Lab Resources

picture of Vemi Lab

We use a range of tools to support our experimental research. While this page describes the key resources used in the lab, experimental apparatus often goes beyond fancy equipment and sexy technology, with some of the most interesting components being those that we build, fabricate, or otherwise hack together. However, the following provides a good general overview--anybody wanting more details should drop us a line.

The VEMI lab houses the first fully immersive virtual reality system at the University of Maine, and indeed, in the state of Maine . Our system has several key components including the newly developed (July 2010) SX111 Head-mounted display (HMD from NVIS Inc, which has a panoramic 111 Degree field of view and a high resolution 1260 x 1080 stereo display. The lab also has two eMagin Z800 HMDs, with a 40 degree FOV and lower resolution, used for development, experimental piloting, and studies not requiring “heavy” visual lifting. In addition, we have four Wrap 920AR video see-through augmented reality 3D stereoscopic goggles by Vuzix Corp (released Jan. 2011) to support multi-participant augmented reality experiments. These goggles can either be used in a portable context using their built-in inertial tracking module or they can be seamlessly integrated into the lab’s existing tracking infrastructure for combined VR and AR applications. Three dimensional tracking of the user(s) throughout the entire lab space, allowing untethered movement with 6 degrees of freedom, is provided by a PPT X4 optical precision position tracking system for x, y, z translational movement and InterSense InertiaCubes for tracking pitch, roll, and yah for head and body orientation. Development of 3D models and coordination of VR/AR information rendering and sensor feeds are handled by the Vizard 3D suite or the Panda 3D rendering package, depending on the specific research and computational requirements of the project. More about virtual reality and augmented reality technology and related research can be found on the VR/AR overview page.  

 

Our primary lab room includes a 20 x 20 foot fully tracked space. This space provides an excellent testbed for conducting experiments involving spatial cognition, virtual reality navigation, and testing of multimodal spatial displays. The main VEMI lab room is connected to an 8 x 12 foot control room which houses the rendering computers and equipment to operate the VR/AR installation. Additional space adjacent to the main lab is available for students and lab staff to use for development, experimental piloting, or data analysis.

 

For computational resources, The lab has four I7, quad core PC workstations for running the VR simulations and experimental development, rendering, and data analysis. Two of these machines have  professional 7.1 sound cards for handling 3D spatialized audio and  dual-chip NVIDIA graphics cards driving the video processing. A separate dedicated position-tracking computer synchronizes the real-time position data captured from the 4 cameras with the rendering machines, ensuring that what is heard or seen is simultaneously updated with user rotations and translations.

 

The lab also has multiple dual-monitor development workstations for designing and conducting experiments and ample space for students and staff to conduct demos, test code or prototypes, and  work on whatever other projects of interest we are investigating. A host of software packages are available to facilitate experimental design, 3-D rendering, data analysis, modeling, prototyping, and accessibility testing. Software applications include: the Vizard 3-D rendering package (the heart of our VR system), Panda3D, 3D Studio Max, Matlab, Adobe Creative Suite, Systat, SPSS, Omnipage, Jaws, and the MS Office suite. We also have access to departmental site licenses for ArcGIS, ArcView, and AutoCAD.

 

Other resources in the lab supporting multimodal spatial cognition research with both sighted and blind/low-vision participants include wired and wireless speaker/headphone  systems for 3-D virtual sound experiments and a 20 channel multiplexer for driving multiple auditory or visual stimuli. Gesture capturing, based on interactive proprioceptive information, is possible during full body movement using our PPT tracking system and via portable devices using an Android-based phone and Apple iPad. Development with both these mobile platforms allows for direct input  and gesture interfaces utilizing combinations of visual, speech, spatialized audio, and vibro-tactile feedback for navigation contexts within and outside of the lab. In addition, we have a large 20 x 20 inch touch-sensitive tablet which can be used for research requiring multimodal input/output and direct data logging. Other haptic research is supported by several other pieces of technology. A ViewPlus Tiger tactile graphics embosser is used to create hardcopy output. The advantage of this device is that it can produce print, tactile graphics, and braille on the same page, which facilitates the production of multimodal stimuli, E.G. maps, figures, pictures, etc. This embosser produces the highest tactile resolution graphics of any product currently available and is also the only tactile graphics production device that can produce variable dot height images, thereby providing tactile access to grayscale information from the visual source. Another device, called a thermal tactile enhancer, uses heat-sensitive capsule paper which raises an image when run through a heating element. We also have several haptic devices in the lab which use dynamically-updated output, rather than producing static hardcopy material. One such device is the Tactile Graphic Display DV-2 by KGS Electronics. This device uses a dynamically-updated tactile display based on an array of pins comprised of a 32 x 48 matrix of piezo-electric elements. These pins move up and down to create real-time tactile graphics for haptic exploration and experimentation of images. For haptic experiments where we want to also have kinesthetic information by moving the device over the image instead of viewing the image through a fixed “tactile window”, we use a specialized haptic mouse. This mouse has multiple small refreshable piezo-electric pin displays embedded on the top surface of the mouse that deliver stimulation by moving up and down as the user moves the device. We also have a force-feedback mouse for haptic studies utilizing force  cues rather than cutaneous pressure cues as are employed by the other technologies.

 

The lab has various devices for capturing and recording data, including a custom-built high precision haptic pointing device for making directional judgments (based on a tank joystick), a laser-mounted protractor for distance and azimuth measurements, several multi-axis Wii remote controllers for use as wireless input modules and vibro-tactile /auditory output devices, a digital camcorder for video capture, and a host of other equipment supporting the running of behavioral human research. If needed, we have access to the SIE department’s 20 node computer cluster with full licenses to the ESRI suite of spatial analysis and GIS software, AutoDesk’s suite of CAD and 3D rendering packages, and various other software titles. In addition, we have access, on a contract basis, to  electronics development and fabrication of wood, metal, plastics, or other composite materials for experimental apparatus via computer-aided 3-axis CNC machines, as well as 3D  fast-prototyping and laser-etching Machines through the Advanced Manufacturing Center (AMC) and the College of Engineering’s machine shop (both housed on campus).

 

We believe that rigorous research requires ready access to food and drink; thus, there are several tools of daily sustenance in the lab, including a fridge, Microwave, coffee machine, and hot-cold water bubbler.