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Immersion, Prescence, Distributed VR Bob Hobbs Staffordshire University Computing School.

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Presentation on theme: "Immersion, Prescence, Distributed VR Bob Hobbs Staffordshire University Computing School."— Presentation transcript:

1 Immersion, Prescence, Distributed VR Bob Hobbs Staffordshire University Computing School

2 ● Outline – Context – Immersion – Presence – Shared Environments

3 Virtual Reality is a Tool ● What it is: – Use of highly interactive real-time immersive systems to convey information ● What it is not : – Desktop graphics – Text based – Non-interactive – Linear

4 Immersion: Realisation of an Environment generates displays ideally in all sensory systems; fully encloses the participant in those displays; tracks the body, limbs, head; determines the optical, auditory... arrays as a function of head tracking Either: displays a Virtual Body with movements as function of the tracking. (mainly with HMD) Participant can visualise self and world (CAVE)

5 Virtual Body ● At any moment there is a position in the geometry with respect to which sensory data is generated - the egocentric self-reference position. ● This corresponds to the place occupied by the human actor in the environment. ● At the self-reference position there is a functioning VB represented by the displays.

6 Means of Immersion ● Pseudo-immersive – Cave Environment – Power-wall – ImmersaDesk ● Fully immersive – Boom-Mounted Display – Head-Mounted Display

7 CAVE

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10 ImmersaDesk (-3 3 0)

11 Head-Mounted Display ● EyePhone: head-mounted display system, presents rich 3D cues of head-motion parallax and stereopsis. ● designed to take advantage of human binocular vision capabilities and presents general following characteristics: ● headgear with 2 small LCD color screens, each optically channelled to one eye, for binocular vision. ● special optics in front of screens, for wide field of view ● tracking system (Polhemus 3Space Isotrack) for precise location of user's head in real time.

12 Position/orientation trackers 3 main ways of recording positions and orientations: magnetic, ultrasonic and optical Magnetic tracking devices most successful. ● Polhemus 3Space Isotrack and Ascension Birds (Flock of Birds), not perfect but most common. ● Source generates low frequency magnetic field detected by sensor. ● Second approach generally based on tripod consisting of 3 ultrasonic speakers set in triangular position that emits ultrasonic sound signals from each of 3 transmitters. ● Optical uses light sources in similar way (InterSense) ● Eddy effect used to detect orientation, position by grid reference

13 Electromagnetic Position Tracking transmitterreceiver driving electronics SP electronics computer position, orientation

14 ● Altering current (AC) ● (Direct current DC) transmitter X antenna transmitter Y antenna transmitter Z antenna receiver X antenna receiver Y antenna receiver Z antenna time T0T0 T1T1 T2T2 T3T3 T0T0 transmitter X antenna transmitter Y antenna transmitter Z antenna receiver X antenna receiver Y antenna receiver Z antenna time T0T0 T1T1 T2T2 T0T0 Electromagnetic Position Tracking

15 Position Tracking Systems ● Polhemus Inc. (http://www.polhemus.com) – 3Space ISOTRAK (1 sensor) – 3Space FASTRAK (many sensors) ● Ascension Technology Corp. (http://www.ascension-tech.com) – Flock of Birds – pcBIRD – SpacePad

16 Trackers Calibration ● Dynamic errors – caused by external electromagnetic fields – can be corrected by increasing measurements frequency, synchronizing the measurements with the external field source, and filtering ● Static errors – caused by the field distortions due to the surrounding metal and external fields – can be corrected via trackers calibration

17 Calibration Table Z X true tracked

18 Calibration Example ● CAVE, FoB ● 4 feet from the floor ● 1 foot grid ● 4 th order polynomial fit

19 Interpolation ● True space ● Tracked space 1 d 8 d V. Kindratenko, A. Bennett, “Evaluation of Rotation Correction Techniques for Electromagnetic Position Tracking Systems”, in Proc. VE 2000, pp. 13-22

20 Data Acquisition Techniques ● Size and type of a calibration table depends on – Type of the calibration technique to be used – Severity of the field distortions – Required calibration quality ● Calibration table can be – Irregular (for high-order polynomial fit) – Regular in the true space (for interpolation) – Regular in the tracked space (for tri-linear interpolation)

21 Regular Grid in the True Space

22 An Immersive Participant ● A user will be head tracked ● Have a ‘Wand’ ● Stereo glasses in CAVE ● HMD user may have additional tracking sensors – Data Glove or Motion tracker

23 Data Glove Hand measurement devices must sense both flexing angles of fingers and position/orientation of wrist in real-time. typical example of hand measurement device: DataGlove from VPL Research. DataGlove consists of lightweight nylon glove with optical sensors mounted along fingers.

24 ● Each sensor: short length of fiberoptic cable, with light-emitting diode (LED) at one end and phototransistor at other end. ● When cable flexed, some of LED's light lost, so less light received by phototransistor. ● Attached to back: 3Space Isotrack system to measure orientation/position of gloved hand.

25 Data Suit ● Much less popular than DataGlove: allows to measure positions of body. ● typical example of use of datasuit: ● film of Fuji TV: the Dream of Mr. M. ● 3D character approximately performs same motion as animator. ● Another way of measuring positions of body just to use collection of sensors like Flock of Birds. ● However, needs algorithms for calibration and conversion (see paper by Molet et al.)

26 Sound ● Midi-equipment and workstation audio for sound generation and effects, filter processors and 3D-audio cards for spatial audio. ● Two categories of sound in VR can be identified: – Simulation of real world acoustics: based on our experiences in everyday life physical behavior of sound can be modeled. – comprises sound generation, e.g. caused by object collision, sound propagation and auralization. ● Immersive user interfaces can be used to evaluate simulation results. – Sound at user interface: sound can be applied to support user in current task or to provide information about invisible proceedings.

27 Presence ● Presence is a state of consciousness where the human actor has a sense of being in the location specified by the displays. ● We take presence as the central feature of "virtual reality": ● "A virtual reality is defined as a real or simulated environment in which a perceiver experiences telepresence" (Steuer). ● The unique feature of "virtual reality" systems is that they are general purpose presence transforming machines..

28 Meaning of Presence ● Presence is the psychological sense of being there in the environment specified by the displays. ● a high degree of presence in the VE should lead to the participant experiencing objects and processes in the virtual world as (temporarily) more the presenting reality than the real world in which the VE experience is actually embedded. ● A correlate of this is that the participant should exhibit behaviours that are the same as those they would carry out in similar circumstances in everyday reality. ● The VE experience - should be more like visiting a place, rather than like seeing images designating a place

29 Design in Immersive VEs With design in immersive virtual environments... ● designer shares same space as objects; ● a degree of evaluation can take place in the virtual space; ● presence leads to the designer behaving in a manner appropriate to everyday reality in similar circumstances. ● Special "interactive techniques" and behaviours do not have to be learned...

30 Feedback ● Two forms of feedbaack – Force Feedback ● Manipulating virtual objects ● Gravity ● Simulation – Touch (tactile) Feedback ● Texture appreciation ● Navigation ● Sensitive ● Use Haptic Devices

31 What is a haptic interface? ● A haptic interface is a force reflecting device which allows a user to touch, feel, manipulate, create, and/or alter simulated 3D-objects in a virtual environment. ● Movement trackers do not provide feedback

32 Usage It could be used to ● train physical skills such as those jobs requiring specialized hand-help tools (e.g. surgeons, astronauts, mechanics), ● to provide haptic-feedback modeling of three dimensional objects without a physical medium (such as automobile body designers working with clay models), or ● to mock-up developmental prototypes directly from CAD databases (rather than in a machine shop).

33 Phantom Very common haptic device mainly used with augmentation on desktop systems

34 Exoskeleton

35 Tactile Feedback

36 Presence in Multi-participant Environments ● Sense of being in a place ● sense of sharing the same space as other individuals ● Sense of belonging to a totality more than just the sum of the individuals ● Awareness may be an important factor enhancing shared presence. ● Shared presence may correspondingly enhance awareness

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38 Tele-Immersion ● Goal - not just making these collaborations possible, but making them convenient

39 CAVERNsoft Application ● Bryan Carter, Bill Plummer – ATC (Advanced Technology Center at Univ of Missouri- Columbia ) ● SIGGRAPH 1999 ● Harlem is reconstructed for an African American Literature course at MU. Instead of just reading literary works from this era, this prototype will allow students to become immersed and engaged in an interactive literature course. ● Jim Sosnoski, Jim Fletcher- English Dept. Univ Illinois Chicago ● Steve Jones- Communications Dept. Univ Illinois Chicago Virtual Harlem

40 Elements of Tele-Immersion

41 Avatars ● Tracking head and hand position and orientation give good cues ● Extendable pointing rays can be useful in large spaces ● Exaggerated head and hand motions give better cues than just hand

42 Business users

43 Augmentation

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45 Shared Virtual Environments in Europe ● Collaborative Virtual Environments (COVEN) ACTS ● Develops an integrated teleworking platform that supports multi-sensory presence for collaboration in shared virtual environments. ● Services: ● mechanisms to support the presence of users in shared virtual environments. ● browsing and interaction facilities for large numbers of users accessing enormous quantities of remote information; ● synchronised multi-sensory interaction with dynamic representations of three-dimensional objects and actors; ● support for collaborative tasks requiring complex motor skills and shared information.

46 VR Applications ● Augmented Reality – Placing data in the normal workspace ● Data Visualisation – Explaining data through better representation ● Training – For dangerous/expense procedures ● Conferencing – Social context for telecommunication ● Health – Treatment of phobias/psychological disorders ● Entertainment

47 Next Week Recap about module Assignment overview


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