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Virtual Environments: Introduction Anthony Steed, Simon Julier Department of Computer Science University College London

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Presentation on theme: "Virtual Environments: Introduction Anthony Steed, Simon Julier Department of Computer Science University College London"— Presentation transcript:

1 Virtual Environments: Introduction Anthony Steed, Simon Julier Department of Computer Science University College London http://www.cs.ucl.ac.uk/teaching/VE

2 Outline What are Virtual Environments? –Working definition –Constituents of the environment Technologies for VEs –What are the toolbox of parts? Describing and Measuring a VE –Immersiveness –Levels of virtualisation –Presence

3 Defining Virtual Environments What are Virtual Environments? –Working definition –Constituents of the environment Technologies for VEs –What are the toolbox of parts? Describing and Measuring a VE –Immersiveness –Levels of virtualisation –Presence

4 Virtual Reality in the Early 90s NASA Ames Photo Archive

5 Device-Driven Definitions of Virtual Environments Virtual Reality is electronic simulations of environments experienced via head mounted eye goggles and wired clothing enabling the end user to interact in realistic three-dimensional situations. (Coates, 1992) Virtual Reality is an alternate world filled with computer-generated images that respond to human movements. These simulated environments are usually visited with the aid of an expensive data suit which features stereophonic video goggles and fiber-optic data gloves. (Greenbaum, 1992) The terms virtual worlds, virtual cockpits, and virtual workstations were used to describe specific projects.... In 1989, Jaron Lanier, CEO of VPL, coined the term virtual reality to bring all of the virtual projects under a single rubric. The term therefore typically refers to three-dimensional realities implemented with stereo viewing goggles and reality gloves. (Krueger, 1991, p. xiii) “Defining Virtual Reality: Dimensions Determining Telepresence”, Steueur, 1992

6 Device-Driven Definitions of Virtual Environments User Interface Devices Computer User Synthetic Environment Real Environment This is what makes this a VE

7 Limitations of Device-Driven Definition “VR” and “not-VR” systems are defined by presence / absence of hardware alone –Previous definitions highly image oriented Lack of theoretical dimensions for parameterising characteristics of VR –How can different VR systems be compared? –How can VR be compared with different media?

8 A VE is an Immersive, Mediated Communication Medium User Interface Devices Environment User Synthetic Environment Real Environment Mediated Medium

9 Components of the Environment Contents: Actors and Objects Geometry: Dimensions, Metrics and Extent Dynamics: Interaction Rules “Virtual Environments and Environmental Instruments”, S. Ellis, 1996 Environment

10 Contents Environment is made up of discrete items known as objects and actors Objects –Discrete and identifiable –Described by property vectors Actors are objects that initiate interactions The self is a special kind of actor with a point-of- view

11 Geometry Description of the environmental field of action Contains: –Dimensionality: The degree of freedom of the position vector –Metric: The basic mathematical rules for defining order, distance, etc. –Extent: The range of possible values of the position vector

12 Dynamics These are the rules of interaction among the contents These can be: –Differential equations of Newtonian dynamics to describe kinematic and dynamic relationships –Grammatical rules for pattern-matched triggered actions For comfortable use, relationship between proprioceptive information and sensory data requires consistency, predictability, and completeness

13 VE Technologies What are Virtual Environments? –Working definition –Constituents of the environment Technologies for VEs –What are the toolbox of parts? Describing and Measuring a VE –Immersiveness –Levels of virtualisation –Presence

14 Components of a VE System Display / Rendering System User Input Tracking Database - no time to talk about this

15 Visual Display Systems FishTankVR: VR on a Monitor Headmounted Display

16 Cruz-Neira, C., Sandin, D.J., DeFanti, T.A. (1993) Surround-Screen Projection- Based Virtual Reality: The Design and Implementation of the CAVE, Computer Graphics (SIGGRAPH) Proceedings, Annual Conference Series, 135-142. CAVE = Cave Automatic Virtual Environment

17 Audio Display Systems Spatialised Audio Headphones

18 Haptic Display Systems Phantom CyberGrasp Tactors

19 Olfactory Display Systems “Projection-Based Olfactory Display with Nose Tracking” Y. Yanagida, S. Kawato, H. Noma, A., and N. Tetsutani, IEEE VR 2004, Chicago

20 Galvanic Vestibular Response System

21 User Input Devices Cubic Mouse Wand CyberGlove

22 Tracking Systems Inside-Out hybrid camera inertial system Outside-In camera- based tracking system

23 Describing and Measuring VEs What are Virtual Environments? –Working definition –Constituents of the environment Technologies for VEs –What are the toolbox of parts? Describing and Measuring a VE –Immersiveness –Levels of virtualisation –Presence

24 Why Study VEs? VEs are tools to try to maximise information between the computer and user Input –Responds to the user through 3D controls –Possibly speech controlled Output –High-fidelity surrounding graphics –High quality spatialised sound The input / output configuration needs to maximise the information flow

25 Optimising the Performance of a VE “I define a virtual reality experience as any in which the user is effectively immersed in a responsive virtual world. This implies user dynamic control of viewpoint.” - Professor Fred Brooks, UNC Chapel Hill, USA But what does “effectively immersed” mean?

26 Optimising the Performance of a VE The best performance occurs when: –the user loses awareness of the real world props that support the perceptual illusions; and –Actions are successfully supported in the environment In other words, the user experiences presence Presence is achieved in several steps: Immersion VirtualisationPresence

27 Immersion Immersion is a description of the technology –Inclusive – sensory experience from VE only –Extensive – more sensory modalities –Surrounding – from all directions –Vivid – high fidelity –Egocentric – first person point of view –Plot – things are happening and the VE responds to the user –Proprioceptive match – between sensory data and proprioception

28 Virtualisation Immersion supports the process of virtualisation Virtualisation – “the process by which a viewer interprets patterned sensory impressions to represent objects in an environment other than that from which the impressions originate”.

29 Levels of Virtualisation Virtual Space – see a 3D object when looking at something inscribed on a flat sheet –Perspective cues, lighting, shading Virtual Image – perception of an object with depth –Stereo disparity Virtual Environment – perception of a surrounding environment –head-slaved parallax, accommodation and vergence, surrounding display

30 Virtual Space Half-Life 2, Valve Software

31 Virtual Image

32 Virtual Environment Requires (almost) full immersion because of the requirements for head- related and egocentric display At this point, user can actively explore the (visual) environment by moving naturally

33 Some Presence Definitions ‘The sense of “being there”’ (Held & Durlach, Sheridan, Zeltzer: premier issue of PRESENCE, 1992) ‘A perceptual illusion of nonmediation’ (Lombard and Ditton, 1997) ‘A mental state in which a user feels physically present within the computer-mediated environment’ (Draper & Kaber, 1998) ‘The subjective experience of being in one place or environment, even when one is physically situated in another’ (Witmer & Singer, 1998)

34 Presence Operationally Successful substitution of real sense data by computer generated sense data ‘Successful’ – response is similar to expected response in everyday reality ‘Response’ – –Low level physiological  high level cognitive and emotional –Includes verbal responses about ‘being there’ –Response includes potential for interaction

35 Impact of Virtual Environments Meehan, M., B. Insko, M. Whitton and F. P. Brooks Jr. (2002). "Physiological Measures of Presence in Stressful Virtual Environments." ACM Transactions on Graphics 21(3): 645-652. (Proceedings of ACM SIGGRAPH 2002, San Antonio, Texas ).

36 Summary A working definition of VEs –Mediated communication environments A very brief overview of the technology behind virtual environments Levels of virtualisation Critical role of immersion in affording proprioceptively correct changes in sensors data Presence as the human response


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