HFE 760 Virtual Environments Winter 2000 Jennie J. Gallimore

Slides:



Advertisements
Similar presentations
Chapter 19 Design Model for WebApps
Advertisements

User Interfaces 4 BTECH: IT WIKI PAGE:
When Media Aren’t Media: The Concept of (Tele)presence Matthew Lombard Temple University BTMM 3446/8446 March 2, 2010.
1 CS 501 Spring 2002 CS 501: Software Engineering Lecture 11 Designing for Usability I.
Perception Chapter 4.
TWO DIMENSIONAL DESIGN
Computer-Aided Design Chapter 7. Computer-Aided Design (CAD) Use of computer systems to assist in the creation, modification, analysis, and optimization.
OASIS Reference Model for Service Oriented Architecture 1.0
Object-Oriented Analysis and Design
Video enhances, dramatizes, and gives impact to your multimedia application. Your audience will better understand the message of your application.
Software Testing and Quality Assurance
Visual Perception: It Is All In Your Mind Mona Moshtaghi Neuroscience Texture Shape Size Disparity Motion Processing Constraint.
PLEASE COME! Receive 1 Hour Lab Experience Credit HERE, Thursday Bring 2 #2 Pencils.
Understanding and Conceptualizing Interaction Chapter 2.
Visual Information Systems Image Content. Visual cues to recover 3-D information There are number of cues available in the visual stimulus There are number.
Creating Architectural Descriptions. Outline Standardizing architectural descriptions: The IEEE has published, “Recommended Practice for Architectural.
CS292 Computational Vision and Language Visual Features - Colour and Texture.
Lecture 4: Perception and Cognition in Immersive Virtual Environments Dr. Xiangyu WANG.
The Cognitive Approach I: History, Vision, and Attention
Chapter 2 Introduction to Systems Architecture. Chapter goals Discuss the development of automated computing Describe the general capabilities of a computer.
Computer-Based Animation. ● To animate something – to bring it to life ● Animation covers all changes that have visual effects – Positon (motion dynamic)
Level > Next Level > …. > Crumb Trail (Hansel & Grettel) Bread Crumb Trail.
Introduction to the course January 9, Points to Cover  What is GIS?  GIS and Geographic Information Science  Components of GIS Spatial data.
Careers for Psychology and Neuroscience Majors Oct. 19th5-7pm in SU 300 Ballroom B.
Basic 3D Graphics Chapter 5. Bird’s Eye View  Basic 3D Graphics –Basic concepts of 3D graphics, rendering pipeline, Java 3D programming, scene graph,
3D/Multview Video. Outline Introduction 3D Perception and HVS 3D Displays 3D Video Representation Compression.
1. Human – the end-user of a program – the others in the organization Computer – the machine the program runs on – often split between clients & servers.
Welcome to CGMB574 Virtual Reality Computer Graphics and Multimedia Department.
MIND: The Cognitive Side of Mind and Brain  “… the mind is not the brain, but what the brain does…” (Pinker, 1997)
Combining Perception and Impressionist Techniques for Nonphotorealistic Rendering of Multidimensional Data By Christopher Healey Presented by Guangfeng.
Introduction to Virtual Environments Slater, Sherman and Bowman readings.
3231 Software Engineering By Germaine Cheung Hong Kong Computer Institute Lecture 12.
Chapter 13 Childhood Perception and Perceptual-Motor Development
Virtual Environments: Introduction Anthony Steed, Simon Julier Department of Computer Science University College London
Dr. Gallimore10/18/20151 Cognitive Issues in VR Chapter 13 Wickens & Baker.
Presence and Performance Within VEs By Barfield, Zeltzer, Sheridan and Slater Summarized by Geb Thomas.
Chapter 20: Perceptual Motor Development PED 383: Adapted Physical Education Dr. Johnson.
Origins of Virtual Environments S.R. Ellis, Origins and Elements of Virtual Environments, in Virtual Environments and Advanced Interface Design, Barfield.
CHAPTER 4 – SENSATION AND PERCEPTION SECTION 1 – SENSATION AND PERCEPTION: THE BASICS Objective: DISTINGUISH BETWEEN SENSATION AND PERCEPTION, AND EXPLAIN.
4 - 1 Copyright © 2006, The McGraw-Hill Companies, Inc. All rights reserved. Computer Software Chapter 4.
Software Engineering Prof. Ing. Ivo Vondrak, CSc. Dept. of Computer Science Technical University of Ostrava
Korea University Dept.of Industrial System & Information Engineering User Interface Lab Chapter 3 _ Object Recognition + 이병용.
Chapter 2 Introduction to Systems Architecture. Chapter goals Discuss the development of automated computing Describe the general capabilities of a computer.
© TMC Computer School HC20203 VRML HIGHER DIPLOMA IN COMPUTING Chapter 2 – Basic VRML.
VIRTUAL REALITY PRESENTED BY, JANSIRANI.T, NIRMALA.S, II-ECE.
Reflection of Light How do objects interact with incoming light?
Distributed Data Analysis & Dissemination System (D-DADS ) Special Interest Group on Data Integration June 2000.
Colour and Texture. Extract 3-D information Using Vision Extract 3-D information for performing certain tasks such as manipulation, navigation, and recognition.
Real Time Collaboration and Sharing
Elements of art and Principles of design. Line Line is the path of a point moving through space. Made with wire
Sensation & Perception How do they work together?
Elements of Art & Principles of Design. Elements of Art – (building blocks of visual art)
Imran Hussain University of Management and Technology (UMT)
1 Design Object Oriented Solutions Object Oriented Analysis & Design Lecturer: Mr. Mohammed Elhajj
Databases (CS507) CHAPTER 2.
Computer-Aided Design
Introduction to Virtual Environments & Virtual Reality
Geographic Information Systems
Software Architecture & Design Pattern
Human Factors Issues Chapter 8 Paul King.
Prodi Teknik Informatika , Fakultas Imu Komputer
9/22/2018.
Copyright © 2011 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Chapter 2 Database System Concepts and Architecture.
Databases and Information Management
Database Systems Instructor Name: Lecture-3.
Databases and Information Management
TOPIC: Computer-Aided Design
Sample Test Questions Please identify the use cases of the system that cover all the behaviors described in the system specification. Please identify.
Elements The building blocks. ASM Elements and Principles of Design, Colour Schemes and Principles of Media Arts.
Lecture 4. Human Factors : Psychological and Cognitive Issues (II)
Presentation transcript:

HFE 760 Virtual Environments Winter 2000 Jennie J. Gallimore

HFE 760 Virtual Environments Course Objective u To acquire an understanding of human factors issues and problems related to the development of virtual environment systems. u By the end of the quarter students will have: –an understanding of VE technologies, –understanding of research needs and issues, –experience creating a VE –experience conducting a VE research project

Introduction/Definitions u What is a virtual environment?

Definitions (from Chapter 1) u Virtual Environment - representation of a computer model (or database) that can be manipulated in an interactive way by participants. u Virtual Image - visual, auditory, tactile and kinesthetic stimuli conveyed so that they appear to originate from a 3- D space surrounding the participant. u Virtual Interface - System of transducers, signal processor, hardware, software creating an interactive medium to –1) convey information to senses, –2) monitor the psychomotor and physiological behavior of participant.

Typical interface - Desktop metaphor u To interact requires three cognitive models –1) model of immediate environment. –2) model of functionality of medium (e.g. Monitor and keyboard). –3) model of the message and it's heuristics conveyed through the medium.

Immersed VE u We become part of the message, draw on a single model of the new environment. Given we are in the environment, should be able to use natural semantics as if interacting with physical world.

Ideal Medium u Should be configured to match sensory and perceptual capabilities of humans and the message should be organized to achieve a match between human's mental model of the system and machine interpretation and representation of that system. u Table 1-1 (p7) provides examples of attributed of an ideal medium.

Issues and Problems (Pg. 11) u Theoretical basis for work in VE, develop conceptual models to assist designers of virtual worlds. u Solid understanding of human factors design implications. u Development of dependent measures to determine goodness of VEs. u Physiological and behavior tracking of participants.

Issues and Problems Cont. (Pg. 11) u Affordable, light weight systems. u Hardware architecture, rapid image generation methods, u Software infrastructure and tools for constructing, managing, interacting in VE. u Need for languages, spatial and state representations, and interactive heuristics for constructing virtual worlds.

Three Components of an Environment (Ellis, Chapter 2) u Content u Geometry u Dynamics

Content u Object and actors - described by characteristic vectors (position, orientation, velocity, acceleration, color, texture, energy) i.e. a description of the properties of the objects. The characteristics that are common to all objects and actors is called the position vector. u Actors - are different from objects in that they have the capacity to initiate interactions with objects. Actors store energy of information and control the release of the energy or information after a period of time. –Examples : Self - provides a point of view from which the environment may be constructed. –E.g. balls on a billiard table are content (objects) and the cue is an actor.

Geometry u Dimensionality - number of independent descriptive terms needed to specify the position vector for every element in the environment (e.g. where, when, color, etc..) u Metrics- systems of rules that may be applied to the position vector to establish order, and the concept of geodesic (or loci of minimal distance) paths between points in the space. (E.g. Minimum distance between objects/actors) u Extent - range of possible values for the elements of the position vector. (E.g. if color is a characteristic of the position vector, what is the possible range of colors?)

Dynamics u Rules of interaction among contents describing behavior as energy or information is exchanged. –E.g. (Equations for swing the golf club or baseball bat given current states)

Virtualization (ELLIS) u "the process by which a human viewer interprets a patterned sensory impression to represent an extended object in an environment other than that in which it physically exists" –E.g. virtual image in optics

Levels of virtualization u virtual space - viewer perceives a 3-D layout when viewing a flat surface u virtual image - perception of an object in depth in which accommodative, vergence, and stereoscopic disparity are present, but not necessarily consistent u virtual environments - added elements of observer-slaved motion parallax, depth of focus variation, wide field-of- view. Synthesized to provide stimulation of psychological and physiological reflexes.

Viewpoints u Egocentric - sensory environment is constructed form viewpoint of the user (compensatory) u Exocentric - environment is viewed from a position other than where the user is (e.g. Bird's eye view, secondary viewer so can see yourself in the world) (pursuit)