Title: Virtual Reality
1Virtual Reality
- Dr. Yan Liu
- Department of Biomedical, Industrial and Human
Factors Engineering - Wright State University
2Introduction
- What is Virtual Reality (VR) or Virtual
Environment (VE) - A medium composed of interactive computer
simulations that sense the participants position
and actions and replace or augment the feedback
to one or more sense, giving the feeling of being
mentally immersed or present in the simulation (a
virtual world) (Sherman Craig, 2003) - Four Key Elements in Experiencing VR (Sherman
Craig, 2003) - Virtual world
- An imaginary space, often (but not necessarily)
manifested through a medium - Immersion
- Having a sense of presence within an environment
this can be purely a mental state, or can be
accomplished through physical means - Mental immersion
- A state of being deeply engaged, with a
suspension of disbelief - Physical immersion
- Bodily entering a medium
3Introduction (Cont.)
- Four Key Elements in Experiencing VR (Sherman
Craig, 2003) - Sensory feedback
- Visual/aural/haptic feedback to participants,
based on some aspects of their physical positions - Interactivity
- In a virtual reality experience, participants are
able to move around and change their viewpoint,
generally through movements of their head - Four Technologies that are Crucial for VR
(Brooks, 1999) - The visual (possibly also aural and haptic)
displays that immerse the user in the virtual
world and that block out contradictory sensory
impressions from the real world - The graphics rendering system that generates, at
20 - 30 frames/second, the ever-changing images - The tracking system that continually reports the
position and orientation of the users head and
limbs - The database construction and maintenance system
for building and maintaining detailed and
realistic models of the virtual world
4Introduction (Cont.)
- Four Technologies that are Important for VR
(Brooks, 1999) - Synthesized sound, displayed to the ears,
including directional sound and simulated sound
fields - Directional sound is a technology that
concentrates acoustic energy into a narrow beam
so that it can be projected to a discrete area,
much as a spotlight focuses light - Display of synthesized forces and other haptic
sensations to the kinesthetic senses - Devices, such as tracked gloves with pushbuttons,
by which the user specifies interactions with
virtual objects - Interaction techniques that substitute for the
real interactions possible with the physical
world - Examples of VR
- A Desktop VR http//www.youtube.com/watch?vJd3-ei
id-Uw - A CAVE VR http//www.youtube.com/watch?v7_nUa4sFH
Sofeaturerelated
5Head-Mounted Display (HMD)
- Head-Mounted Display (HMD)
- A video display device mounted in a helmet,
suspended one in front of each eye (in opaque
HMDs) or projecting onto half-silvered mirrors in
front of each eye (in see-through HMDs)
Full immersion HMD http//www.darpa.mil/MTO/Displa
ys/HMD/ Factsheets/immersion.html)
6CAVETM
- CAVETM
- Provides the illusion of immersion by projecting
stereo images on the walls and floor of a
room-sized cube - Advantages
- A wide surrounding field of view
- The ability to provide a shared experience to a
small group - Disadvantages
- The cost of multiple image generation systems
(although not a serious limitation nowadays) - Space requirement for rear projection
- 4-8 feet or more, depending on the size of the
screen - Brightness limitation due to large screen size
- Result in scenes of approximately full-moon
brightness and hinder color perception - Corner and edge effects that intrude on displayed
scenes - An alternative is to use Dome systems in which
imagery is projected onto a hemisphere
surrounding
7An illustration of DOME
CAVE at NCSA (National Center for Supercomputing
Applications) at UIUC (http//cave.ncsa.uiuc.edu/a
bout.html)
8Panoramic Displays
- Panoramic Displays
- One or more screens arranged in a panoramic
configuration, or a single, curved screen on
which images from multiple projectors are tiled
together - Especially suit groups multidisciplinary design
reviews commonly use this type of display - One person drives the viewpoint
- Issues
- Edge blending, viewpoint-dependent distortion
correction, viewpoint-dependent gain correction
CURV, by Fakespace Lab (http//www.fakespace.com/
curv.htm)
9Workbenches
- Workbenches
- Flat, rear-projection screens that display images
in stereo and can be set up in a horizontal or
tilted position
M1 DeskTM, by Fakespace Lab (http//www.fakespace.
com/M1Desk.htm)
Responsive workbench, by Dr. Krueger at
Stanford (http//graphics.stanford.edu/projects/RW
B/)
10Boom (Binocular Omni-Orientation Monitor)
- Boom
- A head-coupled stereoscopic display device that
the screen and optical system are housed in a box
that is attached to a multi-link arm the user
looks into the box through two holes, sees the
virtual world, and can guide the box to any
position within the operational volume of the
device
Boom3C, by Fakespace lab (http//www.fakespacelabs
.com/tools.html)
11Fishtank VR
- Fishtank VR
- A desktop VR system in which images are displayed
on a desktop monitor, usually in stereo, and
coupled to the location of the head which is
tracked, resulting in the illusion of looking
into a fishtank - Commonly applied in CAD and design areas where
immersion is not of much significance
Fishtank VR (http//www.faw.uni-linz.ac.at/save/)
12Properties of VR Displays
- Spatial Resolution
- The ability of the system to spatially
discriminate an object in the field of view A
system with higher resolution can resolve an
image with smaller size - Because the smallest unit of an image is pixel,
the resolution of a display is limited by its
pixel size - Temporal Resolution
- The time interval between images, or the number
of frames captured per second - Often there is a tradeoff between spatial
resolution and temporal resolution - Contrast
- The ratio of the brightest part of an image to
the darkest part of the image - Brightness
- The perceived amount of light
13Properties of VR Displays (Cont.)
- Number of Display Channels
- e.g. RGB channels, luminance channel
- Focal Distance
- Distance from the center of the lens to the point
that is in focus - Opacity
- The amount of transparency of the display
- Field of View
- The angular extent of the observable world that
is seen at any given moment - Field of Regard
- The amount of space surrounding the user that is
filled with the virtual world
14Motion Tracking
- Usage
- In VR, tracking technology is required to monitor
the real-time position and orientation of the
users head and limb - Mechanical Tracker
- A simple mechanical tracker can take the form of
mechanical arm attached to the tracked object - Very useful when integrated with a hand-held
device - e.g. Boom3C
- High accuracy and low latency due to its
electromechanical nature - Restricted active volume (movement)
15Motion Tracking (Cont.)
- Optical Tracker
- Infrared video cameras that record the movement
of a person - Attached to the person is a collection of markers
in the form of small balls fixed to a critical
joints - When the moving person is illuminated with
infrared light the marker balls are readily
detected within the video images - Fast and low latency
- The system depends on the line-of-sight, so the
orientation of the cameras must ensure that the
markers are always visible - Often prone to interference caused by ambient
lighting conditions
ARTTrack1 and ARTTrack2, by Advanced Realtime
Tracking Inc. (http//www.ar-tracking.de)
16Motion Tracking (Cont.)
- Ultrasonic Tracker
- Ultrasonic sound waves are used to locate the
users position and orientation - Usually used for fishtank VR in which the
ultrasonic tracker is placed on the top of the
monitor and records the users head movements - Simple and low cost
- Slow, restricted active volume, sensitive to
temperature and depends on the line-of- sight
Logitech Ultrasonic Head Tracker (http//www.i-gla
ssesstore.com/logtractracs.html)
17Motion Tracking (Cont.)
- Electromagnetic Tracker
- Employ a device called a source that emits an
electromagnetic field, and a sensor that detects
the radiated field - The source, which can be no bigger than a 2-inch
cube, can be placed on a table or fixed to a
ceiling - The sensor is even smaller and is readily
attached to an HMD or fitted within a 3D mouse - Fast and very low latency no light-of-sight
restriction - Restricted active volume and are prone to
interference of metallic objects
miniBIRD, by Ascension Technology Corp.
(http//www.ascension-tech.com/
products/minibird.php)
18Interaction Devices
- Usage
- Allowing users to interact with virtual objects
- SpaceMouse/SpaceBall
- Hand-held device containing a tracker sensor and
some buttons, used for navigating or picking
objects within a VE - 6 DOF operations
- Transitions in X, Y, Z axes and rotations around
X (pitch), Y (yaw), and Z (roll) axes - Some allow zooming in/out objects
SpaceMouseTM, SpaceBallTM 5000, by 3DConnexion
Corp. (http//www.vrlogic.com/html/3dconnexion/3d_
connexion.html)
19Interaction Devices (Cont.)
- Gloves
- Gloves equipped with sensors that track the
users hand movement - Enable natural interaction with objects
- Modern VR gloves are used to communicate hand
gestures (such as pointing and grasping) and in
some cases return tactile signals to the users
hand
Pinch Gloves, by Fakespace lab (http//www.fakespa
celabs.com/tools.html)
20Haptic Devices in VR
- Usage
- A haptic device gives people a sense of touch
with computer generated environments, so that
when virtual objects are touched, they seem real
and tangible - e.g. A medical training simulator in which a
doctor can feel a scalpel cut through virtual
skin, feel a needle push through virtual tissue,
or feel a drill drilling through virtual bone - Current Technologies
- Force feedback joystick
- Virtual styluses
- Sensable phantom series, by SensAble Technologies
- Virtual gloves
- Immersion cyber series, by Immersion Corp.
21Force Feedback Joystick
- Force Feedback Joystick
- A device allowing the users to feel force of
magnitude and orientation, aside from measurement
of depression and twist of its stick
Rumble Pak, by Nintendo (In most console video
game systems today)
22Sensable Phantom Series
- By SensAble Technologies (http//www.sensable.com)
- Positional sensing X, Y, Z, pitch, roll, yaw
- Force feedback X, Y, Z
- Range of motion hand movement pivoting at wrist
- Maximum force 1.8 lbs
- Intended for use in haptic research and
free-form modeling
Phantom desktop
- Positional sensing X, Y, Z, (pitch, roll, yaw
with an additional separate encoder stylus
gimbal) - Force feedback X, Y, Z
- Range of motion hand movement pivoting at wrist
- Maximum force 1.9 lbs
Phantom premium 1.0
23- Positional sensing X, Y, Z, (pitch, roll, yaw
with an additional separate encoder stylus
gimbal) - Force feedback X, Y, Z
- Range of motion lower arm movement pivoting at
elbow - Maximum force 1.9 lbs
Phantom premium 1.5
- Positional sensing X, Y, Z, (pitch, roll, yaw
with an additional separate encoder stylus
gimbal) - Force feedback X, Y, Z
- Range of motion full arm movement pivoting at
shoulder - Maximum force 4.9 lbs
Phantom premium 3.0
24Pros and Cons of Virtual Styluses
- Pros
- Inexpensive
- Easy to set up and operate
- Works on a desktop
- Well suited for remote manipulation
- Cons
- Not immersive
- Haptic response at a single point only
25Virtual Gloves
- Immersion cyber series, by Immersion Corp.
(http//www.immersion.com/)
- Senses position of finger no force feedback
CyberGloveTM
- Adds tactile feedback to CyberGlove using
vibrations on fingertips or palm - Limited to simple pulses or sustained vibration
CyberTouchTM
26- Force feedback for fingers and hand
CyberGraspTM
- Force feedback for hand and arm
- Can be used together with CyberGrasp
CyberForceTM
27Pros and Cons of Virtual Gloves
- Pros
- Multiple points of haptic and tactic responses
- Allows for full immersion with HMDs
- Cons
- Expensive
- Difficult to set up and operate
28Production-Stage Applications of VR(Brooks, 1999)
- Vehicle Simulation
- Ergonomics Evaluation and Design
- Training and Experience
29Vehicle Simulation
- Vehicle Simulation
- Was the first application of VR and is still the
most advanced - Cases
- 747 simulator at British Airways
- Merchant ship simulation at Warsash Maritime
Center
Ship bridge simulator at Warsash Maritime Center
30Vehicle Simulation (Cont.)
- Lessons Learned
- Why are VR vehicle simulators useful?
- They are much cheaper to build than the real
vehicles - They make it possible to thoroughly train
operators in extreme situations and emergency
procedures where real practice would imperil
equipment and lives - Scenarios can be easily run and modified,
enabling more efficient training - What aspects of VR make it work so well?
- Immersion is complete (or nearly complete)
- The near-field haptics are perfect
- What aspects of VR are critical to success?
- Realism of the graphics
- Realism of the sound
- Realism of the haptics
- Realism of the motion
- Realism of the interaction (how does the display
respond to the users actions?)
31Ergonomics Evaluation and Design
- Cases
- Evaluating ergonomics in cars, at
Daimler-Chrysler Technology Center - Submarine design at General Dynamics
- Design review at John Deere
View of virtual wind-shield wiper visibility at
Daimler-Chryslers Technology Center
32Ergonomics Evaluation and Design (Cont.)
- Lessons Learned
- Why is VR useful for ergonomics evaluation and
design? - Facilitate communication of ideas among team
members - Save the cost of materials used to develop
physical prototypes - Speed up design review and change cycles
- What aspects of VR are critical to success?
- True scales of the modeled objects
- The farther the design gets from its conceiver,
the better the visuals need to be, in order to
enable a factory-floor foreman or an operations
person to get an accurate, internalized
perception of the design
33Training and Experience
- Cases
- Astronaut training at NASA-Huston
- Psychiatric treatment at Georgia Tech and Emory
University Medical School - Fear of flying
- Fear of heights
- Fear of public speaking
- Post-traumatic stress disorder for Vietnam War
veterans
34NASA-Houstons Charlotte (a haptic simulator)
virtual weightless mass lets astronauts practice
handling weightless massy objects
- (a) The psychologist gently leads to the patient
into a simulated Vietnam battle scene - (b) Imagery seen by the patient
(a)
(b)
Vietnam War simulation at the Atlanta Veterans
Administration Hospital
35Training and Experience (Cont.)
- Lessons Learned
- Why is VR useful for training and experience?
- For NASA, it offers the ability to simulate
unearthly experiences - e.g. flying about in space using the back-mounted
flight unit which is designed principally as an
emergency device for use if an astronauts tether
breaks moving around on the outside of a space
vehicle - For psychiatry, it can save cost (both money and
time) and offers a safe form of exposure to
traumatic stimuli - What aspects of VR are critical to success?
- Immersion
- Haptics
- Sound
36Open Challenges (Brooks, 1999)
- Technological
- Lowering latency to acceptable levels
- Rendering massive models in real time
- Choosing which display best fits each application
(HMD, CaveTM, benchmark, or panorama) - Producing satisfactory haptic augmentation for VR
illusions - Systems
- Interacting more effectively with virtual worlds
- Manipulation
- Specifying travel
- Wayfinding
- Making models of worlds efficiently
- Modeling the existing worlds
- Modeling the non-existing worlds
- Measuring the illusion of presence and its
operational effectiveness
37References
- Brooks Jr., F.P. (1999). Whats Real About
Virtual Reality. IEEE Computer Graphics and
Applications,19(6), 16-27. - Sherman, W.R., Craig, A.B. (2003).
Understanding Virtual Reality. San Francisco, CA
Morgan Kaufmann.