VIEWS: 7 PAGES: 33 POSTED ON: 8/15/2012
Virtual Reality Immersive Environments -Gopi Prashanth The Wire • What is an immersive environment? • Types of immersive environments. • VR in real world • Feedback mechanisms • Human Factors • VR advantages What is an immersive environment? • One that immerses the user inside of it. • Image/Projection does not have a frame. • Uses complete peripheral vision. • Peripheral vision is more sensitive than direct vision. • FOV ~ 180 degrees. • Gives a sense of being part of the scene. Types of Immersive Environments –HMD –BOOM™ –CAVE™ –Immersadesk™ –DOME™ HMD HMD - Features • Portable viewing screens that add depth perception to otherwise flat images. • Two lenses through which you look at a viewing screens. • Two slightly different images are projected on the screen: one presenting the object as it would be seen the right eye, the other left. • These two stereo images are then fused by the brain into one 3D image. HMD - Tracking • A tracking device mounted on the helmet records the head movements relative to a stationary location. • As the user moves her/his head the simulation collects data from the tracker and updates the user’s perspective of the scene. HMD - Interfaces Wand Data Glove Tracking device on the interface. HMD – Advantages (or Not) • Block out surrounding environment – Users completely absorbed in the environment. • Same reason for their popularity with Video Games – Complete Immersion. • The common HMD weigh a few pounds hence they are a “pain in the neck” The BOOM™ BOOM™ - Features • Binocular Omni Orientation Monitor • Similar to HMD but no helmet. • The BOOM's eyeglasses provide the interface to the virtual world. • Except the fact that the image is virtual the perspective can be changed by actually moving around the image itself – along with the eyeglasses. BOOM™ - Interface • The buttons on the handle of eyeglasses provide an interface. • Other interfaces like a data glove can be hooked up to provide similar/advanced functionality. BOOM™ - Advantages • Small in size • No heavy HMD type helmets • Interface is similar to real world interface hence easier to handle. CAVE CONCEPT The CAVE CAVE - Features • "In the CAVE, you are no longer on the outside looking in but on the inside looking out." - Thomas DeFanti, co-developer of the CAVE • CAVE Automatic Virtual Environment • > 180 degrees FOV • Usually 4 walls – Rear projection display – Each wall rendered at 60 FPS. • Two images per frame. – One per eye. Stereoscopic Glasses • Shutters close and open alternately • 30 times a second. • Tracking device attached to the glasses CAVE™ - Interface • Wand™ • Joystick • Keyboard, IR devices, Audio Commands, Motion sensors, Onscreen menus, light saber? – No restrictions • Palm m500 as an input to the CAVE. – Ref: Gopi Prashanth, et al, "Text Entry via Palm in an Virtual Environment'” Proc. Human Factors and Ergonomic Society, 47th Annual Meeting, Denver, Colorado. CAVE™ - Advantages • Unencumbered movement – No clunky helmets or viewing boxes. – The only required gear are a funky pair of glasses and a wand. • Large FOV – In an simulated environment the objects are not simulated just in front of you, but left, right, behind and above and through you. IMMERSA-DESK Immersadesk - features • ImmersaDesks, will serve as streamlined versions of the CAVE bringing 3D, immersible technology into the office. • Portable yet large enough to cause immersion to a close enough user. • Same Stereoscopic glasses can be used. • Development is swappable with that of the CAVE. DOME™ • Similar to the CAVE • No image stitching • One seamless screen in the form of a sphere. • The CORE movie What people are doing with VR • In science – Virtual environments are helping researchers decipher the knowledge buried within the mountains of data that are piling up hourly, streaming out of space and earth-based instruments. – Scientists separated by a continent will be able to simultaneously share perspective on the data. What people are doing with VR • In medicine – Cancer can be treated more safely. • Study of body structure to find the most effective path for radiation therapy to minimize effect on healthy tissue. – Data gloves • Virtual surgery – distance of subject is not a constraint • Feel body tissue using volumetric data collected using CT scans. What people are doing with VR • In industry – Used as a visualization medium • To further understand the structure of chemicals. • Design better automobiles • Sharing and brainstorming ideas – Army • Virtual warfare training What people are doing with VR • In education/research – Digital bookshelves • Walk through libraries – Learn anatomy on a simulated cadaver – Do trading in a virtual stock market – Virtual laboratories • chemistry and biology – Design 3D models in virtual space Feedback mechanisms in VEs • Visual – The scene being rendered onto the users visual domain • Auditory – Audio feedback • Directional Sound • Motion – Vibration of joystick – Movement of gyroscope – Steering Wheel Feedback mechanisms in VEs • Olfactory – Theatre in Russia and the movie experiment. • Touch – Small electrical impulses to the skin. – Air flow for speed. • Pressure – Body suit • Surrounding pressure under water. • Balance – Ear fluids – Tilting platforms Human Factors in Virtual Environments Ref: Human Factors Issues in Virtual Environments: Kay, Ronald and Robert. Advantages of VR • Scale – Usually the scale of objects that are being viewed is closer to the real objects. • 3D to 3D – Projecting a 3D object onto a 3D medium reveals more details • Interactions – Real world type interactions make the environment more natural for the user. • Augmented reality – Additional information about the subject augments the projection of the subject • Shared Virtual Environments – Surgery – Architectural Walkthrough VR in games • Doom 3D in CAVE™ - Cool!! • More natural means of interaction – Laser Guns – Light Saber • Better immersion in the environment – More input from various other feedback mechanisms • 3D sound • Wind/Pressure suits • Simulators – Gyroscope – Flight – Ship – Tank References • http://www-vrl.umich.edu/intro/ • http://www.evl.uic.edu/ • “Human Factors in Virtual Environments” – Professor Kay Stanney - University of Central Florida • "Text Entry via Palm in an Virtual Environment'" – Gopi Prashanth, et al, Proc. Human Factors and Ergonomic Society, 47th Annual Meeting, Denver, Colorado. Questions?
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