program and at the 性欲社 Research and Creative Activity Day.

Meanwhile, Craddick is furthering both his career and his education: he will intern this summer with Coupi, Inc., a Fairbanks firm that makes software to model granular materials for industry simulations. He鈥檒l be back on campus in the fall to begin a master鈥檚 degree in computer science, which will continue to focus on computer graphics.