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Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)

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Presentation on theme: "Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)"— Presentation transcript:

1 Immersive Displays The other senses…

2 1962…

3 Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)

4 Relevance to VR #1 – Sight #2 – Hearing #3 – Touch #4 – Smell #5 – Taste 1,2,3 are well studied but still have plenty of research left 4 and 5 are incredibly difficult, but some examples exist

5 Other relevant sensors Temperature Sensors Proprioceptive sensors (gravity) Stretch sensors found in muscles, skin, and joints Vestibular (inner ear) sensors Which can we control in VR? ◦ Cue conflicts cause nausea, vomiting

6 Audio (Sound Rendering) Easiest way to improve a VR system ◦ Think of watching a movie without sound Easy to use (Sound APIs) Cheap to produce great results (headphones) <$100

7 Audio Displays An arrangement of speakers ◦ Spatially Fixed – Loudspeakers (many types) ◦ Head-Mounted – Headphones (many types) Speaker quality affects your ability to generate sound wave frequencies, loudness ◦ Amplifiers very important for good results

8 Immersive Audio Our hearing system can sense the 3D source of a sound ◦ A VR system should be able to produce what the ears should hear from a 3D source Binaural recordings in real life (like stereoscopic video) 3D sound rendering in the virtual world (like stereoscopic rendering) ◦ Works best with headphones

9 Head Related Transfer Function (HRTF) In the frequency domain, at frequency f ◦ H(f) = Output (f) / Input (f) HRTF is dependent on spatial position, X,Y,Z, or in the far field, direction. Complex HRTF caused by the Pinnae of the ears ◦ Unique to each person HRTF learned by each person from childhood to sense 3D source

10 3D sound rendering In the API (what you program) ◦ position, velocity, intensity of source ◦ position, velocity, *orientation* of listener Dependent on your renderer capabilities ◦ HRTF of actual listener for best results  Measure with molds or in-ear microphones  Default HRTF is identity (basically you only get left- right distinction) ◦ Reverb (echoing) or other effects ◦ Speaker arrangement (usually defined in OS)

11 Sound API OpenAL and DirectSound are popular ◦ Sort of like OpenGL and Direct3D API for talking to a 3D renderer (usually hardware) ◦ Similar to the idea of OpenGL Allows you to load sounds (utility toolkit), specify 3D sound properties, and specify listener properties. ◦ Must use single-channel sound files! Multi- channel sound files do not make sense. The renderer “generates” multi-channel sound. Example

12 Haptics (Touch rendering) Reproduction of forces exerted on the human body ◦ Striking a surface (e.g. hitting a ball) ◦ Holding an object ◦ Texture of a surface Lack of touch rendering is the #1 problem in VR systems ◦ Enormous actuation area  The entire surface of the human body Existing solutions are encumbering and task specific

13 Categories of Haptic Displays Passive vs Active ◦ Passive – Can stop motion but cannot create it ◦ Active – Can generate motion Fixed vs Sourceless ◦ Fixed – Mounted to the environment (e.g. a wand) ◦ Sourceless – Mounted to the user (e.g. a glove) Forces, torques, vibrations ◦ Types of output a Haptic device can be capable of

14 Haptic Rendering Specify forces, torques, rotations at actuation points ◦ Most commonly one APIs are available ◦ From manufacturer ◦ OpenHL? Very similar to physics rendering, except much more difficult ◦ Requires extremely high update rates (1000hz for imperceptibility)


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