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Lecture1. Introduction to Virtual Reality CSE 425 Spring 2002
김 창 헌 Department of Computer Science Korea University cgvr.korea.ac.kr
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Contents What is VR? Conceptual Model of VR VR Related Areas History
State of the Art and R&D Issues Some Application Examples cgvr.korea.ac.kr
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Computational Reality
Glove CG Machine HMD : This is not VR! Studies on reality - computational reality VR = computational reality 1) Seek for the computational model of reality 2) Apply the model to the VR system cgvr.korea.ac.kr
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Science vs. Engineering
Analogous to AI lots of hypes AI as a science / engineering science - computational model for intelligence engineering - making “intelligent-looking” machines The essence of science is the search for models. Greek scholars stars, sky (heavenly bodies) astrology nature (earthly bodies) physics human mind philosophy cgvr.korea.ac.kr
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VR Concept cgvr.korea.ac.kr
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What is VR? Definition -1 Def 1 - Computer generated environment that is ... Immersive, (like IMAX, dome projection) Interactive, (like computer game) Multi-sensory, Viewer-centered, 3D, and the combination of technologies required to build such environments. cgvr.korea.ac.kr
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What is VR? Definition -2 Def 2 - Physical participation in the interactive simulation. Virtual environment A computational model or realization of it by VR techniques. Cyberspace A computer environment spanning - multiple computers, multiple users, multiple sets of data. cgvr.korea.ac.kr
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VR as a computer Technology
Ultimate computer interface : human body and its sensor To turn the whole body into an input device Technological trends Powerful Supercomputing, parallel computing Smart AI Physical VR Primary concern - S/W Other important issues - H/W, human factors, social issues, infrastructure VR computer - interactive, multimodal, immersive cgvr.korea.ac.kr
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Interacting with computers
World cgvr.korea.ac.kr
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New Paradigm for HCI Conventional Computer VR-based Computer Computer
World Conventional Computer Computer World VR-based Computer cgvr.korea.ac.kr
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VR Application VR application Education/ Training Design Entertainment
Engineering Medicine Scientific Visualization Entertainment Communication Products Museum Arts VR application cgvr.korea.ac.kr
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All technologies meet together at VR !!
VR technologies Character CRT Graphic CRT Virtual console Virtual Reality Tele-conference TV phone Telephone Keyboard Mouse tablet 3D mouse Computer simulation/ visualization Tele-Existence Tele-Operation graphics Real time CG Video arts 3D CAD Aided Design Virtual products design All technologies meet together at VR !! cgvr.korea.ac.kr
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VR Terminologies VR in Real World vs. Virtual World Virtual Reality
Standard Tele-Existence Augmented Tele-Existence in Real World Size Sensation Time Virtual Reality Physical World Quasi Physical World Non Physical World Tele-Existence in Virtual World cgvr.korea.ac.kr
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Contents What is VR? Conceptual Model of VR VR Related Areas History
State of the Art and R&D Issues Some Application Examples cgvr.korea.ac.kr
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Conceptual Model of VR Display system Computer Simulation System
3D image Large-scale display, Head Mounted Display Sound field by DSP Force beedback mechanism Tactile display Display system Computer Simulation System Sensing system Human Non-contact type magnetic field supersonic wave infrared light Contact type optical fiber strain gauge potentio-meter cgvr.korea.ac.kr
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Contents What is VR? Conceptual Model of VR VR Related Areas History
State of the Art and R&D Issues Some Application Examples cgvr.korea.ac.kr
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VR Related areas 1. Training simulation 2. Tele-operation
3. Computer graphics 4. Artificial intelligence cgvr.korea.ac.kr
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1. Training simulation Example – Flight Simulation
Modern flight simulator is considered to be the most sophisticated application of a virtual environment. This photograph depicts a state-of-art, Boeing 777, full-flight simulator with a 6 DOF motion platform, panoramic collimated display, 3D sound system and force feedback flight controls with the ability to take-off or land at any international airport in the world. (Courtesy Thomson Training & Simulation Ltd) cgvr.korea.ac.kr
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1. Training simulation (cont) Training simulation
Differences Reconfigurable by changing software May include highly unnatural environment Highly interactive and adaptive Use of a wide variety of human sensing modalities and sensori-motor systems Highly immersive Near-field is synthetic Far-field is synthetic cgvr.korea.ac.kr
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VR Related areas 1. Training simulation 2. Tele-operation
3. Computer graphics 4. Artificial intelligence cgvr.korea.ac.kr
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2. Tele-operation cgvr.korea.ac.kr
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2. Tele-operation (con’t)
for at least 30 years. Tele-operator - directly (manually) controlled tele-operator - tele-robot Tele-operation vs. Virtual reality Tele-presence vs. Virtual presence cgvr.korea.ac.kr
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3. Computer graphics Modeling Motion control (animation) Rendering
User interface cgvr.korea.ac.kr
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4. Artificial intelligence
Studies on perception and cognition Tested for AI research cgvr.korea.ac.kr
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Contents What is VR? Conceptual Model of VR VR Related Areas History
State of the Art and R&D Issues Some Application Examples cgvr.korea.ac.kr
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History 1’st stage: some visionaries
- Morton Heilig : ExperienceTheatre(1962) - Ivan Surtherland : Sketchpad(1963), HMD(1966) - Myron Krueger : Artificial Reality(1972) - William Gibson : “Cyberspace” in Neuromancer(1984) 2’nd stage: technology development for specific purposes - training simulator : Earlier works - space exploration : NASA for astronaut simulation - tele-operation cgvr.korea.ac.kr
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History (cont) 3’rd stage: VR as the general-purpose technology
- Jaron Lanier : VPL(1987) – Dataglove, EyePhone,VR system - VR industry : Division Ltd. Sense8, WorldDesign (production house, W-Industry (game) - VR academia : MIT, UNC, UW,Tokyo U. Next stage: Toward a scientific discipline - computational reality - a new computing paradigm - a new media - a new art form - representation, creation and operation of virtual worlds cgvr.korea.ac.kr
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Contents What is VR? Conceptual Model of VR VR Related Areas History
State of the Art and R&D Issues Some Application Examples cgvr.korea.ac.kr
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State of the Art & Issues
State of the Art and R&D Issues State of the Art & Issues Reference -Virtual Reality: Scientific and Technological Challenges”, pp , National Research Council, National Academic Press, 1995. Areas of the study 1. application domains 2. psychological issues 3. VR technologies 4. evaluation of VR systems cgvr.korea.ac.kr
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1. Application domains design, manufacturing & marketing
medicine, health care hazardous operations training entertainment, military experimental psychology education information visualization Tele-communication, Tele-travel cgvr.korea.ac.kr
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2. Psychological issues human performance characteristics
alteration of sensori-motor loops developing the cognitive model cognitive side-effect cgvr.korea.ac.kr
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3. VR technologies (1) Human-Computer Interface
Gap between the current technology & the required technology (exception - entertainment, tele-operation) (1) Human-Computer Interface (2) Computer Generation of VE (3) Tele-robotics (4) Network cgvr.korea.ac.kr
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State of the Art and R&D Issues (con’t)
1. Application Domains 2. Psycological issues 3. VR technologies (1) HCI (Human-Computer Interface) (2) Computer Generation of VE (3) Tele-robotics (4) Network cgvr.korea.ac.kr
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(1) Human-Computer Interface
3. VR technologies 3D image Large-scale display, Head Mounted Display Sound field by DSP Force beedback mechanism Tactile display Simulation System Computer Display system Sensing system Non-contact type magnetic field supersonic wave infrared light Contact type optical fiber strain gauge potentio-meter Human cgvr.korea.ac.kr
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(1) Human-Computer Interface (con’t)
visual channel auditory channel haptic channel motion interface position tracking video camera microphone others cgvr.korea.ac.kr
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(1)HCI – Visual Channel visual display HMD (Head-Mounted Display)
OHD (Off-Head Display) cgvr.korea.ac.kr
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(1)HCI – Visual Channel (con’t)
research issues - ergonomics - improvement of resolution and FOV (field of view) - wireless - integration of visual, auditory, position tracking - sun glass-like - see-through option exploiting FOV and peripheral vision cgvr.korea.ac.kr
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(1)HCI – Auditory channel
Current hardware is adequate. Research issues perceptual issues similar to the visual channel use for sensory substitution (for visual, haptic) auditory scene analysis hear-through display cgvr.korea.ac.kr
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(1)HCI – Auditory channel (con’t)
Traditional Stereo Sound cgvr.korea.ac.kr
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(1)HCI – Auditory channel (con’t)
3D virtual Sound cgvr.korea.ac.kr
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(1)HCI – Haptic channel Force, Pressure, Tactile Feedback
Unique characteristics Haptic interface requires manipulation and sensing Mechanism body-based glove, exoskeleton ground-based joystick cgvr.korea.ac.kr
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(1)HCI – Haptic channel (con’t)
Research issues haptic science = study on the human haptics (bio-mechanical, psychophysical, cognitive) tool-hand system (which takes its metaphor from real tools) creating the haptic illusion the interaction effects of haptic and vision texture, temperature devices cgvr.korea.ac.kr
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(1)HCI – Haptic channel (con’t)
Haptic channel in Tele-operation Haptic devices Operator module Work side module cgvr.korea.ac.kr
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(1)HCI – Haptic channel (con’t)
Interaction of haptic and vision cgvr.korea.ac.kr
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(1)HCI – Motion interface
whole-body motion passive - e.g., motion platform active - e.g., locomotion part-body motion passive active cgvr.korea.ac.kr
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(1)HCI – Motion interface (con’t)
motion cues vestibular system - inertial motor visual auditory proprioceptive / kinesthetic - muscle tactile Inertia 관성의 Proprioceptive 감각 수용기의 cgvr.korea.ac.kr
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(1)HCI – Motion interface (con’t)
inertial system moves the body (e.g., treadmill, motion platform) non-inertial system simulates motion cgvr.korea.ac.kr
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(1)HCI – Position tracking and mapping
Tracking = finding a point Mapping = finding a 3D surface (e.g., environmental mapping) Tracking mechanisms Mechanical linkage Magnetic Optical Acoustic Inertial cgvr.korea.ac.kr
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(1)HCI – Position tracking and mapping (con’t)
eye tracking research issues tracking mapping cgvr.korea.ac.kr
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(1)HCI – Other types of interfaces
olfactory (smell) gustatory (taste) heat, wind, humidity speech direct physiological sensing and control cgvr.korea.ac.kr
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State of the Art and R&D Issues
1. Application Domains 2. Psycological issues 3. VR technologies (1) human-machine interface (2) computer generation of VE (3) tele-robotics (4) Network cgvr.korea.ac.kr
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Conceptual Model of VR Display system Computer Simulation System
3D image Large-scale display, Head Mounted Display Sound field by DSP Force beedback mechanism Tactile display Simulation System Computer Display system Sensing system Non-contact type magnetic field supersonic wave infrared light Contact type optical fiber strain gauge potentio-meter Human cgvr.korea.ac.kr
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Generation of VE(cont’)
(2) Computer Generation of VE Generation of VE(cont’) The core issue General-purpose VR system? Trade-off between realism and interactivity Requirements frame rate response time scene quality cgvr.korea.ac.kr
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Generation of VE(cont’)
(2) Computer Generation of VE Generation of VE(cont’) hardware interaction and navigation VE management -simulation -rendering modeling autonomous agent hypermedia interaction OS cgvr.korea.ac.kr
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VE management - simulation
Task : simulating everyday world Traditional simulation methods do not work. requires pre-processing Need : “meta-modeling” cgvr.korea.ac.kr
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VE management – Rendering
Issue : load balancing 1. partitioning VE 2. LOD Much work has been done on static scene. Research issues 1. dynamic scene 2. parallel rendering cgvr.korea.ac.kr
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(2) Computer Generation of VE
OS real-time, multi-modal requirements very high-resolution time slicing atomic, transparent distribution of tasks large number of light-weighted processors, communicating by means of shared memory support for time-critical computing: negotiated, graceful degradation guaranteed frame rate, lag time cgvr.korea.ac.kr
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State of the Art and R&D Issues
1. Application Domains 2. Psycological issues 3. VR technologies (1) human-machine interface (2) computer generation of VE (3) tele-robotics (4) Network cgvr.korea.ac.kr
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(3) Tele-robotics Tele-robotics and VR Hardware Time-delay problem
Distributed Tele-robots Operator - stays in a safe environment - guides the robot intelligently Robot - works in the hazardous environment cgvr.korea.ac.kr
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(4) Network The future is here! Applications current future
distance learning group entertainment distributed training distributed design current future What is needed cgvr.korea.ac.kr
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Research Organizations
International Efforts U.S.A. defense, space, visualization, medicine U.K. education, training, entertainment Germany Japan VR as a logical extension of robotics, automation, HDTV. cgvr.korea.ac.kr
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Academia HIT Lab, University of Washington
University of North Carolina Media Lab, MIT Georgia Institute of Technology Naval Postgraduate School University of Pennsylvania University of California at Berkeley University of Illinois - Chicago Columbia University University of Toronto cgvr.korea.ac.kr
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