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Title: http://vr.isdale.com


1
  • http//vr.isdale.com
  • jerry_at_isdale.com

2
VE Technology ReviewOutline
  • Introduction
  • Interface Technology
  • Processing Technology
  • Network Virtual Environments
  • Project Development
  • VR Systems
  • Applications
  • Resources

3
2 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

4
2.1 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

5
2.1.1 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

6
2.1.2 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)

7
2.1.3 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
8
2.3.1.1 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

9
2.3.1.2 VR vs. 3D Computer Graphics
  • Interface devices techniques
  • Free range navigation
  • Manipulation of world entities
  • Immersion Presence

10
2.3.1.2 Immersion
  • Sensory Immersion
  • Psychological Immersion
  • Produced by
  • Enveloping environment
  • Natural interaction (view, manip.)
  • Realism?
  • Responsiveness?
  • Fidelity
  • Update rate

11
2.3.1.2 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

12
2.1.4 Range of VR Systems
  • Interactive Images
  • World in a Window
  • Desktop System
  • Game Machine
  • HMD Systems
  • Rooms
  • (Networked) Simulators
  • Persistent, Shared Virtual Worlds

13
2.1.5 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

14
2.2 Why Use VR
  • 2.2.1 Why an immersive interface?
  • 2.2.2 VE Applications
  • 2.2.3 Why Not Use VR

15
2.2.1 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

16
2.2.2 VE Applications
  • See Section 8 for more details
  • Entertainment
  • Design and Development
  • Training
  • Education
  • Information / Scientific Visualization
  • Collaboration / Community
  • Medicine / Mental Health
  • Marketing

17
2.2.3 Why Not Use VR
  • Cybersickness
  • System Costs (equipment, space, people)
  • Development Complexity
  • Appropriate Content Design
  • Cumbersome Equipment

18
2.3 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)

19
2.3.1 Programmatic
  • Project Management
  • Technical Systems Engineering
  • Artistic World Design
  • Business Marketing, Funding

20
2.3.2 Displays
  • Visual
  • Audio
  • Haptic
  • Other displays

21
2.3.2 Input Devices
  • Tracking systems
  • Wide variety of interface devices

22
2.3.3 Processor Hardware
  • Graphics hardware/software
  • Main processor
  • Multiple processors

23
2.4 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

24
3 Interface Technology
  • 3.1 Interface Device vs Interface Technique
  • 3.2 Universal Interaction Tasks
  • 3.3 Display
  • 3.4 Inputs

25
3.1 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)

26
3.2 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

27
3.2 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

28
3.3 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

29
3.3.1 Display What
  • Environment Display
  • Control Display
  • cockpit, buttons, menus, etc.
  • Systems Monitor
  • behind the scenes details
  • man behind the curtain

30
3.3.2 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?

31
3.3.2.1 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

32
3.3.2.1 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

33
3.3.2.1.1 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

34
3.3.2.1.1.2 Stereopsis
  • Static, binocular cue
  • Each eye gets a slightly different image
  • Only effective within a few feet of viewer
  • Many implementation schemes

35
3.3.2.1.1.3 Motion Parallax
  • Dynamic, monocular cue
  • Near objects move faster than far objects
  • Generally more important than stereo!

36
3.3.2.1.1.4 Oculomotor Cues
  • Based on information from muscles in the eye
  • Accommodation lens shape
  • Convergence gaze direction

37
3.3.2.1.1.5 Accommodation-Convergence Mismatch
  • Std. Stereo displays confuse the brain based on
    oculo. Cues
  • Only true 3d displays can provide these
    correctly

38
3.3.2.1.2 Issues for Visual Displays
  • Resolution (angular range of pixel)
  • Field of View (angular range of display)
  • Image Update Rate

39
3.3.2.2 Desktop Displays
  • Standard Monitor
  • Multiple-Monitors

40
3.3.2.2.1 Stereo Techniques
  • LC Shutters (glasses or screen)
  • 3-D Monitors
  • Head Tracking for motion cues and eye position

41
3.3.2.3 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

42
3.3.2.3.1 HMD Description
  • Support System
  • Display (pixels vs triads)
  • Optics
  • Binocular/Monocular/Biocular
  • Tracker strongly recommended

43
3.3.2.3.2 HMD Issues
  • Cumbersome to wear
  • Single user
  • Small Field Of View
  • Adjustable Field of View
  • Exit Pupil Size
  • Inter-pupil distance
  • Resolution
  • Costs

44
3.3.2.4 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

45
3.3.2.4.1 Example Projection Displays
  • Table ( 1 or more surfaces)
  • Wall (curved, flat)
  • Room (3 to 6 sides)
  • Dome (desk to Planetarium))

46
3.3.2.4.2 Projection Display Issues
  • Projector, screen and space are main
  • Seam blending, and Sync issues
  • Brightness (front/rear projection)
  • Visibility Angles

47
3.3.2.5 Other Visual Displays
  • Push BOOM - Fakespace Labs
  • WindowVR - Virtual Research
  • Tablets - Wacom
  • Cybersphere - VR Systems

48
3.3.2.6 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

49
3.3.3 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

50
3.3.3.1 Sonification of Interface
  • Alerts and Interaction Feedback
  • Ambient Sound
  • Modern systems are too quiet, lack operating
    noise
  • David Theil MS Research

51
3.3.3.2 Sound Effects
  • Classic Multimedia, game tool
  • Intensity fall-off (1/d2)
  • Headphones also block out real-world noises
  • Ambient sound (e.g. stream, crowd)

52
3.3.3.3 Environmental Audio
  • Sound occlusions
  • Reverberation from surfaces
  • Room acoustics
  • Environmental Audio
  • Direct X API

53
3.3.3.4 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)

54
3.3.3.5 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

55
3.3.3.6 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

56
3.3.4 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

57
3.3.4.1 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

58
3.3.4.2 Force
  • Force feedback, Force reflection
  • Exoskeleton (CyberGrasp)
  • Armature (Sensable Phantom)
  • PC Joysticks Steering wheels
  • Mice (vibration or forces)

59
3.3.4.3 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)

60
More Motion Platforms
61
3.3.4.4 Issues for Haptics
  • Detailed Geometric Modeling
  • Complex Force Calculations
  • Input Coupling
  • Often requires separate processor

62
3.3.5 Other Displays
  • Wind
  • Heat
  • Smell
  • Muscle Control

63
3.4 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

64
3.4.1 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

65
3.4.1.1 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

66
3.4.1.2 Tracker Issues
  • Latency and lag
  • Interference
  • Noise
  • Tethering / encumbrance
  • Range

67
3.4.2 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

68
3.4.3 Wands
  • Free space joystick
  • Buttons plus tracker
  • Variety of shapes and configurations

69
3.4.4 Speech Recognition
  • Frees hands for other devices
  • Discreet Command vs Continuos Speech
  • Dialog Management
  • Ambient Noise
  • False positives
  • Training

70
3.4.5 Gesture Recognition
  • Single posture
  • Multiple posture
  • Posture plus motion
  • Face, hand, arm gestures
  • gloves, video, etc.

71
3.4.6 Locomotion Devices
  • Tread mill,Stair Stepper
  • Skates, walking in place
  • Bicycle, Unicycle
  • Tilt platform (skate/snow board)

72
3.4.7 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

73
4 Processing Technology
  • 4.1 Basic VR System Loop
  • 4.2 World Model - VE Database
  • 4.3 World behaviors
  • 4.4 Display Rendering

74
4.1 Basic VR System Loop
  • Input Processing
  • Simulation Update
  • Rendering (to displays and network)
  • Processing Latency between input sensing and
    display
  • Multi-threaded processing

75
4.2 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

76
4.2.1 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.

77
Scene Graph
78
4.2.2 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

79
4.2.2.1 Geometry Types
  • Polygon Models
  • 3D Curve Surfaces
  • Solid Modeling (voxels, solid geometry)
  • Procedural (Fractals, etc.)
  • Articulated Objects
  • Landscape (height field)

80
4.2.2.2 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)

81
4.2.2.3 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

82
4.2.2.4 Texturing
  • Substitute image for geometric detail
  • Highly effective
  • Many techniques for texturing
  • MIP maps (multi-level of detail)
  • Reflectance Maps
  • Bump Maps
  • Solid Textures

83
4.2.2.5 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

84
4.2.3 Lighting
  • Diffuse, specular, ambient light
  • Light Sources
  • spot
  • flood
  • ambient
  • colored
  • object specific
  • Light Maps
  • radiosity
  • global illumination

85
4.2.4 World Assembly
  • World vs Object Space
  • Multiple Worlds
  • Environmental Effects (fog, etc.)

86
4.3 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

87
4.3 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

88
4.3 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

89
4.3 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

90
4.4 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

91
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

92
4.4.1.1 Graphics Pipeline
  • Area Culling
  • View Frustrum
  • Clipping
  • Hidden Surface
  • Shading/Textures
  • Rasterizing
  • AntiAliasing
  • Optimization

93
4.4.1.2 Software Systems
  • OpenGL
  • OpenPreformer
  • IrisGL
  • IrisPerformer
  • DirectX
  • VRML

94
4.4.1.3 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

95
4.4.2 Non Visual Rendering
  • Audio boards
  • PC audio fairly sophisitcated
  • Dedicated Audio PC w/LAN connection
  • Loss of Aureal Technologies
  • Haptic Processing
  • Separate processor suggested

96
5 Networked Virtual Environments
  • 5.1 Types of Networked VE
  • 5.2 Challenges
  • 5.3 Centralized Model
  • 5.4 Distributed Model

97
5.1 Types of Net VE
  • Streamed Browser Worlds (single user)
  • Community Chat Worlds
  • Collaborative Design Worlds
  • Distributed Training Environments
  • Internet Gaming

98
5.2 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

99
5.3 Centralized Model
  • One computer (database) collects all data and
    sends updates to the users.
  • Simple structure.
  • Not scalable, the database is the bottleneck.

100
5.4 Distributed Model
  • Each user maintains its own copy of the database.
  • Updates are send to other users.
  • Not scalable, the network is the bottleneck.

101
6 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

102
6.1 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

103
6.2 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

104
6.3 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

105
6.3.1 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

106
6.3.1.1 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

107
6.3.1.2 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

108
6.3.2 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

109
6.3.2.1 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

110
6.3.2.2 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

111
6.3.2.3 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

112
7 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

113
7.1 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

114
7.2 Complete vs Toolkits
  • 7.2.1 Off the Shelf Systems,
  • 7.2.2 Toolkits

115
7.2.1 Off the Shelf Systems
  • Targeted at specific application markets
  • Psychological testing and rehabilitation
  • Medical Training Simulators
  • Product Design (integrated with CAD/CAM)

116
7.2.2 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

117
7.3 System Styles
  • Open Source
  • Proprietary
  • Web targeted
  • Marketing Worlds (VRML, etc)
  • E-Commerce Objects
  • Community Worlds
  • High End Systems
  • Systems Integrators

118
7.4 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
119
8 Applications
  • 8.1 Entertainment
  • 8.2 Education/Training
  • 8.3 Research
  • 8.4 Design/Development
  • 8.5 Medical
  • 8.6 Marketing
  • 8.7 Visualization

120
8.1 Entertainment
  • Location Based Systems
  • Arcade Games
  • PC and Gamebox

121
8.2 Education/Training
  • Vehicle Training
  • Maintenance Training
  • Medical Training
  • Patient Education
  • Situational Training
  • Mission Rehearsal
  • Virtual Heritage - History
  • Hazardous Operations
  • Science Math Education

122
8.3 Research
  • Geoscience
  • Psychology
  • Perception
  • VR research

123
8.4 Design/Development
  • Prototyping
  • Product Design reviews
  • Architectural review/presentation

124
8.5 Medical
  • Training
  • Psychological Assessment
  • Perceptual Assessment
  • Rehabilitation (psychological and physical)

125
8.6 Marketing
  • Loss Leader Attractions
  • Product Awareness
  • Interactive Catalog

126
8.7 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

127
9 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

128
9.1 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

129
9.2 Magazines
  • Game Developer
  • VRNews
  • Real Time Graphic News
  • Computer Graphics World
  • Advanced Imaging
  • Presence Journal, presence lite
  • VR Psychology

130
9.3 Societies
  • ACM SIGGRAPH
  • ACM SIGCHI
  • ACM SIGMM
  • IEEE Computer CGA magazine
  • SPIE
  • HFS

131
9.4 Conferences
  • IEEE VR
  • ACM Siggraph
  • Lots of workshops and sections of other
    conferences

132
9.5 Web Sites
  • Tutorials and University Courses
  • VR Information Sites
  • Topic Specific Information Sites
  • Shared Worlds
  • Vendors
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