Title: Virtual Reality Devices
1Virtual Reality Devices
Non interactive Slow image update rate
Simple image Nonengaging content
and presentation No sound
Basic Screen display Low resolution image
Monoscopic image Small field of
view No head tracking No body
motion sensing No tactile feedback
Highly interactive Fast image update rate Highly
complex image Highly engaging content and
presentation Three-dimensional sound Head-mounted
display High resolution image Stereoscopic
image Full field of view Full head tracking Full
body motion sensing Full tactile feedback
Factors affecting the degree of immersion in
virtual reality
2NCSAs CAVE
- Virtual Reality Room with stereo glasses and
magnetic head/hand tracking - Fully immersive using three of four walls to
display the graphics - Uses an SGI Power Onyx with Reality Engine 2
software
3VR Head-Mounted Display
4VR Head-Mounted Display
- Limitations
- Liquid Crystal Displays (LCDs)
- pixels not as small as a CRT
- pixels not as bright as a CRT
- cannot change as quickly as a CRT
- short focal distance makes precision, high
resolution, and rapid response even more
essential - Muscle receptor feedback confusion
- light rays of scene indicate distant
- eye muscles indicate very close
5VR Head-Mounted Display
- Parallax the apparent change in position of a
stationary object when viewed from slightly
different positions - A persons eyes each see a slightly different
view of an object - As the brain receives these two images, it
interprets the distance to the object in terms of
the difference in position of the object in the
two images - Parallax can be used to fool the brain into
seeing images as being at various distances
(stereoscope and 3D movies of 50s)
6DemonstratingParallax
Pencil
Looking at a pencil aligned What is seen
using with the corner of a room
both eyes
What is seen with What is seen with right eye
covered left eye covered
7Parallax Problems withVR Head-Mounted Displays
- Images may not be perfectly realistic, especially
with motion images - When the observers head moves and the eyes are
refocused, muscle receptor feedback data does not
correlate with visual cues - The perspective is always that of the camera,
never the viewers eyes - A viewer motion feedback mechanism is needed to
change the perspective - This all contributes to cybersickness
conflicting visual and muscle feedback
information
8VR Aural Output
- Refer to the discussion in chapter 2 regarding
the perception of sound - Two key factors
- Localization
- Identification
- The brain interprets differences in the signals
it receives from the two ears in a manner
analogous to binocular vision - For multimedia sound to be completely realistic,
it requires head-position sensing feedback and
enormous computational power not practical for
most multimedia
9VR Input Devices
y
x
Yaw
Roll
Origin
z
Pitch
The terminology of three-dimensional motion
10VR Position Sensing
- A point in space is defined in terms of distance
along three mutually perpendicular axes, usually
termed X, Y, and Z - Motion is defined in terms of changes in
position, which requires six parameters - Devices that can sense and record motion are
termed six-degrees-of-freedom (6-DOF) devices
11VR Position Sensing
- Sensor output from a 6-DOF device can be
- continuous
- polled, or sent only upon request
- Parameters to consider in evaluating a tracking
device - Lag or Latency the delay between the actual
time of the motion and when it is available as
input data should be lt50 mSec - Update rate Rate at which measurements are
made should be as fast as possible - Precision or accuracy of the measurements
- Range over which the sensors operate
- Rejection of interference
12VR Voice Input
- Speech Recognition
- Complications due to variations in
- Pitch
- Timbre
- Volume
- Speed of Delivery
- Inflection
- Accent
- Natural language processing