Masterprojekt SoSe22
FixIT! Communication is everything
In recent years, we have witnessed the increasing integration of virtual realities into our everyday lives. But the realistic representation of the world has its limits when it comes to interaction and haptics. Therefore, we wanted to explore whether these technologies are sufficient to exchange information and solve tasks together even if players are not using the same terminal device.
With FixIT, we developed a multimodal game that requires nonverbal communication between a PC player and on in VR. We expect user tests to show that players are able to communicate effectively using the proposed technologies, even when one person is playing in VR and the other is not. We also expect that the communication modalities we used create a noticeable social presence between the two players, even when they can’t see or hear each other. The final results will be presented at this year’s Showtime.
In-game tasks
The core mechanic of the game is to exchange non-verbal information between players on different terminal devices. Therefore, we created a setup where information was distributed between the two players so that it is necessary to exchange instructions to solve all the tasks presented during the game.
We created a scenario where the VR player is teleported to a lonely planet to repair a broken onboard antenna. The PC player stays behind on the spaceship to monitor the other player’s activities and retrieve important information from the ship’s computer.
Calibration of desk
One of the first tasks that needs to be solved by the VR player, is the calibration of a real-world desk. This does not only ensure that the player gets familiar with the virtual environment and the controls of the game it is also vital for the subsequent gameplay. Since we included a table in the real-world as a haptic element, we needed to make sure that the player is always protected while walking and teleporting around the environment freely. Therefore, we installed safe walls around the virtual table that prevented the player from bumping into the table.
Finding antenna parts
During the first part the VR player has to find a total of six lost antenna parts randomly hidden in the environment. Once the VR player found an antenna part, it can be stowed away in an item pouch and automatically appears on the table as the game progressed. The PC player meanwhile has access to a minimap that displays the locations of the parts.

We included three haptic elements to facilitate communication between the players. To convey spatial information, the PC player can firstly set off a vibration signal to the VR controllers. The speed with which the PC player presses the corresponding button gives the player in VR information about how close or far away the next antenna part is.
Additionally, we set up a button that enables the PC player to trigger a sound signal on the VR headset. This not only serves to convey location information, but also provides the ability to give audible feedback to the VR players as they solved tasks.
Lastly, the VR player can also use the controller to draw on the ground. The PC player can control the camera that follows the VR avatar to zoom in on the drawings.
Choosing correct buttons
As a final task, the PC player is presented with a control panel that displays buttons with various runes.
The VR player is now shown which buttons should be pressed and in which order. The VR player can also draw with their finger on a predetermined area on the real-world table. Once the task is completed the antenna is activated and triggers a final video that shows how the VR player was teleported back to the spacecraft.

Items
During game play the VR player can not only switch between controller and hand tracking input but can also choose two additional items. The first element is a metal detector that receives the sound and vibration signals from the PC player and thus shows the VR player the right way to the antenna parts. The second element is a magnifying glass that can be used to make the antenna parts visible: an item only becomes visible and collectible in the virtual world if the player has looked through the magnifying glass and spotted the item. Both items can be accessed via a hand menu implemented on the VR controller.

Team
- Vivienne Drongowski
- Samuel Günther
- Matthias Hamborg
- Fatlind Krasniqi
- Hasan Sivrikaya
- Emircan Yüksel
- Faye Bullwinkel
Betreuung
Jonas Ehrhardt, Alexander Kramer
Links
Further videos of the application can be found on the project site:
https://showtime.f4.htw-berlin.de/ss22/master/m2_4-fixit-communication-is-everything
