VR Gadgets part 2 - PowerPoint PPT Presentation

1 / 36
About This Presentation
Title:

VR Gadgets part 2

Description:

design a display that can adequately provide this stereo ... binocular omni-orientation monitors by Fakespace Inc. pros. no magnetic field effects (tracking) ... – PowerPoint PPT presentation

Number of Views:219
Avg rating:3.0/5.0
Slides: 37
Provided by: jmc9
Category:

less

Transcript and Presenter's Notes

Title: VR Gadgets part 2


1
VR - Gadgets(part 2)
  • Jyun-Ming Chen
  • Fall 1999

2
Contents
  • Part 1
  • 3D position sensors
  • Trackballs
  • 3D probes
  • Sensing glove
  • Part 2
  • Stereo viewing
  • 3D sound
  • Force feedback
  • Other sensors

3
Viewing Devices
  • vision the most important sensorial channel for
    human
  • immersive illusion
  • depth perception
  • wide field of view
  • stereo imaging
  • interactivity
  • options
  • HMD head mounted display
  • HUD head-up display
  • BOOM
  • stereo glasses
  • VRD virtual retinal display
  • Responsive Workbench

4
Physiological Model
  • convergence
  • parallax
  • field of view (fov)
  • task
  • design a display that can adequately provide this
    stereo and immersive sensation

5
HMD
  • basic components
  • optics focus increase fov
  • screen CRT or LCD
  • enclosure hold components provide occlusion
  • design concerns
  • ergonomics (wt. comfort)
  • image quality
  • tracking

6
HMD (cont)
  • CRT (vs. LCD)
  • better resolution
  • often reflective (not good to directly look into
    in short distance)
  • heavier
  • for hi-end HMD (military flight simulation)
  • BOOM

7
BOOM
  • binocular omni-orientation monitors by Fakespace
    Inc.
  • pros
  • no magnetic field effects (tracking)
  • high update rate, low noise (tracking)
  • allow intermittent use of kbd
  • cons
  • kinematic deadzone

8
(No Transcript)
9
Boom Films
10
Cyberscope
  • low cost passive no head tracking
  • rather than surrounded by a virtual world, the
    user views the display as a window into the
    virtual world
  • view pos change scene change
  • view orient change scene remains

11
Stereo Glasses
  • group viewing
  • cannot afford to give everyone an HMD
  • technology
  • shutter glasses
  • r/b glasses
  • spatial multiplexing image (SMI)
  • responsive workbench

12
SMI
13
SMI (cont)
  • Principles
  • ltpolarizationgt
  • Advantages
  • single image (require no special monitor)
  • cheap passive glasses
  • same technology applies to printing

14
(No Transcript)
15
Responsive Workbench
  • www-graphics.stanford.edu/
  • projects/RWB/newindex.html

16
Virtual Retina Display
  • www.hitl.washington.edu/projects/vrd

17
Stereograms
  • Bela Julerz (1971), Bell Lab
  • perceptual research on random dot pattern
  • Proves that the differences in horizontal
    positioning of objects in the LR images is the
    basis for depth perception
  • prior to this, it was believed that depth
    perception was based on first recognizing the
    object, then determine he angle between the eyes
    as theyre focused on the object

18
Random dot example
19
3D Sound
  • important for immersive experience
  • Stereo sound vs. 3D sound
  • cp. DirectSound

20
Human Hearing Model
  • Cues for sound localization
  • ITD (interaural time difference)
  • IID (interaural intensity difference)
  • no info of front back
  • head, torso, pinna scattering

21
Measuring HRTF
  • head related transfer function
  • some data commercially available

22
Using HTRF
  • virtual sound position should be changed
    according to head position
  • Foster estimates 30-50 MIPS for each sound source
  • even more expensive for reflected sounds
  • convolvotron
  • source position corresponding HRTF
  • convolution
  • D/A, then headphone
  • commercial cards
  • Acoustetron, Beachtron
  • no. of sound sources, reverberation allowed,
    Doppler effects, ...

23
Force Feedback
  • important channel of information
  • training surgeon on virtual bodies, ...
  • limited to hand and wrist only
  • not whole body ... no virtual sex yet
  • classification
  • touch vs. force feedback
  • touch
  • contact surface geometry
  • smoothness
  • temperature
  • slippage (due to gravity)
  • force
  • total contact force
  • contact surface compliance
  • weight (light, heavy)
  • examples

24
VR Concerns
  • replicate contact forces, surface geometry,
    smoothness, slippage, ... in real time
  • safety
  • force large enough to stop (from penetration)
  • yet not to harm operators
  • technology
  • hydraulic
  • powerful, expensive, dirty
  • pneumatic
  • cheap, clean, safe
  • portability
  • desktop, self-contained (no massive piping)

25
Touch Feedback
  • possible implementations
  • visual
  • vibro-tactile
  • electro-tactile
  • neuromuscular
  • pneumatic
  • already available in many archive games

26
Teletact Glove
  • 2 single-lining Lycra glove
  • 30 air pockets
  • generate tactile patterns as in grasping
  • each pocket with 2 tubes (intake, exhaust)
  • air by small compressor
  • finger tip pockets to simulate slippage
  • concern response rate

27
Programmable Tactile Simulator
  • motivated by Braille system
  • light-wt shape memory metal
  • current, heated, shrink, up
  • spatial control
  • geometry of touch surface
  • temporal control
  • vibratory sensation
  • slippage

28
(No Transcript)
29
Force Feedback
  • possible technology
  • arms
  • joysticks
  • portable masters
  • related to teleoperation

30
Force Feedback in VR
  • wrist force sensor
  • graphics display of virtual objects arm
  • encoder records arm configurations
  • computed feedback force D/A converter drive
    motor

31
FFB Devices
Phantom
EXOS
32
(No Transcript)
33
(No Transcript)
34
Other (Exotic) Sensors
  • Biosensors
  • muscle skin electricity
  • eye tracking
  • compare gaze tracking devices
  • brain wave
  • Vision-based sensors
  • totally unencumbered VR experience
  • ?????

35
Vision-based Trackers
Image Glove
Large Volume Tracking
36
Review Questions
  • Survey (in greater detail) human eye model
  • Survey principles of polarization describe how
    SMI works
  • Survey home theatre system AC-3, Dolby Digital,
    DTS, THX Survey what Microsoft DirectSound
    offers.
  • Survey principles of convolution
  • Describe applications where force and/or touch
    feedback is essential
  • Survey arcade games where force feedback is used
    (with pictures)
  • Describe in detail how the two vision-based
    trackers work
  • Survey gaze tracking
Write a Comment
User Comments (0)
About PowerShow.com