Title: BEYOND THE MOVING CAMERA: SYSTEMS DEVELOPMENT FOR INTERACTIVE IMMERSIVE EXPLORATION OF URBAN ENVIRON
1(No Transcript)
2BEYOND THE MOVING CAMERA SYSTEMS DEVELOPMENT FOR
INTERACTIVE IMMERSIVE EXPLORATION OF URBAN
ENVIRONMENTS.
- Ian Bishop
- Centre for GIS and Modelling,
- University of Melbourne
- idbishop_at_unimelb.edu.au
-
- Bharat Dave
- Faculty of Architecture, Building and Planning,
- University of Melbourne
- bharat_at_unimelb.edu.au
3Elements of Presence
- Illustrative
- Immersive
- Interactive
- Intuitive
- Intensive
From Sherman Judkins (1992)
4Illustrative
- VR offers information in a clear descriptive and
illuminating way
Nakamae et al, 2001
5Immersive
- VR should deeply involve or absorb the user
6Interactive
- In VR, user and computer act reciprocally through
the interface
7Intuitive
- Virtual information is easily perceived. Virtual
tools are used in a human way.
8Intensive
- In VR the user encounters complex information and
responds
9DEVELOPMENT
10OBJECTIVES
- Explore appropriate techniques for interaction
with a virtual environment to enhance sense of
place (presence) and the validity of assessments
and responses. - Develop some specific features for systems
evaluation, namely - link target objects to triggers within the
virtual environment in order to allow users to
open a door, call a lift, switch on a light etc - attach directional sounds to still or moving
objects - animate light sources to change position, colour
or intensity over time (e.g. sunset)
11HARDWARE
- 3 LINUX or IRIX computers
- 3 LCD projectors
- 3 flat screens (front or rear projection)
12SOFTWARE
- Built on IRIX Performer
- Loads objects in .obj, .dxf, .3ds, .flt and other
formats - Based on a scene file which defines
- Actions
- Triggers
- Targets
- The scene file also specifies
- Paths
- Sounds
- Lights
13Actions
14SOURCES TARGETS
define actions of targets TARGET LIFT STATE
UP1 ACTION FOLLOWPATH LIFT_UP ACTION
FOLLOWXYZ 31.8 24.1 0.8 STATE DOWN1 ACTION
FOLLOWPATH LIFT_DOWN ACTION NEXTSTATE
define targets TARGET LIFT TYPE
SELECT FILEREF lift.obj TRANSLATE 0.0 0.0
26.0 END TARGET SOURCE LIFT_BUTTON TYPE
SELECT FILEREF lift_button.obj TRANSLATE 0.0
0.0 26.0 END SOURCE
link sources to targets SECTION
TRIGGERS SOURCE LIFT_BUTTON TARGET
LIFT TARGET LIFT_BUTTON END TRIGGERS
define paths SECTION PATHS PATH
LIFT_UP FILEREF lift_up.path END PATH
15SYNCHRONISATION
- Three client instances are executed on three
separate machines. A server program is executed
somewhere on the local area network. - One of the client applications is the control
which transmits messages (such as position,
orientation, action events, key presses) to the
server, which passes them to the other clients - Visual synchronisation requires that the three
instances update the display at exactly the same
time. - Each client renders the next frame into a hidden
buffer and sends a message to the server when it
has finished. - The server waits for all three clients to
indicate they have rendered the current frame. - The server sends a 'swap buffer now' message to
every client. - All clients swap their hidden buffer to the
foreground at the same time.
16Sounds
- The server checks the ID of messages that arrive.
It also listens for packets that hold the
viewer's position (XYZ) and orientation (HPR)
information. - The server keeps track of each sound source in a
table and uses OpenAL (Open Audio Library -
(http//www.openal.org/home/) to create a 3D
sound environment. The library uses various
filters, applied to each of the speakers
separately, to achieve this. - This way the sound samples are heard to be coming
from the direction of the source in the scene. - These OpenAL libraries are available for Windows,
Macintosh and Linux operating systems, but not
for IRIX OS, so the server must be run on Linux
for this functionality.
17An example
18ISSUES CHALLENGES
- Modelling information
- different needs of precision-oriented geometric
modeling community and that of real-time
interaction and visualisation community have led
to divergent solutions - Interaction paradigms
- With viewers immersed in 3D space, 2D interaction
paradigms may or may not be the most appropriate
ways to interact with such environments - Application specific knowledge
- scene geometry may come from one database whereas
event dependency and activation may be driven by
separate domain specific knowledge, e.g. traffic
flows - Application of rule-based behaviour
- the presence of, and interactions with, other
people condition much of our experience of urban
spaces - User perception and participation
- there is a distinction between information that
is meaningful and useful, and that is detailed
and complete
19Directions
- Interactive design
- The ability to combine design and visualisation
tasks at one-to-one scale in immersive
environments will allow a richer and immediate
feedback cycle in more responsive designs. - Temporal changes
- construction assemblies, traffic distribution,
pollution dispersion, deforestation, etc., can be
simulated and studied in a more systematic
manner. - Participatory design
- The presence of multiple viewers implies multiple
control devices and procedures within the virtual
environment. - Travel and tourism
- a different mode in which to access and
experience places and cultures that may not
easily accessible
20CONCLUSION
- Just begun to explore the potential of virtual
environments for fun, profit, learning,
self-awareness, decision support or applications
unknown. - Commercial developers are leading the way
technologically but their conceptual horizons are
bound by entertainment-related objectives. - Urban planners and managers have real problems
but are generally not a large enough market for
specialized developments (c.f. What if?
CommunityViz) - People without profound software and systems
skills may be unaware of the possibilities. - We hope that the efforts described here will
narrow this divide
21thanks