Guest contributor Kevin Williams brings us a detailed guide on the many considerations to be made when giving a mass demonstration of virtual reality hardware to the public. A Wider FOV is a semi-regular feature from Road to VR guest contributor, Kevin Williams, which casts a broader light on the realm of virtual reality and closely industries. There has been a lot of talk about the investment that Oculus VR are making into the promotion of the Rift DK2 through actual demonstrations at events and conferences; rather than focusing at this point on flashy advertising, Oculus VR have turned to the VR community to get the message out on what the customer experience can be using these VR platforms. Demonstrations are a very popular social aspect of the VR community. Oculus VR are not the only one’s holding audience demonstrations of their hardware on a regular basis—and it was suggested that there should be some fundamental rules laid down as a 'guide' on the 'best practice' for the use of VR headsets in public as we become inundated with new events. This is a light touch observational and advisory piece and does not hope to deal will all the issues in detail but initially bring them to attention. As one of those that has been on the receiving end of such demonstrations, as well as more often the delivery side of virtual reality demonstrations (VRD) at conventions, lectures, exhibitions, trade conferences, entertainment venues, sales launches, investor meetings and media events (to name a few)—I thought it would be valuable to pass on some sage advice and wisdom regarding the key issues to consider when working in this unique approach in virtual presentations. A Guide to Giving Virtual Reality Demonstrations 1. Equipment (The Platform) Where the users are expected to experience the VR demonstration is as important as the experience they will be seeing. A need for an uncluttered approach to the demonstration environment and what goes into this is essential—even for those that have to rush to set up on a table in a school hall. VR Headset – What many will feel is the most important part of the demonstration. The issues of ensuring the operators understand the lens and head adjustment is essential as well as the cleaning issues (see below). What will your policy be regarding wearing glasses, and will you have any restrictions? All need to be considered and added to the signage and operator briefing. Also remember that the VR headset is a means for some subtle advertising/promotion—see if you cannot customize the VR headset you are using by placing the corporate logo or brand (and URL) of the demonstration on the system—especially as the image of people wearing the VR headset at your booth will be the main picture snapped by media and audience alike. On the subject of the VR headset and all of the system but in particular the VR headset—replacements! Be ready to have a good supply of replacement units especially the more you run the demo. Remember these are at this time developer kits with the commercial versions to come many months in the future. The Oculus Rift DK1 and DK2, as well as all the other new VR headsets, are not currently developed for mass-audience usage requiring constant on-and-off usage with adjustments for each user. It is important to keep this in mind when considering large audience application. Finally, the implication of external forces impeding prototype and new designs. As has recently been seen with the Sony's Project Morpheus VR headset, the need to be aware of the vulnerability of the hardware at an early stage of development is essential, and in the case of the Project Morpheus system there is the issue of flash photography! When demoing the system to media, it has been noticed that the operators have started to put the cleaning cloth over the VRh headset to negate damage caused by flash degrading the display, (also be aware of the lens interaction with direct sunlight, as seen with the advisory on the Oculus Rift DK2). Audio – Unless using just ambient audio systems (sound cones/speakers), the demonstration will need to have headphones (do not consider using ear-buds for demonstrations). A long discussion on the best headphones can be had with technical experts in this field. Just be aware of the need for extended cabling and a powerful audio system able to run the demonstration. Ensure that the loading and unloading briefing for the operators makes light of the need to give special attention for audio adjustment (headsets need to fit different heads as do headphones) and also consider replacements. Interface – How the user interacts with an 'interactive' demonstration is complicated. It has to be intuitive and it also has to be forgiving for first-timers. If you are offering interactive demonstrations, the control interface should be simple, and based on the target audience. The Microsoft Xbox 360 controller seems to fit the bill. Though there can be a bit of 'button overload' for those unfamiliar with gamepads. Other interfaces such as 3D mice and wands have their place, but this is a difficult aspect that's unique to each demo. Another approach is a driving or flying position—a “simulator rig” can be perfect, having the individual sit-down and also having them utilize a familiar flight stick, yoke, or steering wheel. The problems that some companies have seen with driving simulators and disorientation (if not worse) means that this may not be best as a universal approach. This also brings us to the 'seated' argument—it is best to have the individual sit-down and then have the operator adjust the systems directly onto their head? The idea of 'standing' demos are a lot harder dependent on operators height in comparison to user and the issue of fine tuning the tracking for each user. Sitting works hands down—though this will change with development. Enclosure or Station – Where the user resides will be need to be laid out simply—allowing the person to don the VR system, place their belongings, and also able to move freely without hitting the attendant or other users. It is also great if a purpose-built environment is laid out with consideration for the vulnerability of the VR headset and its user: avoidance of hard corners and surfaces, to negate dropped or hit items (including elbows). Also having a fan able to be called into action is useful especially in some non-air-conditioned environments. One aesthetic addition to the station layout would be to include a repeat monitor/screen for the operator and audience to see what the user is seeing. This is helpful giving advice if the user is crashed into a wall and pointing the wrong direction. It also allows promotion of the demonstration to those waiting in the cue-line (also a repeat speaker of the experience is useful). Do not forget to include information about what the game/demo is and the URL to a site for more information—and include a link for “comments” (or even a Twitter hash tag) for those that experience the demonstration and offer views on how to improve the experience (free product testing!). One word of advice regarding the technical support—ensure you have a properly equipped tool box to deal with all the basic possibilities and removing the mad dash to the local electrical store. I cannot underline enough the need for at least one roll of duct tape—it holds the Universe together and will also hold your demonstration together! Continue Reading on Page 2... 2. Content (The Demo) I will not touch on which of the numerous games and demos available for VR platforms is the best to use—that is a whole feature in its own right. The fundamentals however include avoiding wide sweeping motion and complicated controls and objectives. I will touch on the three types of content that work best: Exploration - travelling around an environment, looking at scenery and environments (passive as well as interactive) Completion of Task – using interface to complete a simple operation to a set goal Simple Game Narrative – based on a game genre with a simple beginning and end game metric An aspect of using the 'game' approach is the creation of 'competition' and repeat visitation. Some booths actually run high-score tables each day, with the overall winner receiving a prize. This approach most commonly has been done with corporate exhibition booths, as a means to collect user details (name, email, etc.,) to be approached later with marketing material. This brings us to the 'duration'—how long is a good demonstration? The main aim is what you hope to achieve with the demo: just getting people to experience what wearing and using a VR headset is like, showing off a new game or experience, or promoting a particular product or service. Either way, to address the issue of disorientation for those who are having their first time experience in VR (which the majority of those at your booth will be), an impactful experience of approximately two minutes is best (including loading time and 'head-time'). Regarding 'operation', the demo needs to be easy to restart—especially if the experience is stopped by the users—and also the ability to reboot the system simply if there are issues. Bad power at a conference facility is not uncommon and the ability to simply reboot the hardware is worth considering. Also ensure that the system does not need an internet connection unless you are certain you will have access. Also be aware that the demo will have to be simple enough to traverse that the operator can easily explain the objectives to the users while loading. If it takes longer than the experience to explain what you are meant to be doing, then there is something wrong! 3. Queue/Line (The Audience) The managing of how users arrive at the stations is essential—many demonstrations of VR are literally overwhelmed by interest with queue-lines magically forming in front of the booth where the systems are operating. There is a need to have some planning prior to starting however to avoid problems. It is a good idea to have a rope line that can be extended or shortened depending on crowds—also it is good to have the queue-line laid out so that passing audience can get to see the station and demonstration in process, and also that the line gets to see the demos (hopefully hearing the briefing from the operators helping with the process when it comes to their turn). This also brings us to the issue of informing those before they enter the queue-line—'signage' can be essential at this point—and I don’t mean large amounts of text, especially as many people you see at international events will not have English as their first language, if at all. Inform on the time to ride, inform on what you need to do and advise that if they are pregnant, have susceptibility to motion sickness, or have prior health issues that this may not be best for them. The use of symbols for much of this information is best (as they can often be more universally than foreign languages). Along with these if you want to avoid certain groups you inform them now rather than when they get to the station. If you are running a height- or age-restriction, run it here (the Oculus VR statement on children under 7 years old can apply here). Also issues of glasses, hair, and that you will not be demoing to people that are clearly intoxicated. This signage in the queue-line, and at the station, should include a little disclaimer stating that the operators take no responsibility for injury—in a litigious society it is best to protect yourself from possible problems, (this is not DisneyLand but let's be professional). 4. Operation (Loading & Unloading) The process of allowing people to don the VR system and become comfortable to the synthetic environment and the experience they are involved with takes a measured approach. This is something that has to be manned, with each station needing an attendant. These individuals need to be briefed on what to do and what not to do and their responsibilities, but also importantly on what to do if they have a problem. Issues that the operator needs to be briefed on also include the issue of dealing with those that may have not read the signage, before taking the demonstration: Personal Items – As many demos are done at shows, the ability to have a clearly visible area to place belongings before starting is essential Wearing glasses – Dependent on the decision made for the VR headset usage you will have to handle those that need to lay down their glasses Hair ties / 'Scrunchies' – Informing the users on how to have their hair so that any straps will fit best Make adjustments to fit – Ensuring comfort and able to help the guest achieve this Explain what to expect – Being able to tell the user what they can expect from the demo and how best to operate or achieve the best results Explain what to do if uncomfortable – Being able to tell the user what to do if uncomfortable Creating a routine to place the VR headset and then the audio systems on in the correct order and then show the user their interface unit are essentials. The 'loading' of the user into the experience will become a rhythm, as will the unloading of the process in reverse. Best to ensure this is simple and does not involve too much confusion that can tangle wires and disorientate the user. One aspect that should be also considered is the supplying of briefing notes, a hard copy of the key items that operator needs to remember—even including a trouble guide, and even the names of those people on the booth to ask for any help who are authorized. Continue Reading on Page 3... 5. Hygiene (Cleaning) The hygiene issue is broken down into three areas—the 'wet' (sweat, oils and makeup/hair products), the 'dry' (skin, scalp, and hair), and the 'unusual' (lice/eggs, earwax and others!). Away from these physical representations of detritus there is the issue of VR headset as a medium of bacterial transmission, which will need more than a quick wipe-over to get rid of. The 'bacterial' issues are not unusual for public-space items that are evasive—the 3D cinema industry has worked long and hard to address these hygiene issues, especially as their 3D glasses are in the (usually sticky) hands of very young viewers. Along with dish-washer style systems for large 3D cinema installations there is a less invasive ultraviolet light sterilization process. From previous experience developing and operating one of the first mass-audience VR entertainment system at Walt Disney Imagineering, the team that originated the Disney ‘GatorVision’ in 1995 undertook an exhaustive process to ascertain the best way to operate a VR headset for a wide age and anthropometric scale of users, and also to create something that could be easily cleaned and processed. From the 1995/1996 study into VR as an attraction, this data was expanded upon to create the updated ‘DisneyVision’ VR headset and the creation of the infamous DisneyQuest VR Operation Manual which charted the benchmark 'do’s and don’t’s' of operating VR in an attraction environment. Seen as the Bible on this subject, details of this manual are shrouded in secrecy, information from which is still closely guarded by those involved in its creation—especially as these highly successful VR attractions are still in operation to this day having served thousands of guests. The final version of the ‘DisneyVision’ VR headset came as a two part system with a head liner that directly contacted with the user's head, and the main display and audio system that connected to the weight relief mechanism. The liner unit was treated like any 3D glasses at a cinema and cleaned en mass via a liquid process. This was a system specially created for mass-audience utilization, but the VR units are currently used today are development kits at best, and prototypes at worst—in many cases hand-built and as durable as a chicken egg. Particular attention needs to be paid towards any deterioration during their usage. The need of wiping down the VR headset is a tricky issue. The need to avoid abrasive cloths and solvent prove to be a key issue—the baby wipes ('wet wipe') are seen as the savior of the mass VR headset operation, though it is important to ensure that the wipes purchased do not contain alcohol, solvents, or surfactant. The needs of the users who may be allergic, as well as the damage to the actual VR headset components, need to be considered (interactions between some solvents and the dev-kit plastics and lenses are a concern). One other word of advice is also do not use unsuitable cleaning products. Recently a window cleaning product was seen to be used to clean down a lens with the operator ignoring the issue that the liquid in question stated clearly “May cause skin irritation.” How much cleaning during each demonstration is in the hands of the operator and will have to be part of the briefing they are given. Obviously after the end of each demo the operator needs to look at the VR headset to ensure that they are still working properly, but also to ensure there are no hygiene issues that need a wipe-down. Finally, regarding the Oculus Rift DK1 and DK2 (as well as some other VR headsets), the issue of how to clean the sponge face-liner and the cloth strap to the head has been raised. At present there is no simple answer—again referring to the earlier comment, these are prototypes or developer kits. But at least some effort should be kept on checking their quality and ensuring the best cleaning that can be done. After the event a need to partially disassemble the units and clean with compressed air and cotton swabs is advised, depending on the number of demos expected. 6. Disorientation (Cool Down) During the 'unloading process' it is important that the operators are made aware to keep a special eye open for disorientation or other issues exhibited by the user – as well as being advised that it is better to have the user start the removal process than yanking the headphone and VR headset off the user. Regarding a longer duration of demonstration, the instances 'sim-sickness' is likely to increase—though as stated, most demonstrations to audiences should be kept short and simple. However it is easy to spot symptoms of an individual experiencing difficulty with the VR experience which can be broken down into: Voiced disquiet Aborting the VR experience Exhibiting disorientation Complaining of headache It is a good idea to have an extra seat, off to one side, for individuals that feel disorientated to briefly rest at and get them out of the unloading area while they regain their composure (known as the 'cool-down' period). The final concern (and very rare occurrence) is actual sim-sickness (a 'protein spill' as some of us call it in the theme park business). A little trick about dealing with protein spill can be borrowed from the parks industry, which it borrowed from the airline industry and in particular PanAm Airways (showing my age). If someone is ill, then there is a danger that the smell of this will cause others to also be ill (a natural human response); to negate this simply ensure you have some instant coffee sachets on hand, empty them and the smell will be counteracted allowing you to deal with the situation and clean up. The coffee's overpowering smell deactivates the situation. Regarding situations while setting up the demonstration before the doors open at the venue you are at, establish some situational awareness. Find out who is the head organizer or person-in-charge, ascertaining fire alarm policy for the venue. Also confirm you have a link to the organizers so that when it comes time to end the event you could use some help in closing off the queue-line and advising those in the queue that the event is coming to an end. Simple issues, but we want to ensure everyone has a good experience rather than being disappointed waiting in line for hours only to be told "you can’t ride!" Continue Reading on Page 4... In Conclusion It is great to see so many people getting to have their first VR experience in the socially engaging environment of an event or meetup. It is however important that we ensure that we make their first experience a pleasant one. Without thinking about it, anyone that undertakes to demonstrate a VR experience is entering the "experience business” and is like the operator of their own mini-theme park attraction! Don’t get carried away by the analogy of operating a theme park ride and especially do not look to monetize the experience! As stated in the product disclaimer on all the VR headsets currently available, these are “Not for Commercial Usage” and while the manufacturers will not go mad at the system being used as a demonstration device within reason, there are serious legal issues about directly charging for the use, not to mention all the issues with copyright on the content being shown. So be 'professional', be 'prepared' and 'have fun.' Note – As so many people are now experiencing the highs and lows of demonstrating VR to the emerging VR community, there must be a number of observations and comments that should be added to this list. Please contact me if I missed something out, or if you have additional advice on the best way to present this technology. About the Author – Kevin Williams has an extensive background in the development and sales of the latest amusement and attraction applications and technologies. The UK born specialist in the pay-to-play scene; is well-known through his consultancy KWP; and as a prolific writer and presenter (along with his own news service The Stinger Report), covering the emergence of the new entertainment market.Kevin has co-authored a book covering the sector called ‘The Out-of-Home Interactive Entertainment Frontier’ (published by Gower). And is the founding chairman of DNA Association, focuses on the digital Out-of Home interactive entertainment sector. Kevin can be reached at – kwp@thestingerreport.com – http://www.thestingerreport.com