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Virtual Reality

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Title: Virtual Reality


1
Virtual Reality
  • Dr. Yan Liu
  • Department of Biomedical, Industrial and Human
    Factors Engineering
  • Wright State University

2
Introduction
  • 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

3
Introduction (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

4
Introduction (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

5
Head-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)
6
CAVETM
  • 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

7
An illustration of DOME
CAVE at NCSA (National Center for Supercomputing
Applications) at UIUC (http//cave.ncsa.uiuc.edu/a
bout.html)
8
Panoramic 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)
9
Workbenches
  • 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/)
10
Boom (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)
11
Fishtank 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/)
12
Properties 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

13
Properties 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

14
Motion 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)

15
Motion 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)
16
Motion 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)
17
Motion 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)
18
Interaction 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)
19
Interaction 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)
20
Haptic 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.

21
Force 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)
22
Sensable 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
24
Pros 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

25
Virtual 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
27
Pros 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

28
Production-Stage Applications of VR(Brooks, 1999)
  • Vehicle Simulation
  • Ergonomics Evaluation and Design
  • Training and Experience

29
Vehicle 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
30
Vehicle 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?)

31
Ergonomics 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
32
Ergonomics 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

33
Training 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

34
NASA-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
35
Training 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

36
Open 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

37
References
  • 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.
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