© 2010 Pearson Addison-Wesley. All rights reserved. Addison Wesley is an imprint of 1-1 HCI Human Computer Interaction Week 9.

Slides:



Advertisements
Similar presentations
SEMINAR ON VIRTUAL REALITY 25-Mar-17
Advertisements

Virtual reality. what is VR? emulating the real world making an electronic world seem real.
Interaction Devices By: Michael Huffman Kristen Spivey.
Spatiotemporal Information Processing No.2 3 components of Virtual Reality-1 Sensing System Kazuhiko HAMAMOTO Dept. of Information Media Technology, School.
Virtual Reality Design Virtual reality systems are designed to produce in the participant the cognitive effects of feeling immersed in the environment.
Augmented Reality David Johnson.
Augmented Reality COMP 1701 Nicholas Alberts. What is Augmented Reality? Augmented reality is a combination of a real life scene from a person, and a.
1 Virtual Reality CS Presentation Instructor: Dr. Aggarwal Student: Yang Gao Semester: Winter 2004.
Graphics. Applications  Digital media  Entertainment  Art  Visualization  Science  Modeling  Games  Software  Virtual Reality.
Virtual Reality. What is virtual reality? a way to visualise, manipulate, and interact with a virtual environment visualise the computer generates visual,
WXGE 6310 Virtual Reality Environment
VR Hardware. Project Create your own virtual world VRML Marks are based on : Creativity Navigation Human.
Theoretical Foundations of Multimedia Chapter 3 Virtual Reality Devices Non interactive Slow image update rate Simple image Nonengaging content and presentation.
Virtual Reality Virtual Reality involves the user entering a 3D world generated by the computer. To be immersed in a 3D VR world requires special hardware.
© 2010 Pearson Addison-Wesley. All rights reserved. Addison Wesley is an imprint of 1-1 HCI Human Computer Interaction Week 10.
Musical Virtual Reality Applications Michael Kriegel.
Introduction to Virtual Environments CISE 6930/4930
Introduction to Virtual Environments CIS 4930/6930
2.03B Common Types and Interface Devices and Systems of Virtual Reality 2.03 Explore virtual reality.
Introduction to Graphics and Virtual Environments.
Welcome to the world of G.V.Ram Mohan Reddy G.V.Ram Mohan Reddy.
 Introduction  Devices  Technology – Hardware & Software  Architecture  Applications.
Lecture1. Introduction to Virtual Reality CSE 425 Spring 2002
2.5/2.6/2.7.  Virtual Reality presents a world in 3d space  Regular input devices such as a mouse only has 2 degrees of movement when 6 is needed for.
Welcome to CGMB574 Virtual Reality Computer Graphics and Multimedia Department.
VE Input Devices(I) Doug Bowman Virginia Tech Edited by Chang Song.
1 Lecture 19: Motion Capture. 2 Techniques Morphing Motion Capture.
Introduction to Virtual Reality (VR) Rudy Darken & Michael Zyda Naval Postgraduate School { Darken, Zyda Rudy Darken & Michael Zyda Naval.
VR - The Historical Context Part 2 Rudy Darken & Michael Zyda Naval Postgraduate School { Darken, Zyda Rudy Darken & Michael Zyda Naval.
Virtual Reality David Johnson. What is Virtual Reality?
Josh Stephens Comp Characteristics Degrees of Freedom: particular, independent way that a body moves in space Input type/Frequency of data: Discrete:
Welcome to 14:332:476 Virtual Reality Spring 2008 Grigore C. Burdea Ph.D. Director, Human–Machine Interface Laboratory, CAIP Center, Rutgers University.
VIRTUAL REALITY (VR) INTRODUCTION AND BASIC APPLICATIONS الواقع الافتراضي : مقدمة وتطبيقات Dr. Naji Shukri Alzaza Assist. Prof. of Mobile technology Dean.
VIRTUAL REALITY Sagar.Khadabadi. Introduction The very first idea of it was presented by Ivan Sutherland in 1965: “make that (virtual) world in the window.
Virtual Reality Lecture2. Some VR Systems & Applications 고려대학교 그래픽스 연구실.
GENESIS OF VIRTUAL REALITY  The term ‘Virtual reality’ (VR) was initially coined by Jaron Lanier, founder of VPL Research (1989)..
Virtual Reality Augmented Realities Mixed Realities
Haptic Interfaces Virtual Environment (week 11th seminar) Presenters: Fu Cao Marios Panayides Kenny Choo Ioannis Makris.
2.03A Evolution of Virtual Reality 2.03 Explore virtual reality design and use.
1 Introduction to Virtual Environments User Interfaces and Usability Fall 09 John Quarles
Chapter 2. 3D User Interfaces: History and Roadmap.
VIRTUAL REALITY (VR) INTRODUCTION AND BASIC APPLICATIONS الواقع الافتراضي : مقدمة وتطبيقات Dr. Naji Shukri Alzaza Assist. Prof. of Mobile technology Dean.
2.03 Explore virtual reality design and use.
HCI 입문 Graphics Korea University HCI System 2005 년 2 학기 김 창 헌.
1 Perception and VR MONT 104S, Fall 2008 Lecture 14 Introduction to Virtual Reality.
VIRTUAL REALITY PRESENTED BY, JANSIRANI.T, NIRMALA.S, II-ECE.
CHAPTER 14 INTRODUCTION TO VIRTUAL REALITY T.J.Iskandar Abd Aziz Adapted from Notes Prepared by: Noor Fardela Zainal Abidin Revised on Sept CGMB113/
Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)
TELE IMMERSION AMAN BABBER
Haris Ali (15) Abdul Ghafoor (01) Kashif Zafar (27)
Made By: Pallavi Chhikara
Virtual Reality Systems
HAPTIC TECHNOLOGY ASHWINI P 1PE06CS017.
Augmented Reality & Virtual Reality Market – By Technology (Mobile & Spatial AR, Semi & Fully Immersive VR); By Sensors & Components (Accelerometer, Data.
Virtual Reality - by Arpit Gupta. Introduction  Virtual reality is an artificial environment that is created with software and presented to the user.
HAPTIC SYSTEMS.
Introduction to 3D User Interface. 첫번째 강의 내용  강의 계획서 설명 강의와 논문 발표 ( 학생 ) 발표 논문 리스트  Chapter 1 & 2 참고  SIGGRAPH 2001: Course Notes 44 Advance Topics.
Virtual Reality Prepared By Name - Abhilash Mund Regd.No Branch - Comp.sc & engg.
Introducing virtual REALITY
VIRTUAL REALITY IN ROBOTICS
Introduction to Virtual Environments & Virtual Reality
2.03A Evolution of Virtual Reality
VIRTUAL REALITY IN ROBOTICS
Summarized by Geb Thomas
3.03 Explore virtual reality design and use.
Virtual Reality.
2.03A Evolution of Virtual Reality
Lesson 4 Alternative Methods Of Input.
What is a 3D User Interface / History and Roadmap of 3D UI’s
Presentation transcript:

© 2010 Pearson Addison-Wesley. All rights reserved. Addison Wesley is an imprint of 1-1 HCI Human Computer Interaction Week 9

1-2 © 2010 Pearson Addison-Wesley. All rights reserved. What is VR Virtual Reality (VR) is the illusion of a three- dimensional, interactive, computer- generated reality where sight, sound, and sometimes even touch are simulated to create pictures, sounds, and objects that actually seem real.

1-3 © 2010 Pearson Addison-Wesley. All rights reserved. VR must allow the user to view the environment from any point and at any angle VR must allow the user to interact with objects in the environment.

1-4 © 2010 Pearson Addison-Wesley. All rights reserved. History Ivan Sutherland (1960) –First head mounted display and head tracking system MIT (1983) – “Put That There” – “The Aspen Movie Map” UNC (1986) – Using “virtual world” term – Walkthrough, Pixel Flow & Nanomanipulator systems

1-5 © 2010 Pearson Addison-Wesley. All rights reserved. History (cont’d) NASA Ames Research Center –HMD, VPL Datagloves and BOOM –Spatial (3D) Sound –Super Cockpit VPL –First Commercial VR Hardware & systems –“Reality Build for Two” (RB2) –“Body Electric”

1-6 © 2010 Pearson Addison-Wesley. All rights reserved. History (cont’d) Myron Krueger –GlowFlow, Meta play, Psychic space & Videoplace Naval Postgraduate School –SIMNET –NPSNET

1-7 © 2010 Pearson Addison-Wesley. All rights reserved. Use of Special Purpose Equipment Feel of Presence

1-8 © 2010 Pearson Addison-Wesley. All rights reserved. Also known as Desktop VR Use of a monitor to display the visual world Does not require special hardware Low Cost Low Performance Less Immersion

1-9 © 2010 Pearson Addison-Wesley. All rights reserved. Real-time telepresence Interactions are reflected to some real world objects. Delayed telepresence Interactions are recorded, and after satisfaction is applied to the real-world object.

1-10 © 2010 Pearson Addison-Wesley. All rights reserved. Computer generated inputs merged with the user’s view of the real world Components of VR -VR Hardware -VR Software

1-11 © 2010 Pearson Addison-Wesley. All rights reserved. VR Hardware Primary user input interfaces Tracking interfaces Visual interfaces Auditory interfaces Haptic interfaces Olfactory interfaces

1-12 © 2010 Pearson Addison-Wesley. All rights reserved. Primary Interfaces Keyboard, Mouse, Joystick 3D Pointing Devices –Spaceball –CyberWand –Ring Mouse –EGG

1-13 © 2010 Pearson Addison-Wesley. All rights reserved. Primary Interfaces (cont’d) Whole-hand and body input –5 th Glove –Handmaster –ArmMaster –TCAS Dataware

1-14 © 2010 Pearson Addison-Wesley. All rights reserved. Tracking Interfaces Measure head, body, hand or eye motion Major Characteristics –Resolution –Accuracy –System Responsiveness Sample rate, data rate, update rate and latency Major Technologies –Magnetic –Acoustics –Optical

1-15 © 2010 Pearson Addison-Wesley. All rights reserved. Tracking Interfaces (cont’d) Head & Body Tracking –Polhemous IsoTrak II & FastTrak –Flock of Bird –VideoDesk Eye Tracking –BioMuse –DPI Eyetrackey

1-16 © 2010 Pearson Addison-Wesley. All rights reserved. Visual Interfaces (cont’d) Head Mounted Display (HMD) –Datavisor 10x HMD –VR4000 –I-glasses! –VFX1 BOOM

1-17 © 2010 Pearson Addison-Wesley. All rights reserved. Visual Interfaces (cont’d) Stereoscopic Glasses –Shutter glasses –Passive glasses Autostereoscopic –HDVD

1-18 © 2010 Pearson Addison-Wesley. All rights reserved. Auditory Interfaces Auralization –3D simulation of a complex acoustic field Sonification –Audible display of data Speech Recognition Some products –Acoustetron II –RSS-10 Sound Space Processor –Q products

1-19 © 2010 Pearson Addison-Wesley. All rights reserved. Haptic Interfaces Tactile (touch) –CyberTouch –Univ. of Salford Kinesthetic (force) –HapticMaster –PHANToM

1-20 © 2010 Pearson Addison-Wesley. All rights reserved. Olfactory Interfaces Electronic Nose Storage Technologies –Liquid –Gel –Microencapsulation Some Products –BOC Group Olfactory Delivery System –Univ. of Wollongong eNose

1-21 © 2010 Pearson Addison-Wesley. All rights reserved. Software Components Input Process Simulation Process Rendering Process World Database

1-22 © 2010 Pearson Addison-Wesley. All rights reserved. Interaction Techniques “Simple” Virtual HandRay-casting

1-23 © 2010 Pearson Addison-Wesley. All rights reserved. Spotlight Aperture Interaction Techniques (cont’d)

1-24 © 2010 Pearson Addison-Wesley. All rights reserved. Interaction Techniques (cont’d) Sticky Finger Fishing reel Scaled-world grab

1-25 © 2010 Pearson Addison-Wesley. All rights reserved. Navigation Techniques Steering : direction and velocity –hand-directed –gaze-directed –physical devices (steering wheel, flight sticks) Target-based –point at object, list of coordinates Route planning –place markers in world Mine, 1995

1-26 © 2010 Pearson Addison-Wesley. All rights reserved. VR Applications Education Crossing streetConstruct3D

1-27 © 2010 Pearson Addison-Wesley. All rights reserved. VR Applications Recreation

1-28 © 2010 Pearson Addison-Wesley. All rights reserved. VR Application Design

1-29 © 2010 Pearson Addison-Wesley. All rights reserved. VR Application Simulation Being 747 Flight Simulation

1-30 © 2010 Pearson Addison-Wesley. All rights reserved. VR Application User Interface WNMS

1-31 © 2010 Pearson Addison-Wesley. All rights reserved. VR Application Telesurgery Augmented surgery Telepresence TeleRobotics

1-32 © 2010 Pearson Addison-Wesley. All rights reserved. VR Application Information Visualization Acetic Acid Quick Sort

1-33 © 2010 Pearson Addison-Wesley. All rights reserved. VR Application Entertainment Virtual racing

1-34 © 2010 Pearson Addison-Wesley. All rights reserved. VR Application Military