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VE displays (II)

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VE displays (II) Doug Bowman Edited by Chang Song Audition 2nd most studied sense 2nd most common VE display Stimulus: disturbance of molecules in a medium (air ... – PowerPoint PPT presentation

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Title: VE displays (II)


1
VE displays (II)
  • Doug Bowman
  • Edited by Chang Song

2
Audition
  • 2nd most studied sense
  • 2nd most common VE display
  • Stimulus disturbance of molecules in a medium
    (air)
  • Perceptions pitch, loudness, location

3
Audition
  • Generation and display of spatialized 3D sound
  • Localization
  • Process of determining the location and direction
    from which a sound emanates.

4
3D Sound Localization Cues
  • Binaural Cues
  • Spectral and dynamic cues
  • Head-related transfer functions (HRTFs)
  • Reverberation
  • Sound Intensity
  • Vision and Environment familiarity

5
Binaural Cues
  • Based on
  • interaural time differences (ITD)
  • The difference in time between the arrival of the
    sound to each ear
  • interaural intensity differences (IID)
  • The difference in sound intensity between the
    arrival of the sound to each ear
  • other more complicated cues

6
Ambiguous Situation
  • ITD, IID are important cues for determining a
    sound sources lateral location
  • Ambiguous situation 2 different sound-source
    locations provide similar values for ITD and IID
  • When the sound source is directly in front,
    behind, above, or below the listener

7
Spectral and Dynamic Cues
  • Dynamic movement of the listeners head or sound
    source itself
  • If sound source was directly in front of the
    listener, a leftward rotation of the head?
  • resulting in the ITD and IID favoring the right
    ear, thus helping to break the ambiguity.
  • The Spectral content of the signals reaching the
    ears
  • Spectral cues do have their drawbacks in that
    they occur only at relatively high frequencies

8
Head-Related Transfer Functions
  • HRTF
  • The spatial filters that describe how sound waves
    interact with the listeners torso, shoulders,
    head, and particularly the outer ears.
  • HRTFs modify the sound waves from a sound source
    in a location-dependent manner.
  • These modified sound waves provide a localization
    cue to the listener.

9
Reverberation
  • The collection of reflected waves from various
    surfaces within a space and acts as an important
    acoustical cue for localizing sound source
  • ??? ??? ??? sound? ??? ???? ??? ??? ????.
  • Not for sound sources direction, but for sound
    distance

10
Sound Intensity
  • Primary cue for determining a sound sources
    distance
  • Intensity fall-off (1/d2)

11
3D Sound Generation
  • 3D sound sampling synthesis
  • Auralization

12
3D sound sampling synthesis
  • Basic record sound that the listener would hear
    in the 3D application
  • Binaural audio recording two small microphones
    are placed inside the users ears.
  • Realistic
  • Any changes in the sound sources location,
    introduction of new objects would requires new
    recording.
  • Alternative by processing a monaural sound
    source with a pair of left- and right-ear HRTFs
  • HRTF measurement should be done for all possible
    points in the space -gt interpolation schemes

13
Auralization
  • Rendering the sound field of a source
  • To simulate the binaural listening experience
  • Physical and mathematical models
  • Wave-based modeling
  • Solve wave equation No analytical solution
  • Numerical solutions are required
  • Ray-based modeling
  • The paths taken by the sound waves as they travel
    from source to listener are found by following
    rays emitted from the source.

14
3D auditory displays
  • Two basic approaches for displaying 3D sounds
  • Headphone-based
  • Headphones also block out real-world noises
  • Speaker-based
  • Headphone-based
  • No crosstalk
  • A phenomenon that occurs when the left ear hears
    sound intended for the right ear and vice versa.
  • IHL problem Inside-the Head Localization
  • False impression that a sound is emanating from
    inside the users head.

15
3D auditory displays
  • Usage
  • Virtual objects emitting sound
  • physical interaction with a virtual object
  • Sensory substitution
  • The process of substituting sound for another
    sensory modality, such as touch.
  • The feel of a button press

16
Haptic Display
  • Provide the user with the sense of touch by
    simulating the physical interaction between
    virtual objects and the user
  • Haptic
  • Force feedback (Joint/muscle )
  • Tactile feedback ( skin-based)
  • The combination of the two.
  • Haptic Rendering Software
  • To synthesize forces and tactile sensations
  • An active field

17
Haptic Cues
  • Two fundamental cues
  • Tactile
  • Kinesthetic

18
Tactile cues
  • perceived by a variety of cutaneous receptors
    located under the surface of the skin
  • Mechanoreceptors force, vibration, slip
  • Thermo-receptors skin temperature
  • Noci-receptors pain

19
Kinesthetic cues
  • Perceived by receptors in the muscles, joints,
    and tendons of the body
  • Produce information about joint angles and
    muscular length and tension
  • Determine the movement, position, and torque of
    different parts of the body, such as limbs.

20
Effects of tactile and kinesthetic cues on haptic
perception
  • In more complex tasks, both haptic cues are
    fundamental
  • Handshake between two people
  • temperature of the other persons hand as well as
    pressure from the handshake
  • Information about the position and movement of
    each persons hand, arm, elbow and shoulder and
    any forces that the other person is applying

21
Haptic Display Types
  • Categorized based on the types of actuators ( the
    components that generate the force or tactile
    sensations)
  • 5 categories
  • Ground-referenced
  • Body referenced
  • Tactile
  • Combination
  • Passive

22
Grounded Referenced Haptic Devices
  • Devices are fixed to the physical environment,
    their range is often limited
  • ??
  • Force-reflecting joystick or steering wheel
    Game and in-flight simulator
  • Pen-based haptic display Stylus, Phantom
    (SensAble Technologies)
  • String based feedback devices
  • Threadmills, motion platforms and other
    locomotion devices for traveling and etc.
  • Robot (Large) articulated arms
  • Safety issue
  • Large range of motion
  • Argonne remote manipulator and SARCOS Dextrous
    Arm Master

23
Body Referenced Haptic Devices
  • Devices is grounded to the user rather than to
    the physical environment
  • Wight and size limitations
  • 2 types
  • Arm exoskeleton external force-feedback systems
  • Hand-force-feedback
  • Figure 3.22 ??

24
Tactile devices
  • Different types of tactile actuators
  • Inflatable bladders
  • Vibrators
  • MS X-box, Sony Playstation use vibration to
    simulate collision
  • Vibrotactile actuators on the fingertips Fig.
    3.23
  • Pin arrangements
  • Electrical currents
  • Temperature-regulating devices

25
Haptic displays
  • Exoskeleton
  • Apply forces to the hands, elbow and shoulder
  • Robot arms
  • Phantom
  • Tactile devices

26
Near-field haptics
  • Use of props - poor mans haptic display
  • Grounding in VE
  • Examples
  • pen tablet
  • GM plastic cup
  • hairy spider
  • airplane cockpit

27
Displaying to other somatic senses
  • Simple, special-purpose displays for
    temperature, air movement, etc.
  • Fan
  • Heat lamp

28
Olfactory displays
  • Sense of smell not studied extensively - use in
    VEs?
  • A few academic projects
  • Smell synthesis still in the future

29
Scent cannon
VIDEO
30
Vestibular/kinesthetic displays
  • Sense of body, self-motion
  • Virtual body representation
  • Can display to these senses by
  • Using motion platforms
  • Stimulating the proper parts of the brain

31
Conclusions
  • Making VEs multi-sensory is
  • becoming easier
  • becoming cheaper
  • Sensory substitution may make task performance
    more efficient
  • Multi-sensory VEs enhance presence
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