I European international Software quality assurance conference Maik
- Slides: 37
I European international Software quality assurance conference Maik Nogens Maiborn. Wolff Gmb. H, Hamburg, Germany Testing VR – The Testing Trinity Hardware, Software and You Riga. March 22– 23, 2019 sqadays. eu
Maik Nogens @Maik. Nog Quality Evangelist +49 151 544 22 475 maik. nogens@maibornwolff. de Ø Tester & Consultant Ø Community servant (QS-Barcamp, STUGHH, Meetup, ASQF, Pots. Lightning, GATE, …) Ø Inventor of the STWC (Software Testing World Cup) Ø Designer of the Agile Unicorn
Data and facts of Maiborn. Wolff 400+ employees 30 Mio. sales * 8 years in a row Frankfurt 20 nationalities Hamburg Berlin München Augsburg 1 week R&D per year SBB CFS FFS Estimated for 2017
Shape IT for the people you work with Con Test automation sult in Imple m g IT strategy entati Early phases on Web engineering Dev. Ops Mobile Engineering Blockchain Digital transformation Internet of Things Salesforce agile Test management Test consulting Enterprise Applications Software audits and reorganisation IT-Consulting Software development Testing an d m e Hu nter ce
Agenda 1. Why should we prepare for VR and AR? 2. What is it anyway? Terms and Definition 3. Overview Hardware 4. Overview Software 5. Overview Human (Body & Mind) 6. Challenges (HW, SW, You) 7. Questions and discussion
Agenda 1. Why should we prepare for VR and AR? 2. What is it anyway? Terms and Definition 3. Overview Hardware 4. Overview Software 5. Overview Human (Body & Mind) 6. Challenges (HW, SW, You) 7. Questions and discussion
Terms & Definition: Spectrum of x. R Smartphone based Immersive headsets (occluded) Holographic headsets (see-through) Adapted from Milgram and Kishino’s RV-continuum (1994) (merged reality) ve: i t s s, i k s s s a t A an m air u p h e r s ith ort p w p s u c S ani ens h l c o l e o. g. m e on a H e AR: The extension of d visual perception uithe g through the situational-awareness display of computer-generated information on devices which are portable and in the field of view. Tran sf Artifi cial e ormative xperi : differ e e n nt pla ce, e dinos. g. n e aur, t , r iding chan a g e bod VR: The display and experience of y siz e reality und its physical attributes in a real-time computer-generated, interactive virtual environment.
Terms & Definition: AR As sis As e tiv sis Transformative tiv e
Terms & Definition: VR Assistive Transformative
Agenda 1. Why should we prepare for VR and AR? 2. What is it anyway? Terms and Definition 3. Overview Hardware 4. Overview Software 5. Overview Human (Body & Mind) 6. Challenges (HW, SW, You) 7. Questions and discussion
Smartphone based Overview Hardware VR Independent
Smartphone based Overview Hardware AR Independent
Agenda 1. What is it anyways? Terms and Definition 2. Overview Hardware 3. Overview Software 4. Overview Human (Body & Mind) 5. Challenges (HW, SW, You) 6. Questions and discussion
Overview Software For fast and native VR/AR applications, e. g. on a smartphone Prototyping Tools Halo Labs Sketch-to. VR Native Development Google ARCore Vuforia ARKit
Overview Software For complex VR/AR applications, especially for independent glasses Development engines 3 D-Modeler Cinema 4 d 90% 10% Estimated usage
Agenda 1. What is it anyway? Terms and Definition 2. Overview Hardware 3. Overview Software 4. Overview Human (Body & Mind) 5. Challenges (HW, SW, You) 6. Questions and discussion
Overview Human (Body & Mind) Body o o o o Height ( VR objects vs. person in VR) Skin ( rashes) Hair ( straps vs. movement) Eyes ( glasses, focus) Hearing ( deaf, tinnitus) Hands ( Left, Right, None) Weight (of hardware) ( bulkiness) o Sense of Balance (~ Motion sickness) Shutterstock. com
Overview Human (Body & Mind) Mind o Hormones ( Phantom limb relief) o Distraction ( MRI) o Fears ( Plank over abyss; Spiders) o Memories ( Swimming with Dolphins) o Emotions ( Impulse Shopping) https: //www. youtube. com/watch? v=P 60 rb 48 o. DWM https: //www. youtube. com/watch? v=k. GSMypi. Rsd 8
Agenda 1. What is it anyway? Terms and Definition 2. Overview Hardware 3. Overview Software 4. Overview Human (Body & Mind) 5. Challenges (HW, SW, You) 6. Questions and discussion
Testing Challenges - Hardware üRe-use knowledge from “Mobile Devices”, e. g. • Device fragmentation • Battery consumption • Bandwidth consumption • Heat (especially for HMD) • … Øx. R specific: • Tracker hardware (e. g. HTV Vice uses Infrared) • Wearing comfort; bulkiness • … • New hardware concepts might bring new challenges (e. g. Teslasuit, haptic gloves, etc. ) Tip: Daniel Knotts blog and book: http: //adventuresinqa. com/hands-on-mobile-app-testing
Testing Challenges - Software üRe-use “general testing” knowledge, e. g. • Security • Performance (e. g. memory usage) • Usability (e. g. natural gestures, movement) • Framerate (min. 90 FPS) • FPS is actually less important than the lower response time. • The HMD needs to track your movement quickly, so that what you see isn’t disconnected from the acceleration you sense, and higher framerates help with that. • 30 FPS has ~33 ms between frames, while 90 FPS has only ~11 ms. Mnemo “The Ha nic: rd Shak e” by Syed (@sim. T Ali esting)
Testing Challenges - Human ØMotion sickness ØEmotions ØPhysical attributes ØHeight dimensions inside VR ØImmersion is key ØHarder to separate the “observer” from the “subject” point of view (science). ØConfirmation bias ØResilience to motion sickness (can u de-sensibilize? No studies)
Motion sickness Ears • Sense of balance: „I am not moving “ Eyes • „I am moving “
Motion – x. R variants Real walking • Needs space Redirected Walking • Needs space (estimated 20 m radius) CAOTS Arm swinger • Exhausting (~head bob & arm motion) • Feels un-natural Omni-directional treadmill Teleportation • Market availability? • No continuous motion
Conclusion for VR Testing VR has more „Human (B&M)” issues than AR Immersion is the key factor for the success of an VR experience Harassment in virtual space (~safety gestures) Data collection (biometrics) Acceptance by society (~ Google Glasses) Automation above code level is still not mature ü Exploratory Testing, combined with Pairing can provide good results
Bonus - Useful tools and tips
Testing Setup - Get a dedicated room VR HMD is cable tethered to computer (ca. 4 m) Option: Get a powerful laptop and a bag - Plan the physical setup of the sensors and the computer Plan for avoidance of collision with random people walking through the space, aka secure the entrance. - Physical safety: Advise users of VR about the cable and boundaries - Adjust the HMD accordingly, so the wearing is comfortable and also, that no outside light comes between the mask and face.
Testing Setup Artist: Franziska Haaf (https: //twitter. com/franziska_haaf)
Testing Setup 3300, - € Backpack with PC Source: https: //www. computeruniverse. net/de/hp-z-vr-backpack-g 1 -2 zb 91 ea-mini-pc-mit-windows-10 -pro? acode=vorteil 319&agt=10806
Testing Tools Ø Ø Ø OVR Metrics Tool Ø Additional Third-Party Tools (depending on HW chips or similar) Oculus Tray Tools Oculus Remote Monitor Unreal Profiler Tool Console (e. g. via logcat and Vr. API ) VRTK (collection of useful scripts) Ø Ø FCAT (created by NVIDIA to analyze GPU performance) Afterburner (video capture, temperature, usage, voltage, clock speed)
Testing Tools Source: https: //developer. oculus. com/documentation/unreal/latest/concepts/unreal-debug-gearvr/
Testing Tools Source: https: //developer. oculus. com/documentation/unreal/latest/concepts/unreal-debug-gearvr/
Performance Testing Performance Targets Establish clear targets to use as a baseline for calibrating your performance. These targets can give you a sense of where to aim, and what to look at if you’re not making frame rate or are having performance problems. Below you will find some general guidelines for establishing your baselines, given as approximate ranges unless otherwise noted. Display Refresh Rate ü 60 FPS (minimum required by Oculus Store), or 72 FPS if your application can support this display refresh rate ü 50 -100 draw calls per frame ü 50, 000 -100, 000 triangles or vertices per frame
Link Collection Oculus • https: //developer. oculus. com/documentation/unreal/latest/concepts/unreal-debug-go/ • https: //developer. oculus. com/documentation/unreal/latest/concepts/unreal-general-topics/ VRTK • https: //github. com/thestonefox/VRTK • https: //vrtoolkit. readme. io/docs/getting-started Geforce • Downloads: https: //www. geforce. com/hardware/technology/fcat/downloads • Direct Download FCAT VR: https: //international. download. nvidia. com/geforce-com/international/downloads/FCAT-VR_v 3. 26. 0. zip • https: //www. geforce. com/whats-new/guides/fcat-vr-download-and-how-to-guide MSI Afterburner • https: //de. msi. com/page/afterburner Reading • https: //www. reddit. com/r/oculus/comments/9 jytbg/rift_performance_monitoringlog_not_osd/ • https: //www. reddit. com/r/oculus/comments/8 g 9 mii/best_way_to_monitor_performance/ • https: //www. reddit. com/r/skyrimvr/comments/8 bs 5 ry/psa_use_steamvrs_builtin_frame_timing_mo nitor/ • https: //www. reddit. com/r/Vive/comments/4 qkjui/what_is_reprojection/
I European international Software quality assurance conference Thank you! Questions and discussions Riga. March 22– 23, 2019 sqadays. eu
- Maik nogens
- European quality assurance standards
- European standards and guidelines for quality assurance
- European quality assurance register for higher education
- Quality assurance vs quality control
- Quality management pmp
- Pmbok quality management
- Ana model of quality assurance
- Quality improvement vs quality assurance
- Basic concept of quality management
- International network for quality assurance agencies
- Fix backlog and backlog management index
- Software quality assurance iso standards
- Software quality control plan
- Software quality challenges
- Software quality assurance notes
- Quality assurance theory
- Software quality assurance tools and techniques
- Software quality assurance models
- Statistical quality assurance in software engineering
- Statistical software quality assurance
- Statistical sqa
- Software quality assurance agency
- Software testing and quality assurance: theory and practice
- Introduction to software quality assurance
- The isle quality assurance
- Software quality assurance slideshare
- Uniqueness of software quality assurance
- Software quality assurance agency
- Software testing and quality assurance theory and practice
- Software quality assurance agency uk
- Software testing and quality assurance theory and practice
- Software testing and quality assurance theory and practice
- Project scheduling and tracking software quality assurance
- Leslie
- Dorothea paulssen
- Leistungsverzweigter hybrid
- Maik merkel