Multimedia Virtual Reality T.Sharon - A.Frank
Virtual Reality (VR) Definition An artificial reality that projects you into a 3D space generated by the computer. A virtual reality system usually uses: Stereoscopic goggles that provide the 3D imagery. Tracking device: goggles that track head and body movement. "data glove" that tracks hand movements. The tracking device lets you point to and manipulate computer-generated objects displayed into the goggles. T.Sharon - A.Frank
Degree of Interaction in VR Solo – One person interacting in a virtual space. Same Place Collaboration – Few users, interacting in a virtual space, in the same physical location. Different Place Collaboration – Few users, interacting in a virtual space, but situated in different physical locations. T.Sharon - A.Frank
Degree of Immersion in VR Fully immersive VR applications (where one doesn't experience the surrounding physical and real environment); Semi-immersive VR applications (where a certain degree of immersion is gained, for example via stereo projection); 2D screen renderings of a conceptually 3D space (as in Second Life). T.Sharon - A.Frank
Degree of Realism in VR A photo-realistic representation of a real physical location. A representation of a conceptual university campus. A metaphorical or fantasy environment such as a virtual zoo. T.Sharon - A.Frank
VR Technical Approaches Head-Mounted Head-mounted wide-view stereo display. Cave-based Walls of a room are rear-projection stereo displays. The user wears goggles to enable viewing in 3D. Chameleon-type Hand held, or hand moved, display. Position and orientation are tracked. T.Sharon - A.Frank
1. Head Mounted Head Mounted Display (HMD) Boom Mounted Display T.Sharon - A.Frank
Virtual Reality Environment T.Sharon - A.Frank
Data Glove The user can control images on the screen by donning a glove wired with numerous sensors and moving his hand through the air. T.Sharon - A.Frank
Human, HMD and Gloves T.Sharon - A.Frank
Schematic Relationship in HMD System Eyes and display are tightly coupled. Hands are “far” aside of the display. Problem: hands and other objects are hidden. Solution – use camera and Augmented virtuality/reality. T.Sharon - A.Frank
CAVE = Computer Automatic Virtual Environment 2. Cave-based CAVE = Computer Automatic Virtual Environment T.Sharon - A.Frank
Various devices surround the CAVE T.Sharon - A.Frank
CAVE examples T.Sharon - A.Frank
CAVE example T.Sharon - A.Frank
Degenerated CAVEs – examples A small 3-sided cave (Cubby) Cubby T.Sharon - A.Frank
Degenerated CAVE T.Sharon - A.Frank
Schematic Relationship in CAVE System Eyes and hands are linked and mobile. Display is fixed. Problem “shadow effect”: when another person hides walls, or when an object is supposed to be between two persons. T.Sharon - A.Frank
3. Chameleon-type Palm-held VR T.Sharon - A.Frank
Chameleon Style Example ART+COM T.Sharon - A.Frank
Schematic Relationship in Chameleon System Hands and display are tightly coupled. All three are mobile. Problems: all (of HMD and Cave). T.Sharon - A.Frank