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CHAPTER 14
INTRODUCTION TO VIRTUAL REALITY
T.J.Iskandar Abd AzizAdapted from Notes Prepared by:Noor Fardela Zainal AbidinRevised on Sept 2012
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CGMB113/ CITB 123: MULTIMEDIA TECHNOLOGY
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Objectives
At the end of this chapter, students should be able to:
• identify the terms and concept related to virtual reality
• describe the two approaches in Virtual Reality• describe the different types of Virtual Reality • understand how virtual reality can be applied in
everyday life
What is VR?3
Virtual reality (VR) refers to a set of techniques for creating synthetic, computer-generated environments in which human operators can become immersed.
Virtual Reality is a way for humans to visualize, manipulate and interact with computers and extremely complex data
What is VR4
"Virtual Reality (VR) is a technology that makes use of 3D graphics, simulation, and special interfacing devices .
VR is about using computers to create images of 3D scenes with which one can navigate and interact.
What is VR5
Virtual Reality is 3D computer Simulation Providing sensations (sight, sound, touch,
force feedback etc) Making you feel you are really in a “place”
Virtual Environment6
Virtual Environment or VE is Real-time simulation of real or imagined environment Experienced at least visually VE Supports navigation through VE Supports 3D pointing Supports interaction with dynamic scene elements.
Virtual Environment 7
Telepresence Experience of being present at virtual site
Immersion Sense of being surrounded by sensory experience
Virtual World Is large and unbounded VE with background like sky
Approach in VR8
1. Realist Approach2. Constructivist Approach
1) Realist Approach9
Uses VR as Recapitulation of Reality Means of making realities of situation manifest Medium for exploring possible realities
Example Computer aided design: living space design Distance learning: remote presentation Simulation: re-enactment of accident Training: flight simulators Modeling: Geographic information systems
2) Constructive Approach10
Use VR as Artificial construct Means of social interaction and cultural
expression Medium to be understood using theatre and film
conceptsExample
Creative Expression – Cyber Art Fantasy Gaming – Sim City, Quake Intellectual Aid – Information Visualisation Social Encounters - Cybermalls
Types of VR11
1. Window on World Systems (WoW)
2. Video Mapping 3. Immersive Systems 4. Telepresence 5. Mixed Reality
Types of VR12
Window on World Systems (WoW)
Some systems use a conventional computer monitor to display the visual world. This sometimes called Desktop VR or a Window on a World (WoW).
Quote "One must look at a display screen," he said, "as a window through which one beholds a virtual world.
The challenge to computer graphics is to make the picture in the window look real, sound real and the objects act real."
Types of VR13
Video Mapping A variation of the WoW approach
merges a video input of the user's silhouette with a 2D computer graphic.
The user watches a monitor that shows his body's interaction with the world.
Types of VR14
Immersive Systems
The ultimate VR systems completely immerse the user's personal viewpoint
inside the virtual world.
These "immersive" VR systems are often equipped with a Head Mounted
Display (HMD).
This is a helmet or a face mask that holds the visual and auditory displays.
The helmet may be free ranging, tethered, or it might be attached to some
sort of a boom armature.
A nice variation of the immersive systems use multiple large projection
displays to create a 'Cave' or room in which the viewer(s) stand.
The Holodeck used in the television series "Star Trek: The Next Generation" is
afar term extrapolation of this technology.
Types of VR15
Telepresence Telepresence is a variation on visualizing
complete computer generated worlds. This a technology links remote sensors in the real world
with the senses of a human operator. Fire fighters use remotely operated vehicles to handle
some dangerous conditions. Surgeons are using very small instruments on cables to do
surgery without cutting a major hole in their patients. Robots equipped with telepresence systems have already
changed the way deep sea and volcanic exploration is done. NASA plans to use telerobotics for space exploration.
Types of VR16
Mixed Reality Merging the Telepresence and Virtual Reality systems
gives the Mixed Reality or Seamless Simulation systems.
Here the computer generated inputs are merged with telepresence inputs and/or the users view of the real world.
A surgeon's view of a brain surgery is overlaid with images from earlier CAT scans and real-time ultrasound.
A fighter pilot sees computer generated maps and data displays inside his fancy helmet visor or on cockpit displays.
VR Advantages17
Better Communication. Enabling faster completion of projects
Presentation are usable for difference purposes
Able to view aspect that would either wise never show up or to late.
Usually more affordable than building a scale model or mock up.
Cost effective and safer. Ex: flight simulation
VR Dis-advantages18
VR world is visually unconvincing because there are sometimes low resolution, have limited field of view and exhibit noticeable head motion lags
VR world lack realism and cartoonishVR can make you sick because of motion
tracking and conflict in visual display VR is expensive to createDependent on rare and specialized display
devisesRequire special computing hardware.
VR TECHNOLOGY
Prepared by:Noor Fardela Zainal Abidin© UNITEN 2004/2005
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CITB 123: MULTIMEDIA TECHNOLOGY
BOOM Display20
Binocular Omni-Orientation MonitorPuts high resolution stereo display on
counterbalance arm.Is moves by hand grips or attached to user’s
headProvides accurate head trackingIs only single user experienceTethers and restricts range of movements
BOOM Display
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Desktop VR22
Provides VE display on desktop monitorUsually is not head trackingIs cheaper and accessibleIs not immersive (field of view limited)Is not encumberingReally enquires 3D pointer for interaction
Desktop VR23
Desktop VR can be delivered in a variety of modes Stereo to screen shutter glasses Stereo to polarized screen overlay and polarized
glasses Non stereo output to immersive wide screen display.
Desktop VR24
Goggles and Gloves25
Impressively integrates Stereoscopic viewing via LCD display Head and hand tracking Finger flexion input from data gloves
Is only single user experienceLimits corporal presence in VE to handSuffers from high latency & limited accuracy of
trackingIs encumbering: tethers user by wire or by IR
comms rangeHas health hazard: bumping & cybersickness
Goggles and Gloves
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VIRTUAL ROOM27
Cave Automatic Virtual Environment Is 10-foot-square room composed of projection
screens Use projectors to project stereo images on 3
walls & floor Gives perspective control to user with e-m
tracker & wand CAVE was 1st developed in 1991 at Electronic
Visualization Label Cave s unencumbering Sharable expensive
VIRTUAL ROOM28
HMD
Head Mounted Device Is any device which
literally mount on the head and displays an image viewable only by the wearer of the device.
It is used for a wide variety of commercial, industrial, medical and personal applications.
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INPUT DEVICES30
Mechanical Input Devices Boom trackers, feedback mice, joysticks, steering
wheel.
Electromagnetic Input Devices Transmitter generates magnetic field in 3
orthogonal coils Receiver picks up field emission Sensors are small and may be attached o body,
stylus, glove etc.
INPUT DEVICES31
Optical Input Devices Light sources tracked by sensors Either sources or sensors are mounted on tracked
objects Infra-red’s lack of visibility does not distract
Acoustic Input Devices Microphones received ultra-sound pulses sent by
emitters
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MSC – Virtual Reality Center
http://cmc.msc.com.my/
Reference33
Funding A Revolution Government Support for Computing Research. Copyright 1999 National Academy Press http://www.nap.edu/readingroom/books/far/contents.html
http://www.isdale.com/jerry/VR/WhatIsVR/noframes/WhatIsVR4.1-VR.html
Hamish Taylor, lecture Notes Multimedia technology 12.5G2, Heriot-Watt University Scotland.