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VR Introduction (for web3d) Jyun-Ming Chen Fall 2001
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Contents VR Definitions VR Paradigms VR Devices
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VR Definitions... making systems that fool human senses... a new media for getting your hands on information... The difference between VR and multimedia is that VR is about creation... The question... [is] whether the created world is real enough for you to suspend your disbelief for a period of time...
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VR Definitions (cont) a human-computer interface computer creates a sensory-immersing environment, which interactively responds to and is controlled by the behavior of the user 3 I ’ s of VR interactive, immersive, imaginative
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Variations of VR Generally speaking, they do achieve certain levels of 3 “ I ” s. Yet, they don ’ t look the same (and cost differently) projected reality augmented reality HUD (head-up display) tele-presence desktop VR
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6 Immersive VR an immersive experience in which participants: wear tracked head- mounted displays view stereoscopic images listen to 3-D sounds free to explore and interact within a 3-D world
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Desktop & Projective VR
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Augmented VR & Telepresence
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Web3D and VR You can think of Web3D as an inexpensive means to realize desktop VR Characteristics: Platform: the WWW browser Graphics performance: restricted by browser and/or plug-in Cost: none Language/software: open-source and some proprietary
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VR Devices
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System Architecture reality engine generate desired output from the cues of input sensors for example input: pos/orient of head output: scene to HMD
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Position Sensors 6DOF (x,y,z, r,p,y) contact vs. non-contact potentiometer magnetic, ultrasound, radar absolute vs. relative
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Sensor Parameters update rate measurement per sec. latency time delay between action & result accuracy difference between actual & measured resolution minimal detectable change modes of operation streaming: sensor send data continuously one-shot: data sent when requested working envelope data property noise, interference, limitations,...
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Magnetic Sensors 3 stationary orthogonal antenna, producing a low freq. field receiver: another set of ortho. antennas signals of receiver to determine pos/orient hook up receiver to moving objects
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Magnetic Sensors (cont) Sensor noise conditioning circuitry increase near the limit of envelope accuracy degrades near metallic objects [calibration method] Multiple receiver/transmitter large envelope moving objectS data transmission speed up
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Ultrasound Sensors from 9 distance between speaker- microphone, compute the pos/orient c = (167.6 + 0.6T)m/s each speaker activates in cycles
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Ultrasound (cont) pros cheaper not subject to metallic interference cons line-of-sight constraint lower update rate (than magnetic ones) background noise (bounced off surfaces) multiple spkr/mic possible
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Data Glove most intuitive way to interface with virtual world gesture: human hands has a much richer vocabulary (than the 6 DOF) original goal Zimmerman, interested in computer music, wondered whether there ’ s a way to make music by playing air guitar 1987: optical fiber + Lycra glove + Polhemus Isotrack
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most gloves handle angle flexion only Hand DOF
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Joint-Angle Measurement technology determines the price and accuracy optical fiber strain gauge conductive ink sensor mechanical devices
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HMD basic components optics: focus; increase fov screen: CRT or LCD enclosure: hold components; provide occlusion design concerns ergonomics (wt. comfort) image quality tracking
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Stereo Glasses group viewing cannot afford to give everyone an HMD technology shutter glasses r/b glasses spatial multiplexing image (SMI) responsive workbench
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3D Sound important for immersive experience Stereo sound vs. 3D sound [cp. DirectSound]
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Human Hearing Model Cues for sound localization ITD (interaural time difference) IID (interaural intensity difference) no info of front & back –head, torso, pinna scattering
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Measuring HRTF HTRF (head related transfer function) some data commercially available
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Using HTRF virtual sound position should be changed according to head position Foster estimates 30- 50 MIPS for each sound source even more expensive for reflected sounds convolvotron source position + corresponding HRTF [convolution] D/A, then headphone commercial cards Acoustetron, Beachtron no. of sound sources, reverberation allowed, Doppler effects,...
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