Title: Virtual Reality Artificial Reality
1Virtual Reality (Artificial Reality)
2Definition
- A computer system used to create an artificial
world in which the user has the impression of
being in that world and with the ability to
navigate through the world and manipulate objects
in the world. - C. Manetta and R. Blade
3Motivations
- A display connected to a digital computer gives
us a chance to gain familiarity with concepts not
realizable in the physical world. It is a looking
glass into a mathematical wonderland. - The ultimate display would, of course, be a room
within which a computer can control the existence
of matter. - - Ivan E. Sutherland
4Two Requirements of VR
5Two Related Courses of VR
- Computer Graphics
- Computer Vision
6Two Ways to construct VR
7Two Types of VR
Immersive 3D environment seen through a
head-mounted display (HMD). In a completely
immersive system the user has no visual contact
with the physical world. Semi-immersive Most
advanced flight, ship and vehicle simulators are
semi-immersive. The cockpit, bridge, or driving
seat is a physical model, whereas the view of the
world outside is computer-generated (typically
projected).
8Two Parts of VR
- Augmented Virtuality
- Augmented Reality
9Evolution of VR
Adventure games, MUD(Multi-Users Dungeon)
Textually described virtual worlds where the user
perceives the virtual environment through mental
images like reading a novel. Desktop 3D
virtual environment graphically displayed on a
desktop computer monitor.
10Evolution of VR
Projected 3D environment projected onto a
screen. Enables a single user to demonstrate
concepts to a group of people. A CAVE (developed
by University of Illinois), where several screens
are used to surround the user with images, is the
most advanced form of projected VR in use today.
11VR Technology
- Hardware capable of rendering real-time 3D
graphics and high-quality stereo sound. - Input devices to sense user interaction and
motion. - Output devices to replace user's sensory input
from the physical world with computer-generated
input. - Software that handles real-time input/output
processing, rendering, simulation, and access to
the world database in which the environment is
defined.
12Head Mounted Display (HMD)
- Can display either stereo or mono images
- Stereo images (binocular disparity)
- Same image twice (binocular concordance)
- Single image (uniocular)
- May be totally immersive or semi-immersive
(see-through) - May include a built-in head-tracker
- May have built-in stereo headphones
13Each eye sees a different field of view
14Alternative Displays
- LCS (Liquid Crystal Shutter) glasses
- Display shows left and right images alternately,
switching at high speed between images - Stereoscopic image is seen when the display is
viewed with special glasses - Typical 'Fishtank VR'
- Particularly good for large audiences in a
theatre
15Alternative Displays
- BOOM(Binocular Omni-Orientation Monitor) by
Fakespace - Uses a CRT to provide high-resolution display
- It is comfortable to use, since it does not have
to be worn - Has fast, accurate, built-in tracking
16Alternative Displays
- VRD (Virtual Retinal Display)
- Image is projected directly onto the retina (by
Microvision)
17Motion Tracking Types
- Mechanical
- Usually a mechanical arm attached to the tracked
object - Very accurate, short lag, but restrict movement
- Electromagnetic
- Measures strength of magnetic fields in coils
attached to objects - Fast, short lag, but often prone to interference
- Limited range
18Motion Tracking Types
- Optical
- Typically, pulsating LEDs monitored by a camera
at a fixed position - Fast, reasonably short lag, but often prone to
interference caused by ambient lighting
conditions - Line of sight problems
- Acoustic
- Use ultrasound waves to measure position and
orientation - Slow and often imprecise
19Interaction Devices
- 3D Mice
- Spaceballs
- Eye tracking
- Video camera and shadows
- Voice recognition
- Biological sensors
20Interaction Devices
Light Pen
21Interaction Devices
22Interaction Devices
- Data Gloves
- Hand and gesture tracking
- Enables natural interaction with objects
- Can use hand-signs to execute actions
- Full body suits
- Motion capture
23Feedbacks
- Motion platforms
- Tactile feedback provides a sense of touch
through, typically, vibrating nodules or
expanding air bubbles inside a glove or suit - Force feedback provides physical constraints
- Exoskeletons
- Joysticks, Hand controllers
24Sound
- Important to create a sense of atmosphere
- Can greatly enhance feeling of presence
- Can be used to provide valuable depth cues,
aiding navigation - Enables the user to perceive events that occur
outside the immediate field of view - Audio feedback
25Software
- Need modeling tools to create objects (AutoCAD,
3D Studio, etc.) - Designing objects is time-consuming
- Objects often need to be optimized for VR use
26Applications
- Architecture
- Design and Prototyping
- Education Conferencing
- Training
- Medical
- Business and Visualization
- Art and Leisure
27Architecture
- Walkthroughs to evaluate design decisions and
present designs to customers - Demonstrate how a planned construction fits into
the environment in which it is intended to be
built
28Design and Prototyping
- Use to create rapid prototypes rather than make
clay models or full-scale mock-ups - Simulate assembly lines. For example, to
evaluate the risk of interference or collision
between robots, cars, and car parts
29Education Conferencing
- Education
- Visualize concepts
- Visualize the past ('Virtual Heritage')
- Virtual lectures and classrooms
- Conferencing
- Collaborative work over the Internet
- Virtual work groups
- Virtual conferences
30Training
- Civilian and military training simulators
- Driving simulators
- Flight simulators
- Ship simulators
- Tank simulators
31Training
- Train for hazardous or difficult operations
- Nuclear plant maintenance
- Learn to move in zero gravity
- Practice locating and fixing faults in equipment
32Medical
- Surgery
- Practice performing surgery
- Perform surgery on a remote patient
- Rehabilitation
- Phobia therapy
- Use VR input devices and tele-presence to enable
handicapped people to do things that would
otherwise be impossible for them to do - Enable people to visit/see places that they
would be otherwise unable to experience - Use VR to teach new skills in a safe,
controlled, environment
33Business and Visualization
- Business
- 3D visualization of complex financial
information - Demonstrate customizable products to customers
- Scientific Visualization
- View complex data sets to gain greater insight
and understanding of structure - View complex molecular and geological structures
34Art and Leisure
- Art
- Virtual galleries and museums
- Virtual theatres
-
- Leisure
- Games
- Sport simulators
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36HSCT
37XVS
38Challenges of VR
39Hardware Technology
- More realistic graphics and audio (this is also
a software problem) - Greater processor power
- Less lag
- Less obstructive input/output devices
- Better display technology
40Building worlds
- Creating models takes a long time and is a skill
that needs to be acquired - We need better software tools to create objects,
add behavior to objects, and to handle
interaction - Optimizing models takes time and synchronizing
modifications can be difficult (CAD tools to/from
VR environment builder)
41Building worlds
- Implementing scripts and interaction is often
difficult for non-programmers - Making accurate models of the physical world is
difficult. Devices such as laser scanners are
making this easier, but human intervention is
still a necessary and time consuming part of the
modeling process - Can we build knowledge-based systems to help us
capture the physical world?
42User Interaction Design
- The user interface for a virtual environment
needs to be carefully designed to take into
account the functional requirements of the
application and the limitations of current
technology - How should the user interact with the virtual
environment? - How should the computer provide feedback?
- What is the most meaningful way to visualize an
abstract object/process/structure? - What does cyberspace (the Internet) look like?
- How do we improve navigational and spatial
awareness?
43Human Factors
- There are a number of factors that should be
taken into consideration when designing the user
interface of a virtual environment in order to
minimize physical discomfort for the user - Latency causes user discomfort (simulation
sickness, nausea) - Well design and optimized models reduce latency
and improve rendering consistency - Eye strain problems?
- Long-term physical and psychological effects?
44Distributed Virtual Environment
- How should users communicate?
- How do I know you are real and not an agent?
- Social effects of distributed VR?
- Technological Lag, large numbers of users
simultaneously, etc.
45Conclusion
- VR is a powerful user interface technology
- Choosing the best way to visualize information
is important - VR enables the user to interact directly with
information - VR enables the user to see/experience things in
new ways - VR does not have to be immersive to be useful