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Virtual Reality Lecture1. Introduction to Virtual Reality 고고고고고 고고고고 고고고

Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

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Page 1: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Virtual Reality

Lecture1. Introduction to Virtual Reality

고려대학교 그래픽스 연구실

Page 2: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Contents

• What is VR?• Conceptual Model of VR• VR Related Areas• History• State of the Art and R&D Issues• Some Application Examples

Page 3: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Science vs. Engineering

• What is not VR.

• high road - replication of reality low road - 3-D interface / interaction

• VR = studies on reality computational reality

• analogous to AI– lots of hypes– AI as a science / engineering

Page 4: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

What is not VR.

Page 5: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

• VR as computational reality– To seek for the computational model of reality.– To apply the model to the VR system.

• VR can be understood in the context of modeling efforts.– intelligence– linguistics– emotion– life– reality– compuational “X”

Page 6: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Definition : What is VR?

• Computer generated environment that is …– Immersive (like IMAX,dome projection),– Interactive (like computer game),– Multi-sensory,– Viewer-centered,– 3-D, and– The combination of technologies required to build such enviro

nments.

Page 7: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

VR as a computer technology

• Technological trend– powerful– smart– physical

• computer - human interaction

• primary concern --- software other important issues --- hardware, human

factors, social issues,

infrastructure

Page 8: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Interacting with computers

ComputerWorld

Page 9: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

New Paradigm for HCI

Conventional Computer

ComputerWorld

VR-based Computer

ComputerWorld

Page 10: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

VR as a media

• All medium attempt to create the “virtual presence”.– Theater, poem, fine arts, novel, telephone, movies, TV, ...

• VR vs. existing media– immersive– interactive– 3-D– multimodal– mediated

• Information is not sent back and forth.• Mediated environments are created and then experience.

Page 11: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

• effectiveness of communication depends on ... the sense of “being

there”.

• virtual presence

• virtual presence depends on ...– sensory breadth– sensory depth– interactivity

Page 12: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

VR Application

Education/Training

DesignEngineering

Medicine

ScientificVisualization

Entertainment

Communication

ProductsEngineering

MuseumArts VR application

Page 13: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

VR technologies

Character CRT

Graphic CRT

Virtual console

Virtual Reality

Tele-conference

TV phone

Telephone

Keyboard

Mouse tablet

3D mouse

Computersimulation/visualization

Tele-Existence

Tele-Operation

Computergraphics

RealtimeCG

Video arts

3D CAD

ComputerAided Design

Virtual products

design

All technologies meet together at VR !!

Page 14: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

VR in Real World vs. Virtual World

Virtual Reality

Tele-Existence inReal World

Tele-Existence inVirtual World

• Physical World

• Quasi Physical World

• Non Physical World

• Standard Tele-Existence

• Augmented Tele-Existence

• Size• Sensation• Time

Page 15: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

컴퓨터

로보트

인간에의 임장감 제시

시각 , 청각 , 촉각 , 미각 ,후각

체성감각 힘감각

인간의 상태추정외부상태(

비구속 ,

실시간)

내부상태(

비침투

실시간)

운동

음성

몸통

다리

머리

뇌파 , 심전 ,

근전 , 맥박 ,

혈압 , 발한 ,

etc

감각정보의

통합

인간에의

적합변환

인간의 행동음지추정

감각정보

감각정보

제어정보

제어정보

다른

로보트

상호작용

상호

작용 가상환경

실환경

가상인간

다른 가상인간

다른 Tele Existens system 으로

다른 Tele Existens system 으로

VR system 의 구성

Page 16: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Conceptual Model of VR

• 3D image Large-scale display, Head Mounted Display• Sound field by DSP • Force beedback mechanism• Tactile display

SimulationSystem

Computer

Display system

Sensing system• Non-contact type

magnetic field supersonic wave infrared light

• Contact type optical fiber strain gauge potentio-meter

Human

Page 17: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

VR Related areas

1. Training simulation

2. Tele-operation

3. Computer graphics

4. Artificial intelligence

Page 18: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Training simulation

• Differences– reconfigurable by changing software– may include highly unnatural environment– highly interactive and adaptive– use of a wide varielty of human sensing modalities

and sensorimotor systems– highly immersive– near-field is synthetic; far-field is synthetic.

Page 19: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Tele-operation

• for at least 30 years.

• Tele-operator– directly (manually) controlled tele-operator– tele-robot

• Tele-operation vs. Virtual reality

• Tele-presence vs. Virtual presence

Page 20: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Computer graphics

• Modeling• Motion control (animation)• Rendering• User interface

Page 21: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Artificial intelligence

• Studies on perception and cognition

• Testbed for AI research

Page 22: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

History

• 1’st stage: some visionaries– Morton Heilig : ExperienceTheatre(1962)– Ivan Surtherland : Sketchpad(1963), HMD(1966)– Myron Krueger : Artificial Reality(1972)– William Gibson : “Cyberspace” in Neuromancer(1984)

• 2’nd stage: technology development for specific purposes– training simulator : Earlier works– space exploration : NASA for astronaut simulation– tele-operation

Page 23: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

History(con’t)

• 3’rd stage: VR as the general-purpose technology– Jaron Lanier : VPL(1987) – Dataglove,EyePhone,VR system– VR industry : Division Ltd. Sense8, WorldDesign(production h

ouse,W-Industry(game)– VR academia : MIT, UNC, UW,Tokyo U.

• Next stage: Toward a scientific discipline– computational reality– a new computing paradigm– a new media– a new art form– representation, creation and operation of virtual worlds

Page 24: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

State of the Art & Issues

• Reference– Virtual Reality: Scientific and Technological

Challenges”, pp. 35-66, National Research Council, National Academic Press, 1995.

• Areas of the study– application domains– psychological issues– VR technologies– evaluation of VR systems

Page 25: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

1. Application domains

• design, manufacturing & marketing• medicine, health care• hazardous operations• training• entertainment, military• experimental psychology• education• information visualization• tele-communication, tele-travel

Page 26: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

2. Psychological topics

• human performance characteristics

• alteration of sensori-motor loops

• developing the cognitive model

• cognitive side-effect

Page 27: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

3. VR technologies

• Gap between the current technology the required technology (exception -- entertainment, tele-operation)

(1) human-machine interface(2) computer generation of VE(3) tele-robotics(4) network

Page 28: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Human-machine interface (cont’)

• visual channelvisual channel• auditory channelauditory channel• haptic channelhaptic channel• motion interfacemotion interface• position trackingposition tracking• video camera• microphone• others

Page 29: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Visual channel

• visual display– HMD– OHD (off-head display)

• perceptual effects– mis-registration– sensori-motor alteration– distortion– time-delay– noise

Page 30: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

• research issues– ergonomics– improvement of resolution and fov– wireless– integration of visual, auditory, position tracking– sun glass-like– see-through option– exploiting foveal and peripheral vision

Page 31: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Auditory channel

• Current hardware is adequate.

• Research issues– perceptual issues

• similar to the visual channel• use for sensory substitution (for visual, haptic)

– auditory scene analysis– hear-through display

Page 32: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Position tracking and mapping

• tracking = finding a pointmapping = finding a 3D surface

(e.g., environmental mapping)

• tracking mechanisms– mechanical linkage– magnetic– optical– acoustic– intertial

Page 33: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

• eye tracking

• research issues– tracking– mapping

Page 34: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Haptic channel

• force, pressure, tactile feedback

• unique characteristics– Haptic interface requires manipulation and sensing

• mechanism– body-based -- glove, exoskeleton– ground-based -- joystick

Page 35: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

• Research issues– haptic science = study on the human haptics

(bio-mechanical, psychophysical, cognitive)

– tool-hand system (which takes its metaphor from real tools.)

– creating the haptic illusion– the interaction effects of haptic and vision– texture, temperature devices

Page 36: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Motion interface

• motion– whole-body motion

• passive -- e.g., motion platform• active -- e.g., locomotion

– part-body motion• passive• active

Page 37: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

• motion cues– vestibular system -- inertial– motor– visual– auditory– proprioceptive / kinesthetic -- muscle– tactile

Page 38: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

• motion interface– inertial system

• moves the body (e.g., treadmill, motion platform)

– non-inertial system• simulates motion

Page 39: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Other types of interfaces

• olfactory (smell)• gustatory (taste)• heat, wind, humidity

• speech

• direct physiological sensing and control

Page 40: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

VR technologies

(1) human-machine interface

(2) computer generation of VE

(3) tele-robotics

(4) network

Page 41: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

(2) Generation of virtual environments

• 3D image Large-scale display, Head Mounted Display• Sound field by DSP • Force beedback mechanism• Tactile display

SimulationSystem

Computer

Display system

Sensing system• Non-contact type

magnetic field supersonic wave infrared light

• Contact type optical fiber strain gauge potentio-meter

Human

Page 42: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Generation of VE(cont’)

• the core issue

• general-purpose VR system?

• trade-off between realism and interactivity

• requirements– frame rate– response time– scene quality

Page 43: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

• hardware• interaction and navigation• VE management

– simulation– rendering

• modeling• autonomous agent• hypermedia interaction• OS

Generation of VE(cont’)

Page 44: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

VE management - simulation

• Task : simulating everyday world• Traditional simulation methods do not

work. (requires pre-processing)

• Need : “meta-modeling”

Page 45: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

VE management - rendering

• Issue : load balancing– 1. partitioning VE– 2. LOD

• Much work has been done on static scene.

• Research issues– 1. dynamic scene– 2. parallel rendering

Page 46: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

OS

• real-time, multi-modal requirements

• very high-resolution time slicing

• atomic, transparent distribution of tasks• large number of light-weighted processors,

communicating by means of shared memory

• support for time-critical computing:– negotiated, graceful degradation– guaranteed frame rate, lag time

Page 47: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

VR technologies

(1) human-machine interface

(2) computer generation of VE

(3) tele-robotics

(4) network

Page 48: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

(3) Tele-robotics

• tele-robotics and VR

• hardware• time-delay problem• distributed tele-robots

Page 49: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

(4) Network

• The future is here!

• applications– distance learning– group entertainment– distributed training– distributed design

• current• future• What is needed

Page 50: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Research Organizations

International Efforts

U.S.A. defense, space, visualization, medicineU.K. education, training, entertainmentGermanyJapan VR as a logical extension of

robotics, automation, HDTV.

Page 51: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

Academia

• HIT Lab, University of Washington• University of North Carolina• Media Lab, MIT• Georgia Institute of Technology• Naval Postgraduate School• University of Pennsylvania• University of California at Berkeley• University of Illinois - Chicago• Columbia University• University of Toronto

Page 52: Virtual Reality Lecture1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실

And, Some VR Example… (Video)