Documents
Resources
Learning Center
Upload
Plans & pricing Sign in
Sign Out

Introduction to VE_1_

VIEWS: 5 PAGES: 35

									    Introduction to
Virtual Environments

User Interfaces and Usability
           Fall 09

           John Quarles

 http://www.youtube.com/watch?v=ctnY2hcHDKc

                                              1
      Virtual Reality Definition
What is virtual reality?
   Virtual –
      being in essence or effect, but not in fact
      Example VRAM
   Reality –
      the state or quality of being real. Something that
      exists independently of ideas concerning it.
      Something that constitutes a real or actual thing as
      distinguished from something that is merely
      apparent.”
   What was the first VR?
                                                         2
What was the first VR?




                         3
                  Progression
Story telling
   What did this rely on?
      User‟s imagination!
Multi-sensory
   Images
   Sounds
Control
   Events
   View
What do these things have in common?
   Immersion


                                       4
             Define VR
Burdea:
Virtual reality is a high-end user-computer
interface that involves real-time simulation
and interactions through multiple sensorial
channels. These sensorial modalities are
visual, auditory, tactile, smell, and taste.




                                               5
          Burdea‟s 3 I‟s of VR
Interactivity – user impacts world
   Define
   Channels
Immersion – believing you are there
   Define
   What contributes to it?
Imagination – user „buying‟ into the experience
   Examples
   Why is this necessary?


                                                  6
           Ivan Sutherland‟s
          The Ultimate Display
“Don‟t think of that thing as a
  screen, think of it as a
  window, a window through
  which one looks into a virtual
  world. The challenge to
  computer graphics is to make
  that virtual world look real,
  sound real, move and
  respond to interaction in real
  time, and even feel real.”

                                   7
Our definition (from Brooks‟ What‟s
    Real About Virtual Reality)
 Virtual Reality Experience – the user is
 effectively immersed in a responsive virtual
 world.
 Implies -> user dynamic control of viewpoint

 Control becomes an important element of VR
 systems.
    Differentiates VR from books and movies (or watching
     movies in HMD)
    Why is control more important?
                                                        8
 Key Elements of Virtual Reality
         Experience
Virtual World - content of a given medium
   screen play, script, etc.
   actors performing the play allows us to
    experience the virtual world

Immersion – sensation of being in an
environment
   mental immersion – suspension of disbelief
   physical immersion – bodily entering the
    medium
   Related to presence – (mentally immersed)
    the participant‟s sensation of being in the
    virtual environment (Slater)

   http://www.youtube.com/watch?v=h8c6U7dp       Walking Experiment at
    I7g                                           UNC – Chapel Hill

                                                                   9
 Key Elements of Virtual Reality
         Experience
Sensory Feedback – information about the
virtual world is presented to the participant‟s
senses
    Visual (most common)
    Audio
    Touch
Interactivity – the virtual world responds to the
user‟s actions.
    Computer makes this possible
    Real-time



                                                    Walking Experiment at
                                                    UNC – Chapel Hill


                                                                     10
Given these points… are these VR
          experiences?
Virtual World
Immersion
Sensory Feedback
Interactivity
Create a table and decide how these items stack up as
VR or not:
    ZORK
    Choose Your Own Adventure
    Fallout 3
    Transformers (the 2007 movie)
    747 Flight Simulator
    Microsoft Flight Simulator 2004 (on a PC)
    Hitchhikers Guide to the Galaxy (the book)
                                                        11
Other Definitions (from book)
Artificial Reality – synthetic environments in
which a user may interactively participate
Virtual – not real. representations of physical
objects.
Virtual World, Virtual Reality, Virtual
Environments – used interchangeably.
   Brooks – we aren‟t even close to creating realities yet.
Cyberspace – location that exists only in the
mind of the participants. DO NOT OVERUSE or
lower letter grades will result! (kidding)

                                                          12
             Virtual Environments
  Augmented Reality (Mixed Reality)
  Telepresence
  Artificial Reality
  Classical Simulation Environments
  Virtual Reality
All Virtual Objects               All Real Objects




                                                13
     Augmented (Mixed) Reality
  A combination of a
  real scene viewed by
  a user and a virtual
  scene generated by a
  computer that
  augments the scene
  with additional
  information.
                         Ultrasound Visualization Research at
                         UNC – Chapel Hill
All Virtual Objects                             All Real Objects

                                                              14
                      Telepresence
   The use of various technologies to
    produce the effect of placing the user in
    another location.




All Virtual Objects                  All Real Objects

                                                   15
      Artificial Reality (Myron Kruger)
                       Responsive Environment
                         Is an environment where
                         human behavior is
                         perceived by a computer
                         which interprets what it
                         observes and responds
                         through intelligent visual
                         and auditory displays
                         http://www.youtube.com/
                         watch?v=dqZyZrN3Pl0

All Virtual Objects                    All Real Objects

                                                      16
              Classical Simulation
  Classical simulation is a
  mix of real objects and
  computer generated
  stimuli.
  http://www.youtube.com/w
  atch?v=ZyLgrKUBfJo

  http://www.youtube.com/w
  atch?v=4fKf-JBCFqE
All Virtual Objects              All Real Objects

                                               17
                      Virtual Reality
  Ideal for VR is that
  everything you
  experience is
  computer-generated.




All Virtual Objects                     All Real Objects

                                                       18
         VR usually implies
Immersive Technology
   Remember definition
Real-time first person view
Environment responds to you (at least at
the level of head-motion)




                                           19
        Immersive Technology
Head-mounted
Display
   Optical System
   Image Source (CRT or
    LCD)
   Mounting Apparatus
   Earphones
   Position Tracker




                               20
     Immersive Technology
Multi-screen Projection of
stereoscopic images
(CAVE)




                             21
Immersive Technology
           Single large
           stereoscopic display
               Projection-based
               Head-tracked
               Possible tracking of
                hands and arms.
               Brings virtual objects
                into the physical world




                                      22
     Other Characteristics
Head and body tracking implies that visual
content is always computed and rendered
in “real time” (10-60 frames/second).
In virtual reality you have a sense of, and
interact with, three-dimensional things as
opposed to pictures or movies of things.




                                          23
What are the primary intellectual components
     that create a virtual environment?

 Hardware / Technology
 User‟s Perspective (the environment that
 is experienced)
 System Software Design
 Interaction Techniques




                                            24
User‟s perspective

            Setting
            Objects in world
            Other participants
            Active/Passive
                Factory Simulation
                Architectural
                 Walkthrough




                                  25
   Hardware / Technology

What display modalities and technologies will
I use?
What sensor modalities and technologies will
I use?
What is my computation
environment?
How many active users
do I wish to
accommodate?

                                                26
     System Software Design
Software structures that run the virtual
environment
   Rendering group
      Graphics, audio, haptic
   Sensor polling group
      Separately poll each sensor hardware subsystem
   Computation group
      Manage the state of the environment


                                                       27
     Interaction Techniques
Do I interact with the
environment?

How do I interact with
the environment?

Not the same as what
devices I use


                              28
                   Applications?
Most current applications:
 Special Purpose
 Interaction simple and/or infrequent
 Sidestep limitations of graphics and
 haptics
 A few expensive systems are sold to a few
 rich people
 http://video.google.com/videoplay?docid=-1997633508821626439&ei=C-
 XUSuXvJJjqqwLHqqnKCg&q=flight+simulator&hl=en&client=firefox-a#

                                                                      29
Entertainment




                30
              Design Visualization




http://www.youtube.com/watch?v=tISLizgcbLk
http://video.google.com/videoplay?docid=-
1657678101266526279&ei=bC3XSsC6KYLkrAKO4P
mgCg&q=virtual+manufacturing&hl=en&client=firefox-   31
  Training (NASA)




http://www.imdb.com/video/wab/vi1541472
793/
                                          32
     Clinical Virtual Reality


                                                    Hunter Hoffman
                                                    HITLab –
                                                    University of
                                                    Washington


The direct use of VR as a tool in the treatment or
    assessment of psychological and physical
                    disorders.
          http://www.virtuallybetter.com/environments.html           33
34
                 Why VR?
In groups – develop a
set of guidelines for
when to apply VR to a
problem
Give three examples
of applications that fit
your definition, and
three examples of
common
misconceptions.
                           35

								
To top