BEYOND THE MOVING CAMERA: SYSTEMS DEVELOPMENT FOR INTERACTIVE IMMERSIVE EXPLORATION OF URBAN ENVIRON - PowerPoint PPT Presentation

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BEYOND THE MOVING CAMERA: SYSTEMS DEVELOPMENT FOR INTERACTIVE IMMERSIVE EXPLORATION OF URBAN ENVIRON

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Title: BEYOND THE MOVING CAMERA: SYSTEMS DEVELOPMENT FOR INTERACTIVE IMMERSIVE EXPLORATION OF URBAN ENVIRON


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BEYOND 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

3
Elements of Presence
  • Illustrative
  • Immersive
  • Interactive
  • Intuitive
  • Intensive

From Sherman Judkins (1992)
4
Illustrative
  • VR offers information in a clear descriptive and
    illuminating way

Nakamae et al, 2001
5
Immersive
  • VR should deeply involve or absorb the user

6
Interactive
  • In VR, user and computer act reciprocally through
    the interface

7
Intuitive
  • Virtual information is easily perceived. Virtual
    tools are used in a human way.

8
Intensive
  • In VR the user encounters complex information and
    responds

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DEVELOPMENT
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OBJECTIVES
  • 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)

11
HARDWARE
  • 3 LINUX or IRIX computers
  • 3 LCD projectors
  • 3 flat screens (front or rear projection)

12
SOFTWARE
  • 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

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Actions
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SOURCES 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
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SYNCHRONISATION
  • 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.  

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Sounds
  • 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.

17
An example
  • Play the movie..

18
ISSUES 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

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Directions
  • 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

20
CONCLUSION
  • 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

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