Virtual Reality David Johnson. What is Virtual Reality?

Slides:



Advertisements
Similar presentations
SEMINAR ON VIRTUAL REALITY 25-Mar-17
Advertisements

Other Senses: Taste, Smell, Hearing Plus Some Oddball stuff David Johnson.
T.Sharon - A.Frank 1 Multimedia Virtual Reality. 2 T.Sharon - A.Frank Virtual Reality (VR) Definition An artificial reality that projects you into a 3D.
Augmented Reality David Johnson.
Lecture 9: Virtual and augmented environments for design Dr. Xiangyu Wang.
Virtual Reality Adapted from a lecture by David Johnson Fall CS5540/6540 HCI.
1 Virtual Reality CS Presentation Instructor: Dr. Aggarwal Student: Yang Gao Semester: Winter 2004.
Exploring the Use of Passive Haptics in Redirected Walking-based Virtual Environments Luv Kohli COMP239 April 20, 2005 Final Project Update.
CS6360 – Virtual Reality Instructor: David Johnson
Class 6 LBSC 690 Information Technology Human Computer Interaction and Usability.
VR Interfaces – Navigation, Selection and UI Elements By David Johnson.
Virtual Reality. What is virtual reality? a way to visualise, manipulate, and interact with a virtual environment visualise the computer generates visual,
Utah School of Computing Interfaces: Media and Devices CS5540 HCI Rich Riesenfeld Fall 2007 CS5540 HCI Rich Riesenfeld Fall 2007.
User Interface Development Human Interface Devices User Technology User Groups Accessibility.
© 2010 Pearson Addison-Wesley. All rights reserved. Addison Wesley is an imprint of 1-1 HCI Human Computer Interaction Week 10.
Introduction to Virtual Environments CISE 6930/4930
Introduction to Virtual Environments CIS 4930/6930
2.03B Common Types and Interface Devices and Systems of Virtual Reality 2.03 Explore virtual reality.
Standard Grade Computing COMPUTER STUDIES Standard Grade INPUT DEVICES Chapter 16.
Introduction to Graphics and Virtual Environments.
Virtual Reality Chris Constantine (I figured you were tired of white or blue slides)
Virtual Reality RYAN TAYLOR. Virtual Reality What is Virtual Reality? A Three Dimension Computer Animated world which can be interacted with by a human.
Virtual reality System that enables one or more users to move and react in a computer-simulated environment.
 Introduction  Devices  Technology – Hardware & Software  Architecture  Applications.
Computer Organisation 1 Sébastien Piccand Input devices.
The Computer Input devices Output devices Input/output devices VR Memory Processing Dix et al chapter 2.
2.5/2.6/2.7.  Virtual Reality presents a world in 3d space  Regular input devices such as a mouse only has 2 degrees of movement when 6 is needed for.
Welcome to CGMB574 Virtual Reality Computer Graphics and Multimedia Department.
VE Input Devices(I) Doug Bowman Virginia Tech Edited by Chang Song.
Input Devices. What is Input?  Everything we tell the computer is Input.
Introduction to Virtual Environments Slater, Sherman and Bowman readings.
Augmented and mixed reality (AR & MR)
Utah School of Computing Interfaces: Media and Devices CS5540 HCI Rich Riesenfeld Fall 2008 CS5540 HCI Rich Riesenfeld Fall 2008.
Virtual Reality David Johnson. What is Virtual Reality?
Visual, auditory, and haptic displays Dr. Xiangyu Wang Acknowledgment of Dr. Doug Bowman’s lecture notes.
Utah School of Computing Interfaces: Media and Devices CS5540 HCI Rich Riesenfeld Fall 2005 CS5540 HCI Rich Riesenfeld Fall 2005.
Miguel Tavares Coimbra
VIRTUAL REALITY (VR) INTRODUCTION AND BASIC APPLICATIONS الواقع الافتراضي : مقدمة وتطبيقات Dr. Naji Shukri Alzaza Assist. Prof. of Mobile technology Dean.
VIRTUAL REALITY Sagar.Khadabadi. Introduction The very first idea of it was presented by Ivan Sutherland in 1965: “make that (virtual) world in the window.
Virtual Reality Lecture2. Some VR Systems & Applications 고려대학교 그래픽스 연구실.
GENESIS OF VIRTUAL REALITY  The term ‘Virtual reality’ (VR) was initially coined by Jaron Lanier, founder of VPL Research (1989)..
© 2010 Pearson Addison-Wesley. All rights reserved. Addison Wesley is an imprint of 1-1 HCI Human Computer Interaction Week 9.
Human Computer Interaction © 2014 Project Lead The Way, Inc.Computer Science and Software Engineering.
Augmented reality Prepared by: Khyati Kataria 08DCE001
1 Introduction to Virtual Environments User Interfaces and Usability Fall 09 John Quarles
Chapter 2. 3D User Interfaces: History and Roadmap.
2.03 Explore virtual reality design and use.
W E L C O M E. A U G M E N T E D R E A L I T Y A SEMINAR BY JEFFREY J M EC7A ROLL NO:
HCI 입문 Graphics Korea University HCI System 2005 년 2 학기 김 창 헌.
1 Perception and VR MONT 104S, Fall 2008 Lecture 14 Introduction to Virtual Reality.
Augmented Reality Authorized By: Miss.Trupti Pardeshi. NDMVP, Comp Dept. Augmented Reality 1/ 23.
Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)
Special Topic: Virtual Reality, Mixed Reality, Augmented Reality, Augmented Virtuality – based Collaborative Virtual Environments Dr. Xiangyu Wang.
Haris Ali (15) Abdul Ghafoor (01) Kashif Zafar (27)
Made By: Pallavi Chhikara
Expressive Intelligence Studio // Center for Games and Playable Media // 3D User Interfaces Using the Kinect.
What is Multimedia Anyway? David Millard and Paul Lewis.
Visualization Technology Basic Masaki Hayashi Nov.10, 2015 Visualization with 3D CG.
PRESENTED BY : DIPTIMAYEE PADHIHARI  Introduction to wearable computers  Aim of wearable computing  History of wearable computers  Wearable computing.
HAPTIC TECHNOLOGY ASHWINI P 1PE06CS017.
Virtual Reality Prepared By Name - Abhilash Mund Regd.No Branch - Comp.sc & engg.
Standard Methods of Input.
Introducing virtual REALITY
Introduction to Virtual Environments & Virtual Reality
Virtual Reality By: brady adger.
VR and AR In Education 010/10/2017.
Virtual Reality.
VR equipment.
CHAPTER 4: Virtual Environments
Lecture 9: Virtual and augmented environments for design
Presentation transcript:

Virtual Reality David Johnson

What is Virtual Reality?

► Replace sensory input from real world with computer generated sensations  Sight  Hearing  Touch  Smell  Taste  Proprioceptic ► Create a sense of immersion in that computer-generated world  presence 1956 – Heilig

VR as a Paradigm ► VR is a paradigm for thinking about human- computer interfaces  What is the paradigm for a Windows PC?  What is the paradigm for an Xbox 360?  Others? ► Augmented reality ► Ubiquitous computing

VR as a Paradigm ► VR is a paradigm for thinking about human- computer interfaces  What is the paradigm for a Windows PC?  What is the paradigm for an Xbox 360?  Others? ► VR paradigm is  Immerse the user in data  Natural, emergent interface

VR History ► 70’s and 80’s – early work ► Early 1990’s – immense enthusiasm  Virtuality arcade games Virtuality arcade games Virtuality arcade games ► Late 90’s – immense disappointment  Researchers complain of the attention www is getting ► Current – commodity elements available  Wii  Touch screens – iPhone, etc.  Personal video displays  Second Life, MMORPG  3D IMAX  G-speak

VR and Sensory Input ► Much effort has been in developing technologies to immerse the user

VR and Sight Head-mounted displayPowerwall CAVE (HMD) CAVE movie CAVE movie CAVE movie Ivan Sutherland developed the modern HMD at Utah (1969)

Current ► Better HMDs  Sensics ► Tiled OLED displays ► 4K x 2K resolution ► Panoramic ► Autostereoscopic displays ► Higher-res CAVEs

VR and Touch ► Two aspects  Know where the user’s body is ► Tracking  Apply contact sensations to user ► Haptics ► Tactile interfaces

Position Tracking ► Use sensors to track hand, head, body  Position  Orientation ► Sensors are  Magnetic  Inertial  Ultrasound  Optical

Head Tracking ► Very important for  HMD  CAVE  Fishtank VR ► Can be done with a Wiimote  Johnny Lee Johnny Lee Johnny Lee ► VR class project to use laptop camera  Sensitive to IR light

Hand Tracking ► Allow natural interaction with virtual world  Grab  Gestures ► Cyberglove Cyberglove

Body Tracking ► More often used in motion capture systems  Film  TV  Games

Haptics ► Haptics = touch ► Virtual objects apply real forces

Example

Sound in VR ► Very important for immersion ► Study of PTSD veterans using VR therapy found sound critical for creating sense of presence ► Use headphones ► Render sound ► Example Example

Olfactory Displays ► DIVEpak  Computer controlled scratch and sniff ► Smell-o-Vision (K Opticom)  6 gels, USB controlled ► Fire Trainer  Odors range from burning wood, grease and rubber to sulfur, oil and diesel exhaust.

Smell Cannon ► Track target with camera ► Aim below eyes ► Prerecorded smells

Gustatory Displays ► Simulate the experience of eating ► Iwata food simulator ► Capture forces of eating ► Playback ► Combine flavors  five basic taste sensations: sweet, sour, bitter, salty and umami

VR Interfaces ► How do we tell the computer to do things? ► How do we select things? ► How do we navigate around?

VR Interface Challenges ► Intuitive  Make interaction work like the real world  Minimize cognitive overhead ► Augmentation  Give users new capabilities

From the Beginning ► Sutherland and Vickers  Sorcerer’s Apprentice (1972) ► Track stylus ► Selection of vertices  Intersection of cube at tip of stylus ► Physical menu with see-through HMD!

Pointing: Put That There ► 1979 ► Ray from tracked hand ► Speech interface ► movie movie

Pointing: JD-CAD (1993) ► “Laser gun” from hand  Tracker noise  Harder to select far away ► Spotlight  Add a cone to the ray  Select objects based on ► Distance from cone axis ► Distance from hand

Silk Cursor ► Replace wireframe selection box with translucent box  Visual cues to containment

Hand: GoGo Interaction (1996) ► Go-Go uses Non-Linear mapping between mapping between virtual and real hand virtual and real hand ► Control-display ratio ► Stretch go-go variation ► Pros:  Extended reach when needed  Direct manipulation ► Cons:  Reach still limited by arm length length  Precision suffers when reach is extended (low level of control) extended (low level of control) Movie

Image Plane Techniques ► Point or gesture at an objects projection onto the viewing plane  “head-crusher” ► Kids in the hall Kids in the hall Kids in the hall  “Sticky finger” ► Similar to ray casting ► Pros:  Very intuitive  Allows user to reach objects at an arbitrary distance ► Cons:  Limited by the need for line of sight  Can be fatiguing  Virtual hand may obscure small objects

World in Miniature ► User holds dynamic map in one hand ► Objects can be moved in map

Exploring Large Virtual Spaces ► Tracked spaces are expensive ► Redirected walking  Movie Movie ► Treadmills  bicycles Movie

Menus in Virtual Space ► Ring Menus  JDCAD 1993 ► Liang  ISAAC 1995 ► Mark Mine  Rotate hand to move selection point

Menus in Virtual Space ► Pen and Tablet  Track a tablet and pen  Put 2D menus on tablet Lindeman 1999

Physical Props ► Tablet and pen ► Passive haptics  Neurosurgical props ► Haptic Hand

Menus in Virtual Space ► Bowman ► Pinch Gloves  Select with thumb to finger  High-level menu on ND hand  Secondary menu of D hand  First tries ► Scrolling menu using pinches or ► More items on pinkie

Menus in Virtual Spaces ► ‘Virtual tricorder’ ► Wloka 1995

Gestures ► GIVEN (1992)  Neural net recognition  20 gestures ► Fly, grab, etc. ► Mine  “Physical mnemonics” ► Pull-down menus from near head ► Delete by throwing over shoulder

Numerical Input ► No keyboards! ► Mark Mine  A digit at a time  Sliders too imprecise

Who is using VR? ► Military ► Government ► Big business ► Common theme?

Military ► Training ► Telepresence

Scientific visualization ► Virtual Wind Tunnel  NASA

Stress Therapy ► VR therapy movie VR therapy movie VR therapy movie

Business infrastructure ► telecollaboration

Medical ► Medical training  Surgical playback ► Medical planning and rehearsal ► Surgical assistance  ultrasound  Biopsy

Car companies ► Evaluation  Style  Ergonomics  Manufacturability ► Training

Conclusion ► VR is like the space program  Lots of side benefits  Still no clear victory on the overall goal ► Device technology is much improved ► UI ideas are still primitive and inelegant