Welcome to my HCI Portfolio! My name is Peiwen Zhang, a Master 1 student in Human-Computer Interaction (HCI) at Université Paris-Saclay. This blog documents my work for the course IGD301: Human-Computer Interaction for Mixed Reality at Télécom Paris. In this project, I explore how people interact with Virtual and Augmented Reality. You will find my lecture reflections, lab exercises like “Roll-A-Ball VR,” and my final research on VR locomotion techniques. My goal is to design immersive experiences that are both easy to use and fun to play.
Lab 1: VR Locomotion Blog
Authors: Peiwen Zhang Université Paris-Saclay, HCI M1. 1. Final Result My group blog website is successfully online. It can be opened normally and the theme style is displayed correctly. Website link: https://u8739516597-dotcom.github.io/ 2. Our Solution I use **Hugo** as a static site generator, use **PaperMod** as the theme, and publish the website by **GitHub Pages**. 3. Project Structure and Publishing Method My repository includes two main parts: 1) Hugo source files ...
Lab 2: Unity Setup Report
Unity environment setup on Windows: installed Unity 2020.3.49f1 (LTS), added required modules (IL2CPP, Android Build Support, OpenJDK), and verified by creating a 3D project. 1. Goal The goal of this lab is to complete the Unity development environment setup and make sure Unity can run correctly. 2. Environment Information - Operating System: Windows - Unity Editor Version:** 2020.3.49f1 (Unity 2020 LTS) 3. Install Unity 2020.3.49f1 and Modules 3.1 Install Unity via Download Archive ...
Lab 3: roll-a-ball
Step-by-step notes for the Roll-a-Ball tutorial, including problems and fixes.
Lab 4: Unity Roll-a-Ball in VR
Lab 4: Unity Roll-a-Ball in VR Objective: This blog records my process of making the classic Roll-a-Ball game in Unity and adapting it to the VR environment. The main focus is on switching from keyboard controls to VR controller interactions. It also covers implementing the two main interaction techniques in VR: Direct Selection and Raycasting. Implementation Process Part 1: Turning Unity project into a VR project for Quest Switch to Android platform Unity: File > Build Settings > Android > Switch Platform Import Meta XR (Oculus) SDK Initially, I searched Asset Store for the Meta XR All-in-One SDK, but it was incompatible, so I downloaded and imported Meta XR SDK v56. Install XR Plugin Management Go to Edit > Project Settings > XR Plug-in Management ...
Lecture 1: VR Locomotion Ideas
In this assignment, I explored three different VR movement technologies, understanding their goals, principles, and evaluation methods. Concept 1: Arm Swing “Power Glide” Goal: Enhance immersion and fun, balancing exercise intensity and comfort. How it works: Interaction metaphor: Mimics real-world walking by generating movement through arm swinging. System Logic: Implemented in Unity. It detects the speed of the left and right controllers (swing power) and uses the trigger buttons and a threshold to determine movement. Speed is controlled using a curve to fit the parkour environment. Evaluation: ...
Lecture 2: Locomotion Pitch
Lecture 2: Locomotion Pitch 1. Slide Link 3 Creative Ideas for VR Locomotion: https://drive.google.com/file/d/1Yu3T573hupCwZj9BVJq5NSAc7eCApzyJ/view?usp=sharing Ptich: https://drive.google.com/file/d/1e-EcriRIjRLWaMXqHNB59H5v7EqJTJeG/view?usp=sharing 2. Critical Reflection: Challenges and Improvements After testing the prototype, I found three main issues with the “Arm Swing” in fast-paced parkour and how I plan to fix them: Fatigue: Problem: Long courses with fast arm swinging cause user fatigue and reduce the ability to keep going. Improvement: I plan to add “sensitivity adjustment.” When the arm swing slows down, the system will automatically increase sensitivity to allow for smaller, faster movements. Precision at High Speeds: ...
Lecture 3: Evaluating Locomotion Technique
Lecture 3: Evaluating Locomotion Technique 1. User Study Design To test the effectiveness of my “Dynamic Curve Arm Swing Flight” technique, I invited two male volunteers to participate in the test. Participants: 3 (myself + 2 male classmates). Test task: Complete the entire Parkour course and collect as many coins as possible. Evaluation metrics: We recorded the completion time, coin collection accuracy, and conducted a subjective survey (1-10 scale) on motion sickness, workload, presence, and enjoyment. 2. Raw Data Here’s the detailed performance of the three participants: ...
Lab 5:Locomotion technique Implementation
Hybrid Biometric Locomotion: Ground-Walk+Sky-Flight In this experiment, I designed a system called “Hybrid Dynamics” to provide an immersive and comfortable VR experience using natural body movements. Walk Mode: “Walking” Players use the Index Trigger and alternate swinging their arms up and down to move. The system mimics human walking, from slow walking to running. Flight Mode: “Avian Flight” To address vertical challenges (like high coins), I added a “bird flight” metaphor. Players can spread their arms and look up to seamlessly transition from walking to flying. ...
Lecture 4: Final Presentation
1. Presentation Slides link https://drive.google.com/file/d/1V8T-8pGYgLbQSDUo1BsW3bdrJma_WsVz/view?usp=sharing 2. APK Download https://drive.google.com/file/d/17dsN_9A_umsfHKKnd0NoPsK-qlCjL1b5/view?usp=sharing