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Published byCedric Pillman Modified over 9 years ago
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CS137 / ILLUS 5303 Virtual Reality Design for Science Fritz Drury David Laidlaw Sharon Swartz Daniel Acevedo Dan Keefe
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Hypothesize Visualize Validate Evaluate Explore! Measure Insight Prediction Scientific Method
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Goals Explore design process Train new practitioners –New VR medium –Artists/designers that can work with scientists –Computer scientists that can work with artists New visualization and interaction designs Scientific advances RISD/Brown bridge
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Goals Explore design process Train new practitioners –New VR medium –Artists/designers that can work with scientists –Computer scientists that can work with artists New visualization and interaction designs Scientific advances RISD/Brown bridge ???
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What we’ll do Design and technical lectures Visuals, demos Readings: visual, design, technical Design and implementation assignments –All targeted at the cave, many realized Group crits Final project Field trips, guest lectures
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Assignments Natural Force and Form Gradients and 2D Visualization of Multiple Variables Anatomy, Kinematics and Aerodynamics: Design the Perfect Wing! 3D Visualization of Multiple Variables Interactivity and Selection Final Project
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Some Rules and an Estimate Read e-mail Handouts on the web Nothing late –Damages collaborations –Misses the crit Something due almost every class Classes not redundant ~ 15 hours per week
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and a Caveat This is an experiment –Exciting –Fun –No one should get hurt… Questions?
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Sharon
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Fritz
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Some things you’ll need to know What can you do in the Cave Cave Painting (we’ll go see it) What 3D stereo immersion can do for you
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Cave Medium: Painted Form HealthyInjured ulnaradius
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Paint Detail
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Form Detail
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Stencils – and beyond
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Interaction User-controlled motion Model-specific motion Selection and visibility Different frames of reference –Scale –Point of view
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Interaction User-controlled motion Model-specific motion Selection and visibility Different frames of reference –Scale –Point of view
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Interaction User-controlled motion Model-specific motion Selection and visibility Different frames of reference –Scale –Point of view
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Interaction – Context, Space, Scale
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Interaction – Virtual/Gestural Tools
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Design Space Summary Painted form, changing over time Interaction – POV, visibility, relativity Virtual interaction – self-motion, stereo Context – scale, space, support Virtual tools Gestural interfaces
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