Overview - PowerPoint PPT Presentation

1 / 31
About This Presentation
Title:

Overview

Description:

tele-communication, tele-travel. 2. psychological topics. human performance characteristics ... autonomous agent. hypermedia interaction. OS. VE management ... – PowerPoint PPT presentation

Number of Views:38
Avg rating:3.0/5.0
Slides: 32
Provided by: kwangyo
Category:

less

Transcript and Presenter's Notes

Title: Overview


1
Overview
  • Chapter 1. Introduction
  • Chapter 2. Psychological and Cognitive Issues
  • Chapter 3. VR System Anatomy
  • Chapter 4. Virtual Perception
  • Chapter 5. Interaction
  • Chapter 6. Virtual Worlds
  • Chapter 7. Networked VR Systems and Shared
    Virtual Worlds
  • Chapter 8. Augmented Reality
  • Chapter 9. Epilogue

2
Chapter 1. Introduction
  • 1-1. What is VR?
  • 1-2. Related Areas
  • 1-3. History
  • 1-4. State of the Art and RD Issues
  • 1-5. Some Novel Applications
  • 1-6. Research Organizations
  • 1-7. Information Resources

3
(No Transcript)
4
1-1. What is VR? 1. science vs. engineering
  • What is not VR.
  • high road - replication of reality
  • low road - 3-D interface / interaction
  • VR studies on reality gt computational
    reality
  • analogous to AI
  • lots of hypes
  • AI as a science / engineering

5
  • VR as computational reality
  • To seek for the computational model of reality.
  • To apply the model to the VR system.
  • VR can be understood in the context of modeling
    efforts.
  • intelligence
  • linguistics
  • emotion
  • life
  • reality
  • compuational X

6
2. Some terminologies
  • virtual reality
  • virtual environment
  • synthetic environment
  • cyberspace
  • computer generated environment that is ...
  • immersive,
  • interactive,
  • multi-sensory,
  • viewer-centered,
  • 3-D.

7
3. VR as a computer technology
  • Technological trend
  • powerful
  • smart
  • physical
  • computer - human interaction
  • primary concern --- software
  • other important issues --- hardware, human
    factors,
  • social issues, infrastructure

8
4. VR as a media
  • All medium attempt to create the virtual
    presence.
  • VR vs. existing media
  • immersive
  • interactive
  • 3-D
  • multimodal
  • mediated
  • Information is not sent back and forth.
  • Mediated environments are created and then
    experience.

9
  • effectiveness of communication depends on ...
  • the sense of being there.
  • virtual presence
  • virtual presence depends on ...
  • sensory breadth
  • sensory depth
  • interactivity

10
5. Conceptual model
  • Basic components of VR systems
  • machine
  • interface
  • human
  • Issues
  • How to put them together?
  • How to conceptualize (or abstractize) the system?
  • functional breakdown
  • human and technical views

11
Conceptual Model of VR
sensing
H-sensor perception cognition motion
control H-effector
action
Human
Natual environment
12
Conceptual Model of VR
H-sensor perception cognition motion
control H-effector
?
Human
Virtual environment
13
Conceptual Model of VR
Virtual environment
Human
H-sensor perception cognition motion
control H-effector
V-sensor V-effector
sensing action
sensing
?
action
V-human V-vehicle V-bike V-hand etc.
14
Conceptual Model of VR
Virtual environment
Human
H-sensor perception cognition motion
control H-effector
V-sensor V-effector
sensing action
sensing
?
action
Metaphor !
15
Conceptual Model of VR
Virtual environment
Human
H-sensor perception cognition motion
control H-effector
V-sensor V-effector
sensing action
P-effector
L-effector
sensing
output device
input device
action
P-sensor
L-sensor
joystick mouse tracker TV camera
2D - selector pick locator
etc. 3D - navigator manipulator
etc.
V-human V-vehicle V-bike V-hand etc.
16
1-2. Related areas
  • 1. Training simulation
  • 2. Tele-operation
  • 3. Computer graphics
  • 4. Artificial intelligence

17
training simulation
  • Differences
  • reconfigurable by changing software
  • may include highly unatural environment
  • highly interactive and adaptive
  • use of a wide varielty of human sensing
    modalities and sensorimotor systems
  • highly immersive
  • near-field is synthetic far-field is synthetic.

18
tele-operation
  • for at least 30 years.
  • tele-operator
  • directly (manually) controlled tele-operator
  • tele-robot
  • tele-operation vs. virtual reality
  • tele-presence vs. virtual presence

19
computer graphics
  • modeling
  • motion control (animation)
  • rendering
  • user interface

20
artificial intelligence
  • Studies on preception and cognition
  • Testbed for AI research

21
1-3. History
  • 1st stage some visionaries
  • Morton Heilig
  • Ivan Surtherland
  • Myron Krueger
  • Wiliam Gibson
  • 2nd stage technology development for specific
    purposes
  • training simulator
  • space exploration
  • tele-operation

22
  • 3rd stage VR as the general-purpose technology
  • Jaron Lanier
  • VR industry
  • VR academia
  • Next stage Toward a scientific discipline
  • computational reality
  • a new computing paradigm
  • representation, creation and operation of virtual
    worlds

23
1-4. State of the Art issues
  • Reference
  • Virtual Reality Scientific and Technological
    Challenges
  • National Research Council, National Academic
    Press, 1995.
  • Areas of the study
  • application domains
  • psychological issues
  • VR technologies
  • evaluation of VR systems

24
1. application domains
  • design, manufacturing marketing
  • medicine, health care
  • harzardous operations
  • training
  • entertainment, military
  • experimental psychology
  • education
  • information visualization
  • tele-communication, tele-travel

25
2. psychological topics
  • human performance characteristics
  • alteration of sensori-motor loops
  • developing the cognitive model
  • cognitive side-effect

26
3. VR technologies
  • Gap between the current technology
  • the required technology
  • (exception -- entertainment,
    tele-operation)
  • (1) human-machine interface
  • (2) computer generation of VE
  • (3) tele-robotics
  • (4) network

27
(1) human-machine interface
  • visual channel
  • auditory channel
  • position tracking and mapping
  • haptic channel
  • motion interface
  • others

28
human-machine interface
  • visual channel
  • visual display
  • perceptual effects
  • research issues
  • ergonomics
  • improvement of resolution and fov
  • wireless
  • integration of visual, auditory, position
    tracking
  • sunglass-like
  • see-though option
  • exploitaing foveal and peripheral vision

29
(2) generation of virtual environments
  • hardware
  • interaction and navigation
  • VE management
  • simulation
  • rendering
  • modeling
  • autonomous agent
  • hypermedia interaction
  • OS

30
VE management - simulation
  • Task simulating everyday world
  • Traditional simulation methods do not work.
  • (requires pre-processing)
  • Need meta-modeling

31
VE management - rendering
  • Issue load balancing
  • 1. partitioning VE
  • 2. LOD
  • Much work has been done on static scene.
  • Research issues
  • 1. dynamic scene
  • 2. parallel rendering

32
OS
  • real-time, multi-modal requirement
  • very high-resolution time slicing
  • atomic, transparent distribution of tasks
  • learge number of lighweighted processors,
    communicating by means of shared memory
  • support for time-critical computing
  • negotiated, graceful degradation
  • guaranteed frame rate, lag time

33
1-5. Some novel applications
  • Virtual Kitchen, Virtual Housing System
  • Matsushita Electric Works
  • Diamond Park
  • Mitsubishi Electric Research Laboratory

34
1-6. Research Organizations
  • International Efforts
  • U.S.A. defense, space, visualization,
    medicine
  • U.K. education, training, entertainment
  • Japan VR as a logical extension
    of robotics, automation, HDTV.

35
Academia
  • HIT Lab, University of Washington
  • Compter Science Department, University of North
    Carolina
  • Naval Postgraduate School
  • Media Lab, MIT
  • University of California at Berkeley
  • University of Virginia
  • University of Pennsylvania
  • University of Toronto

36
1-7. Information Resources
  • Journals
  • Conferences
  • Magazines
  • Books
  • Web site
  • Our lab --- http//dangun.kaist.ac.kr
Write a Comment
User Comments (0)
About PowerShow.com