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Chapter 1. Introduction

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Chapter 1. Introduction 1-1. What is VR? 1-2. Related Areas 1-3. History 1-4. State of the Art and R&D Issues 1-5. Some Novel Applications 1-6. – PowerPoint PPT presentation

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Title: Chapter 1. Introduction


1
Chapter 1. Introduction
  • 1-1. What is VR?
  • 1-2. Related Areas
  • 1-3. History
  • 1-4. State of the Art and RD Issues
  • 1-5. Some Novel Applications
  • 1-6. Major Players
  • 1-7. Information Resources

2
1-2. Related areas
  • 1. Training simulation
  • 2. Tele-operation
  • 3. Computer graphics
  • 4. Artificial intelligence

3
training simulation
  • Differences
  • Re-configurable by changing software
  • may include highly un-natural environment
  • highly interactive and adaptive
  • use of a wide variety of human sensing modalities
    and sensori-motor systems
  • highly immersive
  • near-field is synthetic far-field is synthetic.

4
tele-operation
  • for at least 30 years.
  • tele-operator
  • directly (manually) controlled tele-operator
  • tele-robot

5
  • tele-operation vs. virtual reality
  • tele-presence vs. virtual presence

6
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7
computer graphics
  • modeling
  • motion control (animation)
  • rendering
  • user interface

8
artificial intelligence
  • Studies on perception and cognition
  • Testbed for AI research

9
1-3. History
  • 1st stage some visionaries
  • Morton Heilig
  • Ivan Surtherland
  • Myron Krueger
  • William Gibson

10
Heligs Sensorama (1962)
  • U.S. Patent
  • no. 3,050,870

11
Heligs HMD (1960)
  • U.S. Patent
  • no. 2,955,156

12
Sutherlands 1965 vision
  • Display as a window into a virtual world
  • Improve image until the picture looks real
  • Computer maintains world model in real time
  • User directly manipulates virtual objects
  • Manipulated objects move realistically
  • Immersion in virtual world via head-mounted
    display
  • Virtual world also sound real, feel real

13
Kruegers Artificial Reality
14
  • 2nd stage technology development for specific
    purposes
  • training simulator
  • space exploration
  • tele-operation

15
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16
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17
  • 3rd stage VR as the general-purpose technology
  • Jaron Lanier
  • VR industry (VPL, Sense8, W-Industry, )
  • VR academia

18
  • Next stage Toward a scientific discipline
  • computational reality
  • a new computing paradigm
  • a new media
  • a new art form
  • representation, creation and operation of virtual
    worlds
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