I European international Software quality assurance conference Maik

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I European international Software quality assurance conference Maik Nogens Maiborn. Wolff Gmb. H, Hamburg,

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

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

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

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

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

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

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: AR As sis As e tiv sis Transformative tiv e

Terms & Definition: VR Assistive Transformative

Terms & Definition: VR Assistive Transformative

Agenda 1. Why should we prepare for VR and AR? 2. What is it

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 VR Independent

Smartphone based Overview Hardware AR Independent

Smartphone based Overview Hardware AR Independent

Agenda 1. What is it anyways? Terms and Definition 2. Overview Hardware 3. Overview

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

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

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

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

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

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

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

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

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

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 •

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

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

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

Bonus - Useful tools and tips

Testing Setup - Get a dedicated room VR HMD is cable tethered to computer

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 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

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

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/

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

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

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

I European international Software quality assurance conference Thank you! Questions and discussions Riga. March 22– 23, 2019 sqadays. eu