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T.Sharon - A.Frank 1 Multimedia Virtual Reality
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2 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: 1.Stereoscopic goggles that provide the 3D imagery. 2.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.
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3 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.
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4 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).
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5 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.
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6 T.Sharon - A.Frank VR Technical Approaches 1.Head-Mounted –Head-mounted wide-view stereo display. 2.Cave-based –Walls of a room are rear-projection stereo displays. –The user wears goggles to enable viewing in 3D. 3.Chameleon-type –Hand held, or hand moved, display. –Position and orientation are tracked.
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7 T.Sharon - A.Frank 1. Head Mounted Boom Mounted Display Head Mounted Display (HMD)
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8 T.Sharon - A.Frank Virtual Reality Environment
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9 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.
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10 T.Sharon - A.Frank Human, HMD and Gloves
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11 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.
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12 T.Sharon - A.Frank 2. Cave-based CAVE = Computer Automatic Virtual Environment
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13 T.Sharon - A.Frank Various devices surround the CAVE
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14 T.Sharon - A.Frank CAVE examples
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15 T.Sharon - A.Frank CAVE example
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16 T.Sharon - A.Frank Degenerated CAVEs – examples A small 3-sided cave (Cubby) Cubby
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17 T.Sharon - A.Frank Degenerated CAVE
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18 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.
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19 T.Sharon - A.Frank 3. Chameleon-type Palm-held VR
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20 T.Sharon - A.Frank Chameleon Style Example ART+COM
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21 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).
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