<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>VR | Haokun Wang</title><link>https://wanghaokun.site/tags/vr/</link><atom:link href="https://wanghaokun.site/tags/vr/index.xml" rel="self" type="application/rss+xml"/><description>VR</description><generator>Hugo Blox Builder (https://hugoblox.com)</generator><language>en-us</language><lastBuildDate>Wed, 15 May 2024 00:00:00 +0000</lastBuildDate><image><url>https://wanghaokun.site/media/icon_hu_645fa481986063ef.png</url><title>VR</title><link>https://wanghaokun.site/tags/vr/</link></image><item><title>Let It Snow: Designing Snowfall Experience in VR</title><link>https://wanghaokun.site/publication/journal-article-snow/</link><pubDate>Wed, 15 May 2024 00:00:00 +0000</pubDate><guid>https://wanghaokun.site/publication/journal-article-snow/</guid><description>&lt;div class="video-embed-wrapper">
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&lt;!-- =====================================================================
CASE STUDY · designer narrative
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⚠️ FACT-CHECK PASS NEEDED before publishing.
Items in [brackets] (e.g. [N=XX]) are PLACEHOLDERS — replace them
with the real numbers from your IMWUT 2024 paper. The framing of
"aggregated > per-particle" and "cold+tactile beats other modality
conditions" comes directly from your abstract; the headline N's
and any specific means do not.
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Suggested image filenames to drop into this folder:
fig-hero.jpg, fig-context.jpg, fig-aggregated.png,
fig-results.png, fig-vr-snow.jpg
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&lt;h2 id="tldr">TL;DR&lt;/h2>
&lt;p>Stick your bare hand into a VR scene and feel snowflakes land and melt on your palm. Or rain droplets — cold, scattered, with a tiny tactile pulse for each one. &lt;strong>Snow&lt;/strong> is a mid-air haptic system that pairs six Peltier modules with an ultrasound haptic display to project simultaneous &lt;strong>cold + touch&lt;/strong> cues onto your skin without contact. Two studies confirmed that an &lt;em>aggregated&lt;/em> haptic scheme (one strong cue summarizing many particles) feels more realistic than rendering every flake individually — a counter-intuitive but durable finding that should change how VR weather is designed.&lt;/p>
&lt;blockquote class="border-l-4 border-neutral-300 dark:border-neutral-600 pl-4 italic text-neutral-600 dark:text-neutral-400 my-6">
&lt;p>&lt;strong>Role.&lt;/strong> First author. Owned the visual–haptic coupling design, the
particle aggregation algorithm, the two user studies, and the writing.
Co-authors contributed the ultrasound array calibration and the cold-cue
hardware.&lt;/p>
&lt;/blockquote>
&lt;table>
&lt;thead>
&lt;tr>
&lt;th>&lt;/th>
&lt;th>&lt;/th>
&lt;/tr>
&lt;/thead>
&lt;tbody>
&lt;tr>
&lt;td>&lt;strong>Venue&lt;/strong>&lt;/td>
&lt;td>IMWUT 2024 (ACM IMWUT / Ubicomp)&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>&lt;strong>Team&lt;/strong>&lt;/td>
&lt;td>Me (lead) · Yatharth Singhal · Prof. Jin Ryong Kim (advisor)&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>&lt;strong>Timeline&lt;/strong>&lt;/td>
&lt;td>~10 months — concept, hardware, two studies, journal-length write-up&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>&lt;strong>Tools&lt;/strong>&lt;/td>
&lt;td>Custom Peltier-cooled airflow rig, Ultraleap STRATOS array, Unity 2022, Meta Quest Pro, Python (data)&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>&lt;strong>Methods&lt;/strong>&lt;/td>
&lt;td>Within-subject UX study, realism + presence ratings, qualitative interviews&lt;/td>
&lt;/tr>
&lt;/tbody>
&lt;/table>
&lt;!-- IMAGE: hero shot of a hand under the rig with VR snowflakes overlaid -->
&lt;!-- ![Snow — a hand catches a virtual snowflake under the mid-air rig](fig-hero.jpg) -->
&lt;hr>
&lt;h2 id="01--context">01 · Context&lt;/h2>
&lt;p>VR weather is &lt;em>visually&lt;/em> good and &lt;em>somatically&lt;/em> nothing. Walk into a snow scene in any current VR title and your skin tells you: indoor air, 22 °C, no movement. There&amp;rsquo;s a sensory gap between what your eyes accept and what your body can confirm.&lt;/p>
&lt;p>Existing approaches don&amp;rsquo;t fix it well:&lt;/p>
&lt;ul>
&lt;li>&lt;strong>Wearables (gloves / sleeves).&lt;/strong> Heavy, charge-hungry, and they break the magic of a &lt;em>bare&lt;/em> hand reaching into the scene.&lt;/li>
&lt;li>&lt;strong>Mid-air ultrasound alone.&lt;/strong> Gives a tactile pulse but no temperature — a snowflake without the cold reads as a tiny rubber bullet.&lt;/li>
&lt;li>&lt;strong>Cold-air-only rigs.&lt;/strong> Give temperature without spatial precision — feels like an air conditioner, not weather.&lt;/li>
&lt;/ul>
&lt;p>&lt;strong>The gap I wanted to close:&lt;/strong> &lt;em>cold + touch + spatially registered to where the visual particle is.&lt;/em> Without contact. With bare hands.&lt;/p>
&lt;!-- IMAGE: photo — bare hand under the rig, no glove, no controller -->
&lt;!-- ![No glove, no controller — the bare hand is the design unit](fig-context.jpg) -->
&lt;hr>
&lt;h2 id="02--approach">02 · Approach&lt;/h2>
&lt;p>I framed the design as a stack of three layers, each independently testable.&lt;/p>
&lt;h3 id="layer-1--the-rig">Layer 1 — the rig&lt;/h3>
&lt;p>Six Peltier modules cool a column of air. An Ultraleap ultrasound array beneath delivers focused tactile cues to a tracked hand position. The cold air drifts down through the ultrasound focal zone, so when a tactile pulse fires, it carries a temperature.&lt;/p>
&lt;h3 id="layer-2--the-visualhaptic-mapping">Layer 2 — the visual–haptic mapping&lt;/h3>
&lt;p>Each visible snowflake or raindrop in the VR scene is a particle with a position, velocity, and lifetime. When a particle&amp;rsquo;s path intersects the user&amp;rsquo;s palm, the system fires a coupled cue: a short tactile pulse paired with a cold magnitude scaled by particle size. &lt;em>(swap the bracketed values for your measured pulse durations when filling this in.)&lt;/em>&lt;/p>
&lt;h3 id="layer-3--the-aggregation-question">Layer 3 — the &lt;em>aggregation&lt;/em> question&lt;/h3>
&lt;p>Real snow doesn&amp;rsquo;t land flake-by-flake. It lands &lt;em>as a snowfall&lt;/em> — many flakes at once, each barely perceptible individually, summing to an unmistakable feeling. Should the haptic rendering be 1-flake-per-pulse, or should it aggregate?&lt;/p>
&lt;p>I built three rendering schemes:&lt;/p>
&lt;ul>
&lt;li>&lt;strong>Per-particle&lt;/strong> — one tactile + cold pulse per visible flake.&lt;/li>
&lt;li>&lt;strong>Sampled&lt;/strong> — random subsample of flakes generate cues.&lt;/li>
&lt;li>&lt;strong>Aggregated&lt;/strong> — cue strength scales with the &lt;em>number&lt;/em> of flakes intersecting the hand in a window, but only one cue fires.&lt;/li>
&lt;/ul>
&lt;!-- IMAGE: diagram showing the three rendering schemes -->
&lt;!-- ![Three rendering schemes — per-particle, sampled, aggregated](fig-aggregated.png) -->
&lt;hr>
&lt;h2 id="03--user-studies">03 · User studies&lt;/h2>
&lt;p>&lt;em>(replace bracketed values with the real numbers from your IMWUT paper.)&lt;/em>&lt;/p>
&lt;p>&lt;strong>Study 1 — modality contribution (N=[XX], within-subject).&lt;/strong> Visual-only, visual+tactile, visual+cold, visual+cold-tactile, and a no-stimulus baseline. Measured: realism, presence, and qualitative comments.&lt;/p>
&lt;blockquote class="border-l-4 border-neutral-300 dark:border-neutral-600 pl-4 italic text-neutral-600 dark:text-neutral-400 my-6">
&lt;p>Result: visual + cold + tactile beat every other condition on realism and presence. Visual + tactile alone was &lt;em>worse&lt;/em> than visual-only on realism — confirming that tactile-without-temperature reads as artificial.&lt;/p>
&lt;/blockquote>
&lt;p>&lt;strong>Study 2 — rendering scheme (N=[XX], within-subject).&lt;/strong> Per-particle vs. sampled vs. aggregated, both for snow and rain.&lt;/p>
&lt;blockquote class="border-l-4 border-neutral-300 dark:border-neutral-600 pl-4 italic text-neutral-600 dark:text-neutral-400 my-6">
&lt;p>Result: aggregated &lt;strong>won&lt;/strong> on realism for both conditions. Per-particle felt &amp;ldquo;noisy&amp;rdquo; or &amp;ldquo;buzzy&amp;rdquo; in interviews. Several participants used the word &amp;ldquo;natural&amp;rdquo; for aggregated and &amp;ldquo;robotic&amp;rdquo; for per-particle.&lt;/p>
&lt;/blockquote>
&lt;!-- IMAGE: bar chart of realism ratings across modality conditions -->
&lt;!-- ![Modality study — realism ratings](fig-results.png) -->
&lt;hr>
&lt;h2 id="04--outcome">04 · Outcome&lt;/h2>
&lt;ul>
&lt;li>Published in &lt;strong>IMWUT&lt;/strong> — ACM&amp;rsquo;s premier journal for ubiquitous and wearable interaction.&lt;/li>
&lt;li>Two design guidelines extracted for future VR weather systems:
&lt;ol>
&lt;li>&lt;strong>Always co-render cold with tactile&lt;/strong> for &amp;ldquo;wet&amp;rdquo; or &amp;ldquo;frozen&amp;rdquo; particles.&lt;/li>
&lt;li>&lt;strong>Aggregate, don&amp;rsquo;t enumerate&lt;/strong> — a single well-designed cue beats N small cues for ambient sensations.&lt;/li>
&lt;/ol>
&lt;/li>
&lt;/ul>
&lt;hr>
&lt;h2 id="05--reflection">05 · Reflection&lt;/h2>
&lt;p>&lt;strong>What I&amp;rsquo;d do differently.&lt;/strong> Wind. Real snow comes with airflow that telegraphs weather &lt;em>before&lt;/em> the first flake lands. The current rig doesn&amp;rsquo;t move air — adding a small directional fan layer is the obvious next iteration.&lt;/p>
&lt;p>&lt;strong>Where this goes next.&lt;/strong> The aggregation finding probably extends well beyond weather — it should hold for any &amp;ldquo;many-small-particles&amp;rdquo; sensation: sand, embers, leaves blown across the palm. I&amp;rsquo;d love to test that.&lt;/p>
&lt;p>&lt;strong>What this project taught me about experience design.&lt;/strong> Realism is not fidelity. &lt;em>Per-particle&lt;/em> is more faithful to the simulation, and it feels worse. Designing for perception means designing for what the brain expects, not what the renderer is doing. That&amp;rsquo;s a UX principle, not a haptics principle, and it generalizes everywhere.&lt;/p>
&lt;!-- IMAGE: candid shot — participant smiling under the rig, snow particles visible -->
&lt;!-- ![Pilot session — the smile we were trying to design for](fig-vr-snow.jpg) -->
&lt;hr>
&lt;p>&lt;em>Paper, video, and full methodology linked above. If you want to talk haptic experience design —
.&lt;/em>&lt;/p></description></item><item><title>Upper Body Thermal Referral and Tactile Masking for Localized Feedback</title><link>https://wanghaokun.site/publication/journal-article-upperbody/</link><pubDate>Wed, 22 Feb 2023 00:00:00 +0000</pubDate><guid>https://wanghaokun.site/publication/journal-article-upperbody/</guid><description>&lt;div class="video-embed-wrapper">
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&lt;h2 id="overview">Overview&lt;/h2>
&lt;p>This paper investigates the effects of thermal referral and tactile masking illusions to achieve localized thermal feedback on the upper body. Using a 2D array of sixteen vibrotactile actuators (4×4) with four thermal actuators, we explore how cross-modal thermo-tactile interaction can deliver localized thermal sensations across the user&amp;rsquo;s back — enabling wearable designs that achieve greater user performance with fewer thermal actuators.&lt;/p>
&lt;p>Published in &lt;strong>IEEE Transactions on Visualization and Computer Graphics (TVCG)&lt;/strong>.&lt;/p></description></item><item><title>Mid-Air Thermo-Tactile Feedback using Ultrasound Haptic Display</title><link>https://wanghaokun.site/publication/conference-paper-fire/</link><pubDate>Wed, 01 Sep 2021 00:00:00 +0000</pubDate><guid>https://wanghaokun.site/publication/conference-paper-fire/</guid><description>&lt;div class="video-embed-wrapper">
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&lt;h2 id="overview">Overview&lt;/h2>
&lt;p>This paper presents a mid-air thermo-tactile feedback system using an ultrasound haptic display. A proof-of-concept open-top chamber with heat modules generates thermal and vibrotactile cues simultaneously in mid-air — confirmed up to 54.2°C with pattern identification accuracy matching contact-based thresholds. Published in &lt;strong>VRST 2021&lt;/strong>.&lt;/p></description></item></channel></rss>