Title: Overview
1Overview
- Chapter 1. Introduction
- Chapter 2. Psychological and Cognitive Issues
- Chapter 3. VR System Anatomy
- Chapter 4. Virtual Perception
- Chapter 5. Interaction
- Chapter 6. Virtual Worlds
- Chapter 7. Networked VR Systems and Shared
Virtual Worlds - Chapter 8. Augmented Reality
- Chapter 9. Epilogue
2Chapter 1. Introduction
- 1-1. What is VR?
- 1-2. Related Areas
- 1-3. History
- 1-4. State of the Art and RD Issues
- 1-5. Some Novel Applications
- 1-6. Research Organizations
- 1-7. Information Resources
3(No Transcript)
41-1. What is VR? 1. science vs. engineering
- What is not VR.
- high road - replication of reality
- low road - 3-D interface / interaction
- VR studies on reality gt computational
reality - analogous to AI
- lots of hypes
- AI as a science / engineering
5- VR as computational reality
- To seek for the computational model of reality.
- To apply the model to the VR system.
- VR can be understood in the context of modeling
efforts. - intelligence
- linguistics
- emotion
- life
- reality
- compuational X
62. Some terminologies
- virtual reality
- virtual environment
- synthetic environment
- cyberspace
- computer generated environment that is ...
- immersive,
- interactive,
- multi-sensory,
- viewer-centered,
- 3-D.
73. VR as a computer technology
- Technological trend
- powerful
- smart
- physical
- computer - human interaction
- primary concern --- software
- other important issues --- hardware, human
factors, - social issues, infrastructure
84. VR as a media
- All medium attempt to create the virtual
presence. - VR vs. existing media
- immersive
- interactive
- 3-D
- multimodal
- mediated
- Information is not sent back and forth.
- Mediated environments are created and then
experience.
9- effectiveness of communication depends on ...
- the sense of being there.
- virtual presence
- virtual presence depends on ...
- sensory breadth
- sensory depth
- interactivity
105. Conceptual model
- Basic components of VR systems
- machine
- interface
- human
- Issues
- How to put them together?
- How to conceptualize (or abstractize) the system?
- functional breakdown
- human and technical views
11Conceptual Model of VR
sensing
H-sensor perception cognition motion
control H-effector
action
Human
Natual environment
12Conceptual Model of VR
H-sensor perception cognition motion
control H-effector
?
Human
Virtual environment
13Conceptual Model of VR
Virtual environment
Human
H-sensor perception cognition motion
control H-effector
V-sensor V-effector
sensing action
sensing
?
action
V-human V-vehicle V-bike V-hand etc.
14Conceptual Model of VR
Virtual environment
Human
H-sensor perception cognition motion
control H-effector
V-sensor V-effector
sensing action
sensing
?
action
Metaphor !
15Conceptual Model of VR
Virtual environment
Human
H-sensor perception cognition motion
control H-effector
V-sensor V-effector
sensing action
P-effector
L-effector
sensing
output device
input device
action
P-sensor
L-sensor
joystick mouse tracker TV camera
2D - selector pick locator
etc. 3D - navigator manipulator
etc.
V-human V-vehicle V-bike V-hand etc.
161-2. Related areas
- 1. Training simulation
- 2. Tele-operation
- 3. Computer graphics
- 4. Artificial intelligence
17training simulation
- Differences
- reconfigurable by changing software
- may include highly unatural environment
- highly interactive and adaptive
- use of a wide varielty of human sensing
modalities and sensorimotor systems - highly immersive
- near-field is synthetic far-field is synthetic.
18tele-operation
- for at least 30 years.
- tele-operator
- directly (manually) controlled tele-operator
- tele-robot
- tele-operation vs. virtual reality
- tele-presence vs. virtual presence
19computer graphics
- modeling
- motion control (animation)
- rendering
- user interface
20artificial intelligence
- Studies on preception and cognition
- Testbed for AI research
211-3. History
- 1st stage some visionaries
- Morton Heilig
- Ivan Surtherland
- Myron Krueger
- Wiliam Gibson
- 2nd stage technology development for specific
purposes - training simulator
- space exploration
- tele-operation
22- 3rd stage VR as the general-purpose technology
- Jaron Lanier
- VR industry
- VR academia
- Next stage Toward a scientific discipline
- computational reality
- a new computing paradigm
- representation, creation and operation of virtual
worlds
231-4. State of the Art issues
- Reference
- Virtual Reality Scientific and Technological
Challenges - National Research Council, National Academic
Press, 1995. - Areas of the study
- application domains
- psychological issues
- VR technologies
- evaluation of VR systems
241. application domains
- design, manufacturing marketing
- medicine, health care
- harzardous operations
- training
- entertainment, military
- experimental psychology
- education
- information visualization
- tele-communication, tele-travel
252. psychological topics
- human performance characteristics
- alteration of sensori-motor loops
- developing the cognitive model
- cognitive side-effect
263. VR technologies
- Gap between the current technology
- the required technology
- (exception -- entertainment,
tele-operation) - (1) human-machine interface
- (2) computer generation of VE
- (3) tele-robotics
- (4) network
27(1) human-machine interface
- visual channel
- auditory channel
- position tracking and mapping
- haptic channel
- motion interface
- others
28human-machine interface
- visual channel
- visual display
- perceptual effects
- research issues
- ergonomics
- improvement of resolution and fov
- wireless
- integration of visual, auditory, position
tracking - sunglass-like
- see-though option
- exploitaing foveal and peripheral vision
29(2) generation of virtual environments
- hardware
- interaction and navigation
- VE management
- simulation
- rendering
- modeling
- autonomous agent
- hypermedia interaction
- OS
30VE management - simulation
- Task simulating everyday world
- Traditional simulation methods do not work.
- (requires pre-processing)
- Need meta-modeling
31VE management - rendering
- Issue load balancing
- 1. partitioning VE
- 2. LOD
- Much work has been done on static scene.
- Research issues
- 1. dynamic scene
- 2. parallel rendering
32OS
- real-time, multi-modal requirement
- very high-resolution time slicing
- atomic, transparent distribution of tasks
- learge number of lighweighted processors,
communicating by means of shared memory - support for time-critical computing
- negotiated, graceful degradation
- guaranteed frame rate, lag time
331-5. Some novel applications
- Virtual Kitchen, Virtual Housing System
- Matsushita Electric Works
- Diamond Park
- Mitsubishi Electric Research Laboratory
341-6. Research Organizations
- International Efforts
- U.S.A. defense, space, visualization,
medicine - U.K. education, training, entertainment
- Japan VR as a logical extension
of robotics, automation, HDTV.
35Academia
- HIT Lab, University of Washington
- Compter Science Department, University of North
Carolina - Naval Postgraduate School
- Media Lab, MIT
- University of California at Berkeley
- University of Virginia
- University of Pennsylvania
- University of Toronto
361-7. Information Resources
- Journals
- Conferences
- Magazines
- Books
- Web site
- Our lab --- http//dangun.kaist.ac.kr