Title: http://vr.isdale.com
1 - http//vr.isdale.com
- jerry_at_isdale.com
2VE Technology ReviewOutline
- Introduction
- Interface Technology
- Processing Technology
- Network Virtual Environments
- Project Development
- VR Systems
- Applications
- Resources
32 Introduction
- Virtual Reality is a fairly complex technology
with few complete off the shelf solution bundles.
- Creating a working application often requires a
systems approach with fairly broad range of
knowledge and talent. - 2.1 What Is VR
- 2.2 Why Use VR
- 2.3 How- VE Technology
- 2.4 Where next? Research Issues of VR
42.1 What Is VR
- 2.1.1 Many Names of VR
- 2.1.2 Definition of VR
- 2.1.3 Taxonomy Spectrum
- 2.1.4 Range of VR Systems
- 2.1.5 Early VR History
52.1.1 Many Names of VR
- Virtual Reality
- Virtual Environment
- Artificial Reality
- Computer Generated Environment
- Computer Simulated Environment
- Synthetic Environment
- Spatial Immersion
- Cyberspace
- Virtual Worlds
- Virtual Presence
- Metaverse
62.1.2 Definition of VR
- (courtesy Michael Capp, Naval Postgraduate
School) - A Computer-Generated, 3D Spatial Environment in
Which Users Can Participate in Real-time. - Virtual Environments Can Be
- Fully Immersive, Encompassing Worlds
- Augmentations (Overlay) to the Real World
- Through the Window Worlds (Non-immersive)
72.1.3 Taxonomy Spectrum
- VR is an area within the multidimensional
taxonomy spectrum of computer systems. - 2.3.1.1 Some Related Technologies
- 2.3.1.2 VR vs 3D Computer Graphics
network
multimedia
sensory
interactivity
physical size
costs
82.3.1.1 Some Related Technologies
- CAD
- Vehicle/Flight Simulators
- Computer animation/special effects
- PC/Video Games
- Interactive Images
- Augmented Reality
- Combined real world and computer generated
environment - Video AR Real world video with generated overlay
- See Through AR Generated display is
semi-transparent - Tele-Presence
- Teleconferencing
- Remote robotic control
- Collaborative Systems
92.3.1.2 VR vs. 3D Computer Graphics
- Interface devices techniques
- Free range navigation
- Manipulation of world entities
- Immersion Presence
102.3.1.2 Immersion
- Sensory Immersion
- Psychological Immersion
- Produced by
- Enveloping environment
- Natural interaction (view, manip.)
- Realism?
- Responsiveness?
- Fidelity
- Update rate
112.3.1.2 Presence
- (Source Lombard, et al "Measuring Presence"
http//www.presence-research.org/presence2000.html
) - "The Perceptual Illusion Of Non Mediation."
- Six different conceptualizations of presence
- 1) Presence as social richness
- the "warmth" or "intimacy" possible via a medium
- 2) Realism
- perceptual and/or social
- 3) Transportation
- the sensations of "you are there," "it is here,"
and/or "we are together" - 4) Immersion
- in a mediated environment
- 5) Social actor within medium
- e.g., parasocial interaction
- 6) Medium as social actor
- e.g., treating computers as social entities
122.1.4 Range of VR Systems
- Interactive Images
- World in a Window
- Desktop System
- Game Machine
- HMD Systems
- Rooms
- (Networked) Simulators
- Persistent, Shared Virtual Worlds
132.1.5 Early VR History
- Fictional Accounts
- Bradbury, The Veldt, 1950
- Zelazney, Dream Master, 1966
- Vinge True Names, 1981
- Gibson Cyberspace, 1984, etc
- Systems and Events
- Mort Heilig, Sensorama, 1956
- Ivan Sutherland, The Ultimate Display (FIPS 1965)
- Visual Simulator Industry (GE 1975, Simnet 1985)
- Myron Kruger, Video Place 1983
- NASA VIVED, VPL, 1985
- Scientific America, 1987
- Meckler VR conferences early 1990s
142.2 Why Use VR
- 2.2.1 Why an immersive interface?
- 2.2.2 VE Applications
- 2.2.3 Why Not Use VR
152.2.1 Why an immersive interface?
- Real environment is hazardous or costly
- Environment encompasses large virtual spaces
- Large number of parameters manipulated
- Tasks are of a hands-busy nature
- Perspective is important
- Need presence to understand environment
- High Tech is Cool
162.2.2 VE Applications
- See Section 8 for more details
- Entertainment
- Design and Development
- Training
- Education
- Information / Scientific Visualization
- Collaboration / Community
- Medicine / Mental Health
- Marketing
172.2.3 Why Not Use VR
- Cybersickness
- System Costs (equipment, space, people)
- Development Complexity
- Appropriate Content Design
- Cumbersome Equipment
182.3 How- VE Technology
- 2.3.1 Programmatic
- 2.3.2 Displays
- 2.3.3 Input Devices
- 2.3.4 Processor Hardware
- 2.3.5 Interaction Techniques
- 2.3.6 World Database
- 2.3.7 Application Software
- 2.3.8 Network Connectivity (Optional)
192.3.1 Programmatic
- Project Management
- Technical Systems Engineering
- Artistic World Design
- Business Marketing, Funding
202.3.2 Displays
- Visual
- Audio
- Haptic
- Other displays
212.3.2 Input Devices
- Tracking systems
- Wide variety of interface devices
222.3.3 Processor Hardware
- Graphics hardware/software
- Main processor
- Multiple processors
232.4 Where next? VE Research Issues
- Increased realism and scene complexity
- Decreased lag (action to reaction time)
- 3d User interfaces and interaction
- Multi-sensory output
- Seamless collaboration
- Behavior Simulation
- Component Framework and Tools
- VE Design Theories
243 Interface Technology
- 3.1 Interface Device vs Interface Technique
- 3.2 Universal Interaction Tasks
- 3.3 Display
- 3.4 Inputs
253.1 Interface Device vs Interface Technique
- A device can be used in may ways, effectively or
otherwise - Device Hardware (device, cabling, interface port)
- Device Driver
- Interaction Technique (Software use of device)
263.2 Universal Interaction Tasks
- 3.2.1 Passive Experience
- 3.2.2 Navigation
- 3.2.3 Selection
- 3.2.4 Manipulation
- 3.2.5 System control
273.2 Universal Interaction Tasks
- 3.2.1 Passive Experience
- Not really "interaction", simply experiencing
displays - 3.2.2 Navigation
- Locomotion motor component
- Way-finding cognitive component
- 3.2.3 Selection
- Choosing one or more objects from a set
- 3.2.4 Manipulation
- Specification of object position orientation
- Specification of scale, shape, other attributes
- 3.2.5 System control
- All other interactions, usually accomplished via
commands - May be composed of other tasks
283.3 Display
- Display device which presents perceptual
information - Often display used to mean visual display
- Goal display devices which accurately represent
perceptions in simulated world - 3.3.1 Display What
- 3.3.2 Visual
- 3.3.3 Audio
- 3.3.4 Haptics
- 3.3.5 Other Displays
293.3.1 Display What
- Environment Display
- Control Display
- cockpit, buttons, menus, etc.
- Systems Monitor
- behind the scenes details
- man behind the curtain
303.3.2 Visual Displays
- Stimulus light of wavelengths 350-750 nm
- Visual dominance 50 of brain involved in
processing! - 3.3.2.1 Human Visual System
- 3.3.2.2 Desktop Displays
- 3.3.2.3 Head Mounted Displays (HMD)
- 3.3.2.4 Projection Displays
- 3.3.2.5 Other Visual Displays
- 3.3.2.6 Which Visual Display to Use?
313.3.2.1 Human Visual System
- Physiology of Eyes
- Fovial/Peripheral Vission
- Rods periphery, motion, BW, sensitivity
- Cones fovea, static, color, acuity
- Perception Brain
- 3.3.2.1.1 3D depth cues
- 3.3.2.1.2 Issues for Visual Displays
323.3.2.1 3D depth cues
- (courtesy Doug Bowman)
- Several different types of cues used by human
visual system - 3.3.2.1.1.1 Static monocular cues
- 3.3.2.1.1.2 Stereopsis
- 3.3.2.1.1.3 Motion parallax
- 3.3.2.1.1.4 Oculomotor cues
- 3.3.2.1.1.5 Accommodation-convergence mismatch
333.3.2.1.1 Static Monocular Cues
- Types of Monocular Cues
- Occlusion,
- relative size,
- linear perspective,
- texture gradient,
- aerial perspective,
- shading,
- relative height
- Can lead to depth illusions
- man on hand photo, Ames room
343.3.2.1.1.2 Stereopsis
- Static, binocular cue
- Each eye gets a slightly different image
- Only effective within a few feet of viewer
- Many implementation schemes
353.3.2.1.1.3 Motion Parallax
- Dynamic, monocular cue
- Near objects move faster than far objects
- Generally more important than stereo!
363.3.2.1.1.4 Oculomotor Cues
- Based on information from muscles in the eye
- Accommodation lens shape
- Convergence gaze direction
373.3.2.1.1.5 Accommodation-Convergence Mismatch
- Std. Stereo displays confuse the brain based on
oculo. Cues - Only true 3d displays can provide these
correctly
383.3.2.1.2 Issues for Visual Displays
- Resolution (angular range of pixel)
- Field of View (angular range of display)
- Image Update Rate
393.3.2.2 Desktop Displays
- Standard Monitor
- Multiple-Monitors
403.3.2.2.1 Stereo Techniques
- LC Shutters (glasses or screen)
- 3-D Monitors
- Head Tracking for motion cues and eye position
413.3.2.3 Head Mounted Displays (HMD)
- Symbol of VR to most people
- Display and Optics mounted on Head
- May or may not fully occlude real world
- 3.3.2.3.1 HMD Description
- 3.3.2.3.2 HMD Issues
423.3.2.3.1 HMD Description
- Support System
- Display (pixels vs triads)
- Optics
- Binocular/Monocular/Biocular
- Tracker strongly recommended
433.3.2.3.2 HMD Issues
- Cumbersome to wear
- Single user
- Small Field Of View
- Adjustable Field of View
- Exit Pupil Size
- Inter-pupil distance
- Resolution
- Costs
443.3.2.4 Projection Displays
- One or more projectors and screens
- Front or Rear projected
- Larger size than monitors
- Dont occlude reality
- Viewed by many people at a time
- 3.3.2.4.1 Example Projection Displays
- 3.3.2.4.2 Projection Display Issues
453.3.2.4.1 Example Projection Displays
- Table ( 1 or more surfaces)
- Wall (curved, flat)
- Room (3 to 6 sides)
- Dome (desk to Planetarium))
463.3.2.4.2 Projection Display Issues
- Projector, screen and space are main
- Seam blending, and Sync issues
- Brightness (front/rear projection)
- Visibility Angles
473.3.2.5 Other Visual Displays
- Push BOOM - Fakespace Labs
- WindowVR - Virtual Research
- Tablets - Wacom
- Cybersphere - VR Systems
483.3.2.6 Which Visual Display to Use?
- Research Product Design Topic
- Cost Monitor, HMD, Projection
- HMD for 360, close up, block reality, single user
- Group display projection variety
493.3.3 Audio
- 2nd most studied sense
- Adds tremendously to experience, if well executed
- Stimulus disturbance of molecules in a medium
(air) - Perceptions pitch, loudness, location
- 3.3.3.1 Sonification of Interface
- 3.3.3.2 Sound Effects
- 3.3.3.3 Environmental Audio
- 3.3.3.4 Spatialized Audio
- 3.3.3.5 Speech Generation
- 3.3.3.6 Audio Display Devices
503.3.3.1 Sonification of Interface
- Alerts and Interaction Feedback
- Ambient Sound
- Modern systems are too quiet, lack operating
noise - David Theil MS Research
513.3.3.2 Sound Effects
- Classic Multimedia, game tool
- Intensity fall-off (1/d2)
- Headphones also block out real-world noises
- Ambient sound (e.g. stream, crowd)
523.3.3.3 Environmental Audio
- Sound occlusions
- Reverberation from surfaces
- Room acoustics
- Environmental Audio
- Direct X API
533.3.3.4 Spatialized Audio
- 2 ears allow localization
- Works well in plane of ears
- Interaural intensity differences
- Interaural time differences
- Pineal shape effects
- Head Related Transfer Function (HRTF)
543.3.3.5 Speech Generation
- Avoids text display which breaks illusion
- Extra processing required
- Vocal Tract simulation
- Prerecorded words, phonemes and diphones
- Intelligibility may require practice
- Lacks tonality, rhythm, emphasis, general
expressiveness
553.3.3.6 Audio Display Devices
- PC sound boards (mid to high range)
- External synthesizer, mixer
- Stereo Headset (with or w/o HRTF)
- Stereo speakers (HRTF with cancelation)
- Multiple Speakers
- Bass Shaker Speaker
- Amplifiers, wiring
563.3.4 Haptics
- Adds greatly to VE when you interact with objects
- Tactile vs Kinematic
- 3.3.4.1 Tactile
- 3.3.4.2 Force
- 3.3.4.3 Motion Platform
- 3.3.4.4 Issues for Haptics
573.3.4.1 Tactile
- Temperature, skin curvature and stretch,
velocity, vibration, slip, pressure and local
force - Vibration fairly easy and cheap
- pager parts
- Texture is harder to reproduce
- pin arrays
- Gross vs local temperature
583.3.4.2 Force
- Force feedback, Force reflection
- Exoskeleton (CyberGrasp)
- Armature (Sensable Phantom)
- PC Joysticks Steering wheels
- Mice (vibration or forces)
593.3.4.3 Motion Platform
- Vestibular and Proprioception
- Impulse Force and Onset Cues
- Washout
- Degrees and Range of Motion (1, 3, 6)
- Stewart Platform (aka Hexapod)
- Walking Simulators
- Virtual Motion Headset (eletrostimulation)
60More Motion Platforms
613.3.4.4 Issues for Haptics
- Detailed Geometric Modeling
- Complex Force Calculations
- Input Coupling
- Often requires separate processor
623.3.5 Other Displays
- Wind
- Heat
- Smell
- Muscle Control
633.4 Inputs
- Hardware that allows the user to communicate with
the system - Discreet, event based devices
- Continuos, sampled devices
- 3.4.1 Trackers
- 3.4.2 Gloves
- 3.4.3 Wands
- 3.4.4 Speech Recognition
- 3.4.5 Gesture Recognition
- 3.4.6 Locomotion Devices
- 3.4.7 Other Devices
643.4.1 Trackers
- Measure position and/or orientation of a sensor
- Degrees of freedom (DOFs)
- Position (3 axis)
- Rotation (3 axis)
- Mostly used for tracking head and hands
- Some systems provide whole body tracking
- Object Tracking (tablet, controls, etc.)
- Preprocessing system required
- Very common, often essential part of VE
653.4.1.1 Types of Trackers
- Mechanical
- Armature with position sensors
- Electromagnetic
- AC or DC field emmitors/sensors
- Compass
- Optical
- Target tracking (led, ping pong balls)
- Full Vision or simply targets
- Acoustic
- Ultrasonic
- Inertial
- Acceleration and impulse forces
- GPS
- Outdoor Augmented Reality
- Hybrid
663.4.1.2 Tracker Issues
- Latency and lag
- Interference
- Noise
- Tethering / encumbrance
- Range
673.4.2 Gloves
- The other "classic" VR device
- Finger position sensing gloves
- Discrete gloves
- tips touching Fakespace Pinch
- Armature tracked
- Bend sensors (optical, resistive, other)
- Tracker required for overall position/orientation
683.4.3 Wands
- Free space joystick
- Buttons plus tracker
- Variety of shapes and configurations
693.4.4 Speech Recognition
- Frees hands for other devices
- Discreet Command vs Continuos Speech
- Dialog Management
- Ambient Noise
- False positives
- Training
703.4.5 Gesture Recognition
- Single posture
- Multiple posture
- Posture plus motion
- Face, hand, arm gestures
- gloves, video, etc.
713.4.6 Locomotion Devices
- Tread mill,Stair Stepper
- Skates, walking in place
- Bicycle, Unicycle
- Tilt platform (skate/snow board)
723.4.7 Other Devices
- Keyboards (wearable)
- Advanced Mice/Joysticks
- Muscle contraction
- Brain wave
- Eye tracking
- Osmose Breathing
- http//www.dgp.utoronto.ca/people/BillBuxton/Input
Sources.html
734 Processing Technology
- 4.1 Basic VR System Loop
- 4.2 World Model - VE Database
- 4.3 World behaviors
- 4.4 Display Rendering
744.1 Basic VR System Loop
- Input Processing
- Simulation Update
- Rendering (to displays and network)
- Processing Latency between input sensing and
display - Multi-threaded processing
754.2 World Model - VE Database
- 4.2.1 Extended Scene Graph
- 4.2.2 3D Modeling
- 4.2.2.1 Geometry Types
- 4.2.2.2 3D Object Scanning
- 4.2.2.3 Virtual Human Avatar
- 4.2.2.4 Texturing
- 4.2.2.5 Levels of Detail
- 4.2.3 Lighting
- 4.2.4 World Assembly
764.2.1 Extended Scene Graph
- Scene Graph hierarchy of objects and spaces
(geometry and lighting) with position
orientation linkages - Extended to include input devices (trackers,
etc), sounds, behaviors, links to other worlds,
etc.
77Scene Graph
784.2.2 3D Modeling
- Much in common with
- 3D Computer Graphics and Animation
- 4.2.2.1 Geometry Types
- 4.2.2.2 3D Object Scanning
- 4.2.2.3 Virtual Human Avatar
- 4.2.2.4 Texturing
- 4.2.2.5 Levels of Detail
794.2.2.1 Geometry Types
- Polygon Models
- 3D Curve Surfaces
- Solid Modeling (voxels, solid geometry)
- Procedural (Fractals, etc.)
- Articulated Objects
- Landscape (height field)
804.2.2.2 3D Object Scanning
- Quickly produce models of real objects
- Point Clouds and Post Processing
- Volume (small, medium, large)
- Laser Digitizers
- White Light Digitizers
- Tracker-based Wand
- Photogrammetry (from photograph)
814.2.2.3 Virtual Human Avatar
- Represents user and others in virtual world
- May or may not be humanoid
- Some standardization efforts
- MPEG-4,
- H-Anim
- Nat. Lib. Medicine Virtual Human Project
- not really avatar
- detailed human model from sliced cadavers
- extending to provide animation, behaviors
824.2.2.4 Texturing
- Substitute image for geometric detail
- Highly effective
- Many techniques for texturing
- MIP maps (multi-level of detail)
- Reflectance Maps
- Bump Maps
- Solid Textures
834.2.2.5 Levels of Detail
- Different model descriptions for same object
- Use lower complexity models when far away or
cluttered scene - Switching objects can cause artifacts
- Particular to Simulator and VE systems
844.2.3 Lighting
- Diffuse, specular, ambient light
- Light Sources
- spot
- flood
- ambient
- colored
- object specific
- Light Maps
- radiosity
- global illumination
854.2.4 World Assembly
- World vs Object Space
- Multiple Worlds
- Environmental Effects (fog, etc.)
864.3 World Behaviors
- 4.3.1 Object Motion
- 4.3.2 Collision Detection and Response
- 4.3.3 Physical Simulation
- 4.3.4 Scripting
- 4.3.5 Area of Interest Culling
- 4.3.6 World Linking
- 4.3.7 Artificial Life
874.3 World Behaviors
- 4.3.1 Object Motion
- Animation
- Constraints
- Motion Capture
- Simulation
- 4.3.2 Collision Detection and Response
- Very important for realism
- Many fast detection algorithms emerging
- Reactions may require force simulation
884.3 World Behaviors
- 4.3.3 Physical Simulation
- FMA
- Modeling Newtonian Forces
- Kinematics and other forces
- Fake physics for expediency
- 4.3.4 Scripting
- Data flow programming
- Java and other scripting in VRML
894.3 World Behaviors
- 4.3.5 Area of Interest Culling
- Reduce scene in memory by area of interest
- 4.3.6 World Linking
- Jumping to different world databases
- Web based links in VRML
- 4.3.7 Artificial Life
- Simulated life with goals, plans, etc.
- "Natural" selection and evolution
- Neural Net driven life forms
904.4 Display Rendering
- 4.4.1 Real time 3D Graphics
- 4.4.1.1 Graphics Pipeline
- 4.4.1.2 Software Systems
- 4.4.1.3 PC vs Workstation
- 4.4.2 Non Visual Rendering
914.4.1 Real time 3D Graphics
- 4.4.1.1 Graphics Pipeline
- 4.4.1.2 Software Systems
- 4.4.1.3 PC vs Workstation
924.4.1.1 Graphics Pipeline
- Area Culling
- View Frustrum
- Clipping
- Hidden Surface
- Shading/Textures
- Rasterizing
- AntiAliasing
- Optimization
934.4.1.2 Software Systems
- OpenGL
- OpenPreformer
- IrisGL
- IrisPerformer
- DirectX
- VRML
944.4.1.3 PC vs Workstation
- PC board capability doubled every 6 months
- Slowed in expectation of Direct X v8
- delayed pending XBox
- Workstations have better bandwidth to memory
- can more and larger textures
- Simulator Image Generator
- Scene simulation often limited by culling and
clipping - Fixed frame rate - dynamic scene complexity
- OpenGL/DirectX dont support this well so PCs
suffer
954.4.2 Non Visual Rendering
- Audio boards
- PC audio fairly sophisitcated
- Dedicated Audio PC w/LAN connection
- Loss of Aureal Technologies
- Haptic Processing
- Separate processor suggested
965 Networked Virtual Environments
- 5.1 Types of Networked VE
- 5.2 Challenges
- 5.3 Centralized Model
- 5.4 Distributed Model
975.1 Types of Net VE
- Streamed Browser Worlds (single user)
- Community Chat Worlds
- Collaborative Design Worlds
- Distributed Training Environments
- Internet Gaming
985.2 Challenges
- (courtesy D. Gracanin)
- Network Bandwidth
- Heterogeneity
- Distributed Interaction
- Real-Time System Design and Resource Management
- Failure Management
- Scalability (geography of scene, net distance,
population,etc) - Deployment and Configuration
995.3 Centralized Model
- One computer (database) collects all data and
sends updates to the users. - Simple structure.
- Not scalable, the database is the bottleneck.
1005.4 Distributed Model
- Each user maintains its own copy of the database.
- Updates are send to other users.
- Not scalable, the network is the bottleneck.
1016 Project Development
- 6.1 Systems Engineering
- 6.2 World Authoring
- 6.3 Design Concepts
- 6.3.1 Usability Human Factors
- 6.3.2 VE Design Theory
1026.1 Systems Engineering
- Creating a VE system requires integration of
hardware, software and artistic creations - Many interrelated issues between these domains
- Systems Engineering approach needed to manage
these issues. - Basic Project Management
- Software Engineering
1036.2 World Authoring
- Much of the authoring tools and techniques are
shared with other 3D graphics domains - VR demands more speed from models
- trade-offs and special techniques for the world
database
1046.3 Design Concepts
- 6.3.1 Usability Human Factors
- 6.3.1.1 Goals of Interaction Design
- 6.3.1.1.1 Performance
- 6.3.1.1.2 Usability
- 6.3.1.1.3 Usefulness
- 6.3.1.2 Philosophies Of 3D Interaction Design
- 6.3.2 VE Design Theory
- 6.3.2.1 Styles of World Building
- 6.3.2.2 Church/Murray Aesthetics
- 6.3.2.3 Perceptual Opportunities
1056.3.1 Usability Human Factors
- Usability as measure of quality
- VE Usability Research (U.Va, UK, etc.)
- 3D UI Web (http//www.mic.atr.co.jp/poup/3dui.htm
l) - Excellent detailed tutorials
- 6.3.1.1 Goals of Interaction Design
- 6.3.1.2 Philosophies Of 3D Interaction Design
1066.3.1.1 Goals of Interaction Design
- (courtesy Doug Bowman, Virginia Tech.)
- Performance
- Efficiency
- Accuracy
- Productivity
- Usability
- Ease of use
- Ease of learning
- User comfort
- Usefulness
- Interaction helps meet system goals
- Interface relatively transparent so users can
focus on tasks
1076.3.1.2 Philosophies Of 3D Interaction Design
- (courtesy Doug Bowman, Virginia Tech.)
- Artistic Approach
- Base design decisions on Intuition about users,
tasks, and environments, Heuristics, Metaphors,
Common Sense, Aesthetics - Adaptation/Inversion of existing interfaces (e.g.
using 2D interface elements in a 3D environment) - Scientific Approach
- Base design decisions on Formal characterization
of users, tasks, and environments, Quantitative
evaluation results, Performance requirements, - Examples taxonomies, formal experimentation
- Both approaches can lead to guidelines
principles
1086.3.2 VE Design Theory
- Virtual Environment Design is a relatively new
field, open to experimentation. - Draws from many areas of design including
Architectural Theory, Animation, Storytelling - Benedikt's 1992 Cyberspace First Steps
- Chapter in forthcoming book
- "Handbook of Virtual Environments"
- 6.3.2.1 Styles of World Building
- 6.3.2.2 Church/Murray Aesthetics
- 6.3.2.3 Perceptual Opportunities
1096.3.2.1 Styles of World Building
- Mike Heim, Art Center College of Design, Pasadena
CA - Additive
- Draw from pre-built libraries
- Authoring
- Create new objects and spaces
- Realistic Construction
- Reflects real world environments
- Fantastical Construction
- Capitalize on unique nature of VR
1106.3.2.2 Church/Murray Aesthetics
- Forged by Clive Fencott from Janet Murray's
aesthetics for interactive media, Doug Church's
'Formal Abstract Design Tools', Mel Slater on
co-presence, and Mike Heim's Transmogrification - Agency
- Pleasure of being, or appearing to be in control
- Narrative Potential
- Ability to impart knowledge or tell story
- Presence and Co-presence
- Being there
- Transformation/ Transmorgrification
- Ability to do or be the unusual
1116.3.2.3 Perceptual Opportunities
- Characterization of the roles objects are
intended to play in establishing purposive
experience - Sureties
- Denotative meaning and acceptance of environment
- Shocks
- Perceptual bugs, break illusion of environment
- Surprises
- Deliver connotative meaning purpose
- Attractors draw attention to areas of interest
or situations - Connectors support planning to achieve goals
- Retainers deliver specific objectives and
rewards of world - Perceptual Maps
- document relations between perceptual
opportunities
1127 VR Systems
- 7.1 VR Software Features
- 7.2 Complete vs Toolkits
- 7.2.1 Few Off the Shelf Systems,
- 7.2.2 Lots of Toolkits
- 7.2.3 Toolkits for Various Levels
- 7.3 System Styles
- 7.4 Example Systems
1137.1 VR Software Features
- Importing models
- Libraries
- Level of detail (LOD)
- Object Position and Orientation
- Constraints
- Articulated features
- Animation
- Collision detection
- Parallel worlds
- Light sources
- Event handling
- Audio
- Control language
- Sensors/Tracking Device Support
- Stereo viewing
1147.2 Complete vs Toolkits
- 7.2.1 Off the Shelf Systems,
- 7.2.2 Toolkits
1157.2.1 Off the Shelf Systems
- Targeted at specific application markets
- Psychological testing and rehabilitation
- Medical Training Simulators
- Product Design (integrated with CAD/CAM)
1167.2.2 Toolkits
- Benefits of Toolkits
- Flexibility of Device Interfaces
- Complexity of Development
- Toolkits for Various Levels
- 3d Graphics
- Audio
- Haptics
- Device Interface and Interaction
- Integration of different kits is an issue
- Need a standard component framework
1177.3 System Styles
- Open Source
- Proprietary
- Web targeted
- Marketing Worlds (VRML, etc)
- E-Commerce Objects
- Community Worlds
- High End Systems
- Systems Integrators
1187.4 Example Systems
- Alice
- CDS
- Centric Software
- Crystal Space
- CyberToolbox
- DirectX
- DIVE
- Unigraphics/EAI Sense 8
- Eon Reality
- MetaVR
- Gismo3d
- Java3d
- Massive
- Meme
- MR Toolkit
- Multigen-Paradigm
- Open GL
- Blaxxun
- Performer
- R3Vis
- Renderware
- SVE
- VisKit
- Vivids
- VRML tools
- Vtree
See http//vr.isdale.com/AuthoringTools.html
1198 Applications
- 8.1 Entertainment
- 8.2 Education/Training
- 8.3 Research
- 8.4 Design/Development
- 8.5 Medical
- 8.6 Marketing
- 8.7 Visualization
1208.1 Entertainment
- Location Based Systems
- Arcade Games
- PC and Gamebox
1218.2 Education/Training
- Vehicle Training
- Maintenance Training
- Medical Training
- Patient Education
- Situational Training
- Mission Rehearsal
- Virtual Heritage - History
- Hazardous Operations
- Science Math Education
1228.3 Research
- Geoscience
- Psychology
- Perception
- VR research
1238.4 Design/Development
- Prototyping
- Product Design reviews
- Architectural review/presentation
1248.5 Medical
- Training
- Psychological Assessment
- Perceptual Assessment
- Rehabilitation (psychological and physical)
1258.6 Marketing
- Loss Leader Attractions
- Product Awareness
- Interactive Catalog
1268.7 Visualization
- Scientific Visualization
- Display of scientific or engineering data for
exploration and comprehension - Geological exploration (oil, gas, minerals)
- Information Visualization
- Abstract data displayed geometrically for
exploration and comprehension
1279 Resources
- See web site for more details and live links
http//vr.isdale.com/vetutorial - 9.1 Books
- 9.2 Magazines
- 9.3 Societies
- 9.4 Conferences
- 9.5 Web Sites
1289.1 Books
- Several to appear in 2001 including "Handbook of
Virtual Environments" - John Vince, "Essential Virtual Reality"
- Singhal and Zyda. "Networked Virtual
Environments" - Lots of older titles and web centric ones
1299.2 Magazines
- Game Developer
- VRNews
- Real Time Graphic News
- Computer Graphics World
- Advanced Imaging
- Presence Journal, presence lite
- VR Psychology
1309.3 Societies
- ACM SIGGRAPH
- ACM SIGCHI
- ACM SIGMM
- IEEE Computer CGA magazine
- SPIE
- HFS
1319.4 Conferences
- IEEE VR
- ACM Siggraph
- Lots of workshops and sections of other
conferences
1329.5 Web Sites
- Tutorials and University Courses
- VR Information Sites
- Topic Specific Information Sites
- Shared Worlds
- Vendors