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Virtual Reality Components

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Support menu item and object selection and a number of programmable buttons ... The shutters are monochrome LCDs displaying opaque image on one eye and ... – PowerPoint PPT presentation

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Title: Virtual Reality Components


1
Virtual Reality Components
  • Sven Loncaric, Ph.D.
  • Faculty of Electrical Engineering and Computing
  • University of Zagreb
  • E-mail sven.loncaric_at_fer.hr
  • WWW http//ipg.zesoi.fer.hr

2
Overview of Presentation
  • VR hardware
  • VR software
  • VR systems
  • Virtual Reality Modeling Language (VRML)

3
VR Hardware
  • Primary input devices (3D pointing devices,
    whole-hand, and whole-body inputs)
  • Tracking devices
  • Output devices (visual, auditory, haptic, motion,
    olfactory)
  • Computer workstations (various platforms)

4
Primary Input Devices
  • 3-D pointing devices
  • 3-D mouse
  • 3-D digitizer
  • Whole-hand inputs
  • gloves
  • exoskeleton devices
  • Whole-body inputs

5
3D Pointing Devices
  • Support menu item and object selection and a
    number of programmable buttons
  • This is similar to conventional 2D pointing
    devices that are used as conventional human
    computer interface devices
  • The choice of the device type depends on the
    degree of how much the device is appropriate for
    a particular user interface

6
3D Mouse
  • 3D mouse has 6 degrees of freedom (position
    coordinates and angles)
  • Example Ascension 6DOF mouse

7
3D Digitizer
  • Digitizes 3D coordinates of points in space
  • Useful for creating 3D objects for building
    virtual worlds
  • Example Immersion Corp. Microscribe 3D

8
Whole-Hand Inputs
  • Whole-hand input is required for the use of the
    hands capabilities for the control of various
    tasks
  • VR systems attempt to provide means for natural
    human-computer interaction
  • One approach to human-computer interaction is by
    hand gestures
  • Human hand has 29 degrees of freedom

9
Glove-based Devices
  • Gloves measure information about the position of
    the hand and hand gestures
  • Example
  • Virtual Technology CyberGlove
  • Has18 or 22 sensors (degrees of freedom)
  • Price range 10.000-15.000

10
Suit-based Devices
  • Suits measure positions of ankles, hip,
    shoulders, arms, and hands
  • There are wired and wireless versions
  • Example Virtual Technology, Inc.
  • Initially developed for NASA applications such as
    measurement of biomechanics during space missions

11
Exoskeleton Devices
  • Exoskeleton devices use an external mechanism
    attached to the users hand or arm
  • It is used for tracing the movements of the hand
    or arm
  • Exoskeleton devices can be constructed to provide
    a force feedback (e.g. when reaching a virtual
    object)
  • Example Dexterous Arm Master (Sarcos, Inc.)

12
Tracking Devices
  • Tracking devices are usually used to measure the
    motion of the users head and hands, and eyes
  • 6 degrees of freedom are required to describe the
    position and the orientation of the object in 3-D
    space
  • Tracking devices can be electromagnetic,
    mechanical, optical, acoustic (ultrasound), or
    inertial
  • tracking device quality depends on resolution,
    accuracy, and system responsiveness (sample rate,
    data rate, update rate)

13
Head and Hand Tracking
  • Magnetic trackers are most popular
  • the receiver is placed on the object (e.g. head
    or hand)
  • the transmitter sends the signals
  • the electronic unit determines the position and
    communicates it to the computer
  • Most popular high-end trackers are
  • Fastrack (by Polhemus)
  • Flock of Birds (by Ascension)

14
Eye Tracking
  • Eye-tracking systems measure the direction of the
    eyes by detecting the movement of the fovea
  • The information about the users gaze can be
    used to control some actions (e.g. updating the
    virtual scene, controlling some devices)
  • This is one step towards the intriguing idea of
    using human nervous system to control virtual
    objects (connection between human nervous system
    and computer)

15
Eye Tracking Principles
  • According to the measurement approach eye
    trackers are divided into the following groups
  • optical (users gaze is determined using
    reflections from the eye surface)
  • electroocular (corneoretinal potential is
    measured via skin electrodes)
  • electromagnetic (measures induction in a magnetic
    coils attached to a lens on the eye)
  • Most commercially available eye trackers are
    optical
  • Eye tracker price range 10,000 - 100,000

16
Output Devices
  • visual displays
  • auditory interfaces
  • haptic interfaces
  • motion devices
  • olfactory interfaces

17
Visual Displays
  • A VR visual display must provide a stereoscopic
    view of the virtual environment
  • Head tracking must enable continuous updating of
    the stereoscopic view
  • The factors that affect the quality of a display
    are
  • resolution
  • color vs. black and white
  • brightness
  • motion representation
  • ergonomic and health concerns

18
Type of Visual Displays
  • head-mounted displays (used for immersive VR)
  • boom-mounted displays
  • stereoscopic glasses
  • projectors

19
Head Mounted Displays
  • Each eye has a separate display
  • Optics that allow user to focus at some depth and
    not the surface of the display screen
  • The displays and optics are mounted in a helmet
    type device
  • Often there are also position tracking devices
    and headphones mounted on the helmet
  • A new version of HMDs are under development where
    image is projected directly on the retina
    (retinal displays) instead being projected to the
    screen

20
Head Display Screens
  • Display screens can be
  • transparent (surrounding environment is visible,
    e.g. for pilots, for augmented reality)
  • opaque (surrounding environment is not visible,
    for virtual reality)
  • Important HMD quality factor is the field of view
    (the larger, the better)
  • HMD price range 1,000 - 250,000

21
Stereo Visualization
  • Stereo display is required to produce 3-D view of
    the virtual environment
  • For stereo visualization two different images
    corresponding to the left and right views at the
    scene must be generated for left and right eyes
  • 3-D stereo visualization can be obtained using
  • Active glasses
  • Passive glasses
  • Autostereoscopic systems

22
Active Glasses
  • In active glasses shutters are mounted instead of
    the lenses
  • The shutters are monochrome LCDs displaying
    opaque image on one eye and transparent image the
    other and vice-versa
  • The user looks at a CRT monitor or projector
    screen that shows left and right image and
    generates a synchronization signal that controls
    the shutter glasses

23
LCD Shutter Glasses
  • Example Crystal Eyes (by Stereographics, Inc.)
  • Uses infra red emitter to synchronize the glasses
    with the display showing left and right images
  • Several glasses can be synchronized by one
    emitter to provide stereo viewing for several
    people
  • Price 1000

24
Passive Glasses
  • For passive glasses left and right images are
    displayed on a CRT monitor in either
  • different colors (e.g. red and blue colors, red
    and blue glasses are used),
  • or different polarizations (glasses with
    differently polarized lenses are used)

25
Autostereoscopic Systems
  • User does not need any type of glasses or helmet
  • Stereo effect is achieved by a variety of
    techniques
  • lenses in front of the display screen
  • vertical bars in front of the screen prevent eyes
    seeing the same image

26
Auditory Display
  • Most VR projects are concerned with visual
    display and do not pay much attention on auditory
    aspect of simulation
  • Auditory feedback speeds up the completion of
    tasks
  • Some authors have successfully used the auditory
    feedback to replace the force feedback
  • Auditory stimulus improves the impression of
    being immersed in a virtual environment
  • Use of sonification in graphical user interfaces
    (GUI) to solve the problem of overcrowded GUIs
    (using earcons)

27
Auditory Interfaces
  • 3D audio effects include
  • Doppler shifts for moving sound sources
  • spatialization
  • acoustic ray tracing
  • 3D source position control
  • user selectable environment size and materials
  • Commercial available audio processing systems
    range in price from 500-20,000

28
Haptic Interfaces
  • The human haptic system plays an important role
    in object manipulation
  • Two main components of the haptic sensory system
    are
  • Tactile sensors
  • Force feedback
  • Tactile sensors provide information about object
    geometry and surface texture
  • Force feedback is important when user applies a
    force to move the object
  • Force feedback helps to guide manipulation of
    objects

29
Tactile Interfaces
  • Example CyberTouch (by Virtual Technologies,
    Inc.)
  • vibration stimulation on each finger of the
    CyberGlove
  • Virtual objects can be felt

30
Force Feedback Technologies
  • Force feedback devices are based on the following
    technologies
  • electromagnetic motors
  • hydraulics (hydraulic fluids)
  • pneumatics (pressurized air)
  • piezoelectric motors (translate vibration to
    linear motion)
  • magnetostrictive (change shape in magnetic field)
  • shape memory alloy

31
Force Feedback Devices
  • 4 DOF Force Feedback Master (surgical simulation
    of minimally invasive surgery)
  • Force Exoskeleton ArmMaster

32
Full Body Motion Interfaces
  • Still immature but some systems are commercially
    available
  • Motion systems provide
  • passive user movement through the virtual
    environment
  • A cabin is mounted on a motion platform (tank and
    flight simulators, games)

33
Passive User Motion
  • User is in a vehicle (cabin) that moves through
    the virtual environment
  • The cabin is mounted on a motion platform which
    is controlled by a computer
  • Used for tank and flight simulators (US
    Department of Defense)
  • Game simulators

34
Self-Motion Systems
  • Used when the user moves itself through the
    virtual environment as opposed to being passively
    moved in a vehicle
  • Types of self-motion systems are
  • gyroscope platforms (rotate user freely in 6 DOF)
  • revolving backpacks
  • hang gliders
  • tilting motion platforms

35
Olfactory Interfaces
  • Olfactory interfaces are the least developed of
    all interfaces
  • The main reason is the lack of useful
    applications
  • Olfactory interfaces refer to
  • systems for collecting and interpreting odors
    (electronic noses)
  • systems for delivering olfactory cues

36
Electronic Nose
  • Technologies for collecting and interpreting
    odors are developed for
  • military applications in biological and chemical
    warfare
  • product quality control
  • Three basic sensing technologies are
  • gas chromatography
  • mass spectrometry
  • chemical sensor arrays

37
Delivering Olfactory Cues
  • Odorant storage is required for storing the odors
    before they are released
  • The most popular method is microencapsulation of
    odorants which is the basis for scratch-and-sniff
    patches
  • The most difficult problem in delivery of various
    odors is air ventilation after an odor is no more
    required
  • There are several commercial olfactory delivery
    systems available on the market

38
VR Software
  • Software is used for
  • design of virtual environments (general purpose
    3-D CAD programs or specialized VE development
    applications)
  • simulator software packages for running VR
    applications in real-time
  • Simulations in real-time require powerful
    computers that can perform real-time computations
    required for generation of visual displays

39
VE Development Software
  • 3D development software is required to create
    virtual environments
  • Conventional CAD programs can be used for this
    purpose
  • Specialized VE development software is also
    available

40
VR Simulation Software
  • Support for a wide spectrum of VR interfaces
  • Contain control programs for VR simulations
  • Examples of VR development software packages
  • World Tool Kit (Sense8)
  • CDK (Autodesk)
  • dVise
  • Superscape VRT
  • VREAM

41
VR Systems
  • A number of general purpose VR systems have been
    developed including
  • CAVE (scientific visualization)
  • ImmersaDesk
  • Infinity Wall

42
CAVE VR System
  • Developed by Univ. of Chicago
  • Scientific visualization
  • Accomodates several people
  • 3D video and audio environment
  • Stereo glasses, wand, tracking
  • SGI Onyx 3 Reality Engines

43
ImmersaDesk
  • Univ. of Chicago
  • A drafting table format
  • Uses stereo glasses and head and hand tracking
  • Rear projection screen
  • Powered by SGI Onyx or Indigo 2

44
VRML
  • Virtual Reality Modeling Language (VRML) is a
    language for description of 3D scenes with
    multimedia content
  • VRML transfer and viewing of 3D virtual worlds
    using HTTP protocol on Internet
  • VRML is a subset of SGI Open Inventor language
  • SGI is a main sponsor of the language
  • VRML 1.0 the first version of the language
    (1995)
  • VRML 2.0 the second version of the language
    (1996)
  • VRML 97 is ISO standard accepted in 1997
    describing the language

45
VRML
  • VRML is compatible with JAVA language
  • VRML is suitable for representation of 3D
    environments on the Internet
  • There are VRML plugins available for popular WWW
    browsers such as Explorer and Navigator
  • Design of VRML environments
  • converters are available between many 3D CAD
    formats and VRML
  • specialized programs are available for VRML world
    design

46
Conclusion
  • Most components required for the design of VR
    systems are commercially available
  • VR technology is becoming more affordable
  • it is possible to develop VR applications on
    Windows NT personal computers (PCs)
  • prices of components start under 1000
  • Advances in computer hardware reduce the price
    and enable new applications
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