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Virtual Reality Artificial Reality

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Video camera and shadows. Voice recognition. Biological sensors. Interaction Devices ... Walkthroughs to evaluate design decisions and present designs to customers ... – PowerPoint PPT presentation

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Title: Virtual Reality Artificial Reality


1
Virtual Reality (Artificial Reality)
2
Definition
  • A computer system used to create an artificial
    world in which the user has the impression of
    being in that world and with the ability to
    navigate through the world and manipulate objects
    in the world.
  • C. Manetta and R. Blade

3
Motivations
  • A display connected to a digital computer gives
    us a chance to gain familiarity with concepts not
    realizable in the physical world. It is a looking
    glass into a mathematical wonderland.
  • The ultimate display would, of course, be a room
    within which a computer can control the existence
    of matter.
  • - Ivan E. Sutherland

4
Two Requirements of VR
  • Immersive
  • Interactive

5
Two Related Courses of VR
  • Computer Graphics
  • Computer Vision

6
Two Ways to construct VR
7
Two Types of VR
Immersive 3D environment seen through a
head-mounted display (HMD). In a completely
immersive system the user has no visual contact
with the physical world. Semi-immersive Most
advanced flight, ship and vehicle simulators are
semi-immersive. The cockpit, bridge, or driving
seat is a physical model, whereas the view of the
world outside is computer-generated (typically
projected).
8
Two Parts of VR
  • Augmented Virtuality
  • Augmented Reality

9
Evolution of VR
Adventure games, MUD(Multi-Users Dungeon)
Textually described virtual worlds where the user
perceives the virtual environment through mental
images like reading a novel. Desktop 3D
virtual environment graphically displayed on a
desktop computer monitor.
10
Evolution of VR
Projected 3D environment projected onto a
screen. Enables a single user to demonstrate
concepts to a group of people. A CAVE (developed
by University of Illinois), where several screens
are used to surround the user with images, is the
most advanced form of projected VR in use today.
11
VR Technology
  • Hardware capable of rendering real-time 3D
    graphics and high-quality stereo sound.
  • Input devices to sense user interaction and
    motion.
  • Output devices to replace user's sensory input
    from the physical world with computer-generated
    input.
  • Software that handles real-time input/output
    processing, rendering, simulation, and access to
    the world database in which the environment is
    defined.

12
Head Mounted Display (HMD)
  • Can display either stereo or mono images
  • Stereo images (binocular disparity)
  • Same image twice (binocular concordance)
  • Single image (uniocular)
  • May be totally immersive or semi-immersive
    (see-through)
  • May include a built-in head-tracker
  • May have built-in stereo headphones

13
Each eye sees a different field of view
14
Alternative Displays
  • LCS (Liquid Crystal Shutter) glasses
  • Display shows left and right images alternately,
    switching at high speed between images
  • Stereoscopic image is seen when the display is
    viewed with special glasses
  • Typical 'Fishtank VR'
  • Particularly good for large audiences in a
    theatre

15
Alternative Displays
  • BOOM(Binocular Omni-Orientation Monitor) by
    Fakespace
  • Uses a CRT to provide high-resolution display
  • It is comfortable to use, since it does not have
    to be worn
  • Has fast, accurate, built-in tracking

16
Alternative Displays
  • VRD (Virtual Retinal Display)
  • Image is projected directly onto the retina (by
    Microvision)

17
Motion Tracking Types
  • Mechanical
  • Usually a mechanical arm attached to the tracked
    object
  • Very accurate, short lag, but restrict movement
  • Electromagnetic
  • Measures strength of magnetic fields in coils
    attached to objects
  • Fast, short lag, but often prone to interference
  • Limited range

18
Motion Tracking Types
  • Optical
  • Typically, pulsating LEDs monitored by a camera
    at a fixed position
  • Fast, reasonably short lag, but often prone to
    interference caused by ambient lighting
    conditions
  • Line of sight problems
  • Acoustic
  • Use ultrasound waves to measure position and
    orientation
  • Slow and often imprecise

19
Interaction Devices
  • 3D Mice
  • Spaceballs
  • Eye tracking
  • Video camera and shadows
  • Voice recognition
  • Biological sensors

20
Interaction Devices
Light Pen
21
Interaction Devices
  • Data Gloves

22
Interaction Devices
  • Data Gloves
  • Hand and gesture tracking
  • Enables natural interaction with objects
  • Can use hand-signs to execute actions
  • Full body suits
  • Motion capture

23
Feedbacks
  • Motion platforms
  • Tactile feedback provides a sense of touch
    through, typically, vibrating nodules or
    expanding air bubbles inside a glove or suit
  • Force feedback provides physical constraints
  • Exoskeletons
  • Joysticks, Hand controllers

24
Sound
  • Important to create a sense of atmosphere
  • Can greatly enhance feeling of presence
  • Can be used to provide valuable depth cues,
    aiding navigation
  • Enables the user to perceive events that occur
    outside the immediate field of view
  • Audio feedback

25
Software
  • Need modeling tools to create objects (AutoCAD,
    3D Studio, etc.)
  • Designing objects is time-consuming
  • Objects often need to be optimized for VR use

26
Applications
  • Architecture
  • Design and Prototyping
  • Education Conferencing
  • Training
  • Medical
  • Business and Visualization
  • Art and Leisure

27
Architecture
  • Walkthroughs to evaluate design decisions and
    present designs to customers
  • Demonstrate how a planned construction fits into
    the environment in which it is intended to be
    built

28
Design and Prototyping
  • Use to create rapid prototypes rather than make
    clay models or full-scale mock-ups
  • Simulate assembly lines. For example, to
    evaluate the risk of interference or collision
    between robots, cars, and car parts

29
Education Conferencing
  • Education
  • Visualize concepts
  • Visualize the past ('Virtual Heritage')
  • Virtual lectures and classrooms
  • Conferencing
  • Collaborative work over the Internet
  • Virtual work groups
  • Virtual conferences

30
Training
  • Civilian and military training simulators
  • Driving simulators
  • Flight simulators
  • Ship simulators
  • Tank simulators

31
Training
  • Train for hazardous or difficult operations
  • Nuclear plant maintenance
  • Learn to move in zero gravity
  • Practice locating and fixing faults in equipment

32
Medical
  • Surgery
  • Practice performing surgery
  • Perform surgery on a remote patient
  • Rehabilitation
  • Phobia therapy
  • Use VR input devices and tele-presence to enable
    handicapped people to do things that would
    otherwise be impossible for them to do
  • Enable people to visit/see places that they
    would be otherwise unable to experience
  • Use VR to teach new skills in a safe,
    controlled, environment

33
Business and Visualization
  • Business
  • 3D visualization of complex financial
    information
  • Demonstrate customizable products to customers
  • Scientific Visualization
  • View complex data sets to gain greater insight
    and understanding of structure
  • View complex molecular and geological structures

34
Art and Leisure
  • Art
  • Virtual galleries and museums
  • Virtual theatres
  • Leisure
  • Games
  • Sport simulators

35
(No Transcript)
36
HSCT
37
XVS
38
Challenges of VR
39
Hardware Technology
  • More realistic graphics and audio (this is also
    a software problem)
  • Greater processor power
  • Less lag
  • Less obstructive input/output devices
  • Better display technology

40
Building worlds
  • Creating models takes a long time and is a skill
    that needs to be acquired
  • We need better software tools to create objects,
    add behavior to objects, and to handle
    interaction
  • Optimizing models takes time and synchronizing
    modifications can be difficult (CAD tools to/from
    VR environment builder)

41
Building worlds
  • Implementing scripts and interaction is often
    difficult for non-programmers
  • Making accurate models of the physical world is
    difficult. Devices such as laser scanners are
    making this easier, but human intervention is
    still a necessary and time consuming part of the
    modeling process
  • Can we build knowledge-based systems to help us
    capture the physical world?

42
User Interaction Design
  • The user interface for a virtual environment
    needs to be carefully designed to take into
    account the functional requirements of the
    application and the limitations of current
    technology
  • How should the user interact with the virtual
    environment?
  • How should the computer provide feedback?
  • What is the most meaningful way to visualize an
    abstract object/process/structure?
  • What does cyberspace (the Internet) look like?
  • How do we improve navigational and spatial
    awareness?

43
Human Factors
  • There are a number of factors that should be
    taken into consideration when designing the user
    interface of a virtual environment in order to
    minimize physical discomfort for the user
  • Latency causes user discomfort (simulation
    sickness, nausea)
  • Well design and optimized models reduce latency
    and improve rendering consistency
  • Eye strain problems?
  • Long-term physical and psychological effects?

44
Distributed Virtual Environment
  • How should users communicate?
  • How do I know you are real and not an agent?
  • Social effects of distributed VR?
  • Technological Lag, large numbers of users
    simultaneously, etc.

45
Conclusion
  • VR is a powerful user interface technology
  • Choosing the best way to visualize information
    is important
  • VR enables the user to interact directly with
    information
  • VR enables the user to see/experience things in
    new ways
  • VR does not have to be immersive to be useful
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