Introduction to Virtual Reality - PowerPoint PPT Presentation

1 / 37
About This Presentation
Title:

Introduction to Virtual Reality

Description:

Real and Fake Worlds in Computer. ??? ??? computer ? ?? ?? (????? ????, ?? ????...)?? ???? ?? ... How can preconception affect users in the virtual environment? ... – PowerPoint PPT presentation

Number of Views:285
Avg rating:3.0/5.0
Slides: 38
Provided by: dxpKo
Category:

less

Transcript and Presenter's Notes

Title: Introduction to Virtual Reality


1
Introduction to Virtual Reality
  • ???? ??? ???
  • ????? ???
  • ? ?? (Gerard Jounghyun Kim)

2
Plan
  • Virtual Reality ?
  • Graphics and Math Basics
  • Modeling and Programming
  • Avatars and Characters
  • Display and Sensors
  • Stereoscopy
  • 3D/Multimodal Interaction
  • Collision Detection
  • Simulation / Presence

3
Real and Fake Worlds in Computer
  • ??? ??? computer ? ?? ?? (????? ????, ??
    ????...)?? ???? ?? ????? ????? ??? ?? ?? ?? ?? ?
    ?? ??? ????? ?? ???.
  • "synthetic sensory experience that communicate
    physical and abstract components to human
    participantSensory information may include
    visual, haptic, tactile, auditory, olfactory,
    etc. Note that the visual sense is very
    dominating. High degree of telepresence is still
    possible with just stereo graphics and strong
    depth cues (perspectives, lighting, shadows,
    motion parallax, etc.)

4
(No Transcript)
5
The Goal of VR
  • Hard to get experience
  • Experience, not necessarily Reality
  • Experience gt Presence gt Realism
  • Difference with 3D Graphics
  • E.g. First person shooter game (should it be
    really engaging ?)
  • Two Pillars of VR
  • Presence
  • 3D Multimodal UI

6

Virtual Reality (vs. 3D Interactive Graphics)
7
Presence and Immersion
  • One of the goals of directly influencing such
    various human senses is to create the feeling of
    "presence ...
  • feeling of being there (visitation) vs. just
    seeing
  • ability to distinguish whether real or not
  • relates to reflexive response of user (will you
    duck at an incoming missile, or feel dizzy at a
    virtual cliff ?)
  • Presence requires Realism and Interaction
  • Immersive environments
  • First person viewpoint (exocentric vs. egocentric
    )
  • Involvement (degrees of control)
  • LOD Control (visual and frame time variation)
  • Collision response (latency)
  • Peripheral vision and FOV
  • Measuring Presence SSQ, PQ

8
Real Time 3D Multimodal Interaction
  • 3D Are humans 3D in nature?
  • Humans are multimodal !
  • Whole body
  • Sensory integration and compensation
  • Usability and sickness issues
  • Many technical issues involved with VR is in
    implementing the artificial senses and control in
    "real" time (e.g. 10-20 frames of image for the
    visual senses, 1/10 sec of delay between natural
    interactions, 50-100 msec of latency, etc.)

9
(No Transcript)
10
Spectrum of VR-ness
11
Building VR Systems
12
Mixed Reality Contiuum
13
Fred Brook's IA (Intelligence Amplification)
  • I believe the use of computer systems for
    intelligence amplification is much more powerful
    today, and will be at any given point in the
    future, than the use of computers for artificial
    intelligence (AI) ... In the AI community, the
    objective is to replace the human mind by the
    machine and its program and its database. In the
    IA community, the objective is to build systems
    that amplify the human mind by providing it with
    computer-based auxiliaries that do the things
    that the mind has trouble doing

14
Other Goals of VR ?
  • Training
  • Presence may impact the quality of a users
    performance because the user is forced to
    translate between two worlds
  • Presence may be an essential aspect to transfer
    to learning (for cases where a simulator is used
    to train expertise)
  • Communication
  • My favorite storytellers, Bill Costby and Jay
    Leno, always draw a vivid picture while they
    work. Good details, language command, good
    acting the bad story teller says to an audience
    after bombing, You had to be there. The good
    story teller makes you think you were there

15
Questions
  • What are application possibilities for virtual
    reality other than education, training, and
    entertainment?
  • How can user felt presence be beneficial to ones
    task performance?
  • Make a case for and against the role of realism
    in producing a convincing experience.
  • Can there be a VR system that is not mainly
    computer based?
  • Is the real life based way of interaction the
    most natural and easy to use for humans?

16
Questions
  • How can preconception affect users in the virtual
    environment?
  • Is VR just another superfluous novelty or fad, or
    does it have unique cost effective benefit?
  • Can one feel present by reading books, playing
    video games, watching movies, or through on-line
    chatting? What good can come from employing
    special modality output devices and natural
    interaction?

17
History of VR (1)
  • Flight Simulators (1930 )
  • Stereo / Large Scale Movies (1930 )
  • Morton Heiligs Sensorama (First HMD, 1950s)
  • Visually coupled Tele-operated Environment and
    HUDs (60's )(HMD Trackers Camera)
  • Modern Computer Graphics (Sutherland _at_ MIT,
    Sketchpad, 63)
  • HMD CG Tracker (Camera) (Sutherland _at_ Utah,
    68)Ultimate Display / WOW, Augmented Reality)
  • UNCs Grope Project (Haptic Display, 69)Who
    wants his intelligence amplified ?
  • Doug Englebart and ARC at Stanford Symbiosis
    (60s early 70s) -gt PARC -gt ATARI -gt APPLE -gt
    (70s late 80s)
  • MIT ArchMac Group -gt Media Lab (70s
    today)(Aspen Movie Map, Put that there ?)

18
History of VR (2)
  • 1977 Sayre Glove (first glove with bend sensing
    device))
  • 1981 DataGlove by Zimmerman (sold to VPL by
    Fisher and Lanier)
  • 1979 Polhemus Navigation Trackers
  • 1983 Myron Krueger's VideoPlace
  • 3D interaction, 3D gesture recognized by vision,
    Multiple participants
  • VIEW NASA Ames Research Center
  • BOOM, Convolvotron, RB2 (VPL) ...
  • VCASS Visually Coupled Airborne System Simulator
    (SuperCockpit)
  • 90's VR emerging ...
  • Fish Tank VR Desktop VR with Head Tracking
  • AutoDesks WorldToolKit
  • Projection based environments (CAVE /
    ImmersaDesk)
  • 91 Reality Engine
  • 94 Sensable Device's Phantom

19
Future of VR
  • Experience based Games vs. Desktop Games
  • How to remain competitive in the Knowledge based
    Society ?
  • ??? ????
  • Tangible Knowledge
  • Scientific Research
  • Real Time Rendering Techniques
  • Presence and Usability
  • Realism and Vision based Methods
  • Structured Methods for VR
  • Proliferation of VR in my opinion depends on
  • VR Device Technology Display, IMUs,
    BioInterface, Graphics Board
  • World / Content Authoring (even for the artists
    !) Movies became popular and widespread only
    after the technology went into the hands of the
    artists
  • Space 2050, Hand Held / Wearable Modules, ...
  • ???, Gutenberg, TV/Movies ?? Next Revolution ...

20
(No Transcript)
21
Virtual Reality ?
  • Way of conveying information, and hopefully the
    next best thing to first hand experience, and so,
  • Its about total experience, not necessarily
    about fun, realism, or the special effect

22
Info. Processing (10 20 years later)
  • ?? 1000 tera flops or more
  • ??? 100s of terra bytes or more
  • ?? 100 1000 times smaller
  • Computing model Turing Machine Neural Net
  • Computing medium Electricity, Atoms,
    Molecules, Proteins
  • Problems solved Intractable problems by
    practically infinite resources

23
(No Transcript)
24
(No Transcript)
25
(No Transcript)
26
Information Transfer
  • ?? gtgt 10 Mbps (? 1 x 106 ??) ?
  • ??? All mobile devices
  • Delivery Basically wireless
  • Services Transparent (as if local)
  • Method Voice, 3D Interaction, wearable etc.

27
(No Transcript)
28
(No Transcript)
29
(No Transcript)
30
(No Transcript)
31
(No Transcript)
32
(No Transcript)
33
Information Display
  • 3D display Holography, etc.
  • Stereo sound Surround 3D
  • In the virtual world (Experience based)
  • Multi-modal (??)
  • On line life-like computer graphics

34
(No Transcript)
35
CAVE
36
Office of the Future (UNC)
37
Conclusion Where are we going ?
  • Experience
  • Presence
  • Multimodal / Compensatory
  • Wearable on me
  • Ubiquitous around me
  • Tangible
  • Intelligence
  • Collaborative
Write a Comment
User Comments (0)
About PowerShow.com