Course materials for UCL module COMP0160
This week’s session builds on the pseudo-haptic experiments from weeks 6 and 7. The main addition this week is an auditory stimulus. The pseudo-haptic effect is already multi-sensory, arising from the interaction between vision and proprioception. How will the inclusion of another sensory input affect it, if at all?
Bring your laptop and headphones. Once again, an iPad or other touchscreen device will not do. Bring a physical mouse if you have one, or use one from the BYOD lab.
You should have already installed an configured Unity, but if not, please see the week 6 briefing for information.
As seen in the previous two sessions, the controller/device (C/D) ratio shapes the subjective experience of manipulating objects in a virtual space and can produce an illusion of “weight” in an otherwise intangible virtual object. The effect arises from the interaction of different sensory modalities, but vision and touch may not be the only factors. In this case we will consider the impact of co-occurring audio stimuli.
Audio and visual information can interact in complex ways so as to enhance either the visual or auditory experience or the combined audio-visual experience. The extent of such an enhancement will depend on the timing difference between the audio and visual stimulus as well as the nature of the display/interface.
As in last week’s session, we wish to investigate the perceptual interactions experimentally, with the same considerations:
NB: please wear headphones/earbuds for these tasks!
Launch the Unity Hub application and sign into your Unity account if you have not already done so. Create a new project for this session:
Download lab8.unitypackage and put it somewhere convenient.
In Unity, select Assets → Import Package → Custom Package… from the
main menu. Choose lab8.unitypackage and click Open. In the resulting
import options dialog, click Import.
Once everything has imported, go to the Project browser in the bottom left corner of the window, and select Scenes. Double-click on the CD_ratios_audio scene to open it.
This scene is similar to the one from last week, but has some new properties:

Once again, your first task is just to play around with the parameters to get a feel for their effects and how (if at all) they interact.
Run the scene. Use the inspector to make changes to the object masses, and to the attached sounds, and to the delays. Lift the objects with your mouse.
For this task you should work in pairs or small groups.
As last week, you should try to devise one or more experiments to quantify some aspect(s) of the interactions between C/D ratio and sound.
As before you should consider:
You may choose to collaborate with your teammates on a single design or devise individual experiments. Either way you should then perform the experiments on each other in turn, so that everyone acts as both experimenter and subject.
Collect and analyse your data.
As last week, please work in pairs or groups when using the Pico 4 VR headsets, with one of you looking out for the person wearing the headset. Ensure that person remains safe and doesn’t accidentally smack into any people or objects around them.
When you first put on the headset, you will be shown pass-through video of your surroundings and invited to set up a play boundary.

Choose a stationary boundary and then set it to be sitting and small. You might need to manually adjust the floor level – the default configuration will probably put the floor at desk level, which may mean objects in the experiments below are out of reach. (You can always reconfigure this later if needed.)

Once you are satisfied, select Enter VR World.
There are five different (though similar) VR applications for this week’s session. To run them, choose Library from the main toolbar, and then Unknown from the sidebar in the library window.

A warning will be shown when you try to run any of these applications. Just select Open and run them anyway.

There are three exploratory VR apps, CDratio_tone, CDratio_chime and CDratio_bass, which differ only in the sounds used. They look like this:

The yellow blocks can be grasped by pushing the controller into them and pressing the side trigger. You can lift and lower them by moving the controller while grasping. The resulting visual movement depends on the C/D ratio, producing a pseudo-haptic effect.
Adjust the parameters for each block using the sliders. Try out a range of values and see how they feel. You can use both controllers to lift the blocks simultaneously to compare different settings side by side.
(Note: the reset button on the front of the table will put everything back to its initial state. This may be useful if, eg, you drop the blocks outside the play area.)
Once again, consider the effect of the different parameters.
We again provide applications that automate a series of experimental trials with randomised values and gather responses. As with the week 7 experiments, the collected data is saved to a local file on the headset, which we will download after the lab and post to Moodle. Make sure to record the identifying 4-letter code so that you can retrieve your data later. Please also note the number of the headset you are using.
These two experiments differ only in the sounds used. You only need to do one of them, though you are welcome to do them both if you have the time and inclination. It may be interesting to compare whether there is any difference between the results obtained with the two sound sets.
There are 81 trials in each experiment. For each trial, you are asked to compare two blocks and determine which feels heavier.

One thing worth thinking about here is the extent to which knowledge of the C/D ratio and pseudo-haptics may affect your results.