Introduction to Virtual Environments & Virtual Reality

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Presentation transcript:

Introduction to Virtual Environments & Virtual Reality Reading: Bowman, et al., Chapter 1

Virtual Environments Augmented Reality Mixed Reality Telepresence Artificial Reality Classical Simulation Environments Virtual Reality (VEs)

Augmented Reality A real-world environment that is enhanced (augmented) with synthetic objects or information Generates a composite view for the user.

Mixed Reality Mixed Reality is the merging of real world and virtual worlds to produce a new environment where physical and digital objects can co-exist and interact. A continuum including both VR and AR (text) Generates a composite view for the user.

Mixed Reality (MR) Anywhere between the extrema of the virtuality continuum. The virtuality continuum extends from completely real through to the completely virtual environment with augment reality and augment virtuality (predominantly virtual space where physical objects/people are dynamically intergrated) ranging between.

Telepresence The use of various technologies to produce the effect of placing the user in another location. Generates a composite view for the user.

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

Videos Mixed Reality – Augmented Reality Virtual Humans in Mixed Reality Systems

Classical Simulation Classical simulation is a mix of real objects and computer generated stimuli.

Virtual Reality Ideal for VR is that everything you experience is computer-generated. Star Trek Holodeck

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

Immersive Technology Head-mounted Display Optical System Image Source (CRT or LCD) Mounting Apparatus Earphones 3 – 6 DoF Tracker

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

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

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.

Primary intellectual components that create a virtual environment Hardware / Technology User’s Perspective (the environment that is experienced) System Software Design Interaction Techniques

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?

User’s perspective Setting Objects in world Other participants Active/Passive Factory Simulation Architectural Walkthrough

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

Interaction Techniques Do I interact with the environment? How do I interact with the environment? Not the same as what devices I use

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

Entertainment

Design Visualization

Training (NASA)

Clinical Virtual Reality The direct use of VR as a tool in the treatment or assessment of psychological and physical disorders. PTSD Demo Video

Questions?