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VIRTUAL REALITY’S MOMENT
David KushnerIEEE SpectrumJanuary 2014
IS 376August 21, 2014
VIRTUAL ENVIRONMENTS
IS 376August 21, 2014
VIRTUAL REALITY’S MOMENT Page 2
BEGINNING WITH FLIGHT SIMULATORS, ADVANCING THROUGH SCIENTIFIC
APPLICATIONS, AND INTO THE ENTERTAINMENT ARENA, VIRTUAL
ENVIRONMENTS HAVE BEEN DEVELOPED TO PROVIDE AN IMMERSIVE SIMULATED
EXPERIENCE WITHOUT THE EXPENSE AND RISK ASSOCIATED WITH THE REAL
THING.
BOEING 787
FLIGHT SIMULA
TOR FROM
ALTEON
MOLECULAR SIMULATION AT ARGONNE
NATIONAL LABORATORY
MATTEL POWER GLOVE, VECTREX 3D IMAGER, AND
NINTENDO VIRTUAL BOY
DIGITAL 3D
IS 376August 21, 2014
VIRTUAL REALITY’S MOMENT Page 3
ADVANCES IN DIGITAL PHOTOGRAPHY AND STEREOSCOPY HAVE ENABLED FILMMAKERS TO AFFORDABLY PRODUCE 3D FILMS AND THEATRE
OWNERS TO AFFORDABLY SHOW THEM.A 3D DIGITAL CAMERA RECORDS VIDEO, CIRCULARLY POLARIZING THE RIGHT VIEWPOINT USING RIGHT-HANDED POLARIZATION...
...WHILE RECORDING THE LEFT VIEWPOINT USING LEFT-HANDED
CIRCULAR POLARIZATION.
BOTH IMAGES ARE PROJECTED SIMULTANEOUSLY ONTO THE THEATRE SCREEN, IN A MANNER THAT GUARANTEES THAT THE VIEWPOINTS ARE SYNCHRONIZED.
THE MOVIEGOER WEARS POLARIZED GLASSES THAT
ONLY ALLOW THE RIGHT-HANDED POLARIZED IMAGES
TO PASS THROUGH THE RIGHT LENS AND THE LEFT-HANDED POLARIZED IMAGES TO PASS
THROUGH THE LEFT LENS.
VERGENCE VS. ACCOMMODATION
IS 376August 21, 2014
VIRTUAL REALITY’S MOMENT Page 4
PROJECTING A 3D IMAGE ONTO A 2D SCREEN OR TELEVISION
DISPLAY TENDS TO PLAY TRICKS WITH ONE’S VISUAL
PERCEPTION.IN THE REAL WORLD, WHEN A PERSON TRIES TO FOCUS ON A
DISTANT OBJECT, THE EYES EXPERIENCE VERGENCE, WHERE
THEY BOTH ROTATE ON THEIR OWN VERTICAL AXES UNTIL THEY BOTH POINT AT THE
OBJECT.
MEANWHILE, THE EYES EXPERIENCE
ACCOMMODATION, WHERE THEY REFLEXIVELY FOCUS ON THE OBJECT IN ITS DISTANT POSITION, CAUSING NEARBY
OBJECTS TO GO OUT OF FOCUS.
WITH 3D IMAGES, HOWEVER, THE EYES ROTATE SO THEY
ARE POINTED TO WHERE THE OBJECT SEEMS TO BE, BUT THE
REFLEXIVE FOCUS MUST ADJUST TO THE SCREEN’S
ACTUAL LOCATION, ELIMINATING THE NATURAL
BLURRING OF NEARBY OBJECTS.
THIS RESULTS IN SERIOUS
EYESTRAIN AND HEADACHES FOR
MANY 3D AUDIENCE MEMBERS.
SIMULATOR SICKNESS
IS 376August 21, 2014
VIRTUAL REALITY’S MOMENT Page 5
EFFORTS TO MAKE VR SIMULATIONS AS REALISTIC AS
POSSIBLE FREQUENTLY HAVE UNPLEASANT SIDE
EFFECTS.FOR EXAMPLE, PROVIDING A
VISUAL HEADBOB (LIKE THE ONE
ILLUSTRATED AT RIGHT), WITHOUT
AN ACCOMPANYING
PHYSICAL MOTION, CAN RESULT IN
MOTION SICKNESS AND NAUSEA.
SIMILAR PROBLEMS TEND TO OCCUR WITH RAPID CHANGES IN
ACCELERATION AND RAPID SHIFTS IN PERSPECTIVE.
BALANCE & THE INNER EAR
IS 376August 21, 2014
VIRTUAL REALITY’S MOMENT Page 6
THE SEMICIRCULAR CANALS WITHIN THE INNER EAR CONTAIN HAIR
CELLS THAT REACT TO BODY
MOVEMENTS.
THESE REACTIONS ARE TRANSMITTED BY MEANS OF THE
VESTIBULAR NERVE TO THE BRAIN, WHICH
SUBCONSCIOUSLY SENDS MESSAGES
TO THE BODY’S TRUNK AND LIMBS
TO MAINTAIN BALANCE.
WHEN THE EYES SEND THE BRAIN A DIFFERENT MESSAGE
REGARDING THE BODY’S MOVEMENTS, THE BRAIN MAY
REACT ADVERSELY, CAUSING A LOSS OF BALANCE.
VR LATENCY
IS 376August 21, 2014
VIRTUAL REALITY’S MOMENT Page 7
WHEN THE VR SYSTEM’S PROCESSING TIME IS
EXCESSIVE, ITS REACTIONS TO THE
USER’S ACTIONS WILL LAG BEHIND, WHICH
DESTROYS THE ILLUSION OF IMMERSION WHEN IT
BECOMES NOTICEABLE TO THE USER.
LATENCY IS PARTICULARLY
PROBLEMATIC IN “AUGMENTED
REALITY” APPLICATIONS,
WHERE VIRTUAL OBJECTS ARE OVERLAID ON THE USER’S
REAL WORLD SETTING, SINCE
THE VIRTUAL AND THE REAL
SHOULD OSTENSIBLY BE INTERACTING.
OCULUS RIFT
IS 376August 21, 2014
VIRTUAL REALITY’S MOMENT Page 8
Head-Mounted Display
(Coated in white markers)
Camera(Tracks markers to record user’s head
position)
Head Straps
Circuit BoardScreen
Diopter Adjustment
(Rotate to fine tune so
eyeglasses aren’t needed)
Lenses(Three pairs are provided
to accommodat
e good, moderate, and heavy
nearsightedness)
Foam Padding(Fits to face)
VR HEADSETS
Oculus Rift
IS 376August 21, 2014
VIRTUAL REALITY’S MOMENT Page 9
Carl Zeiss Cinemizer
Silicon Micro Display ST1080
Sony HMZ-T2
640x800 Resolution
870x500 Resolution
1920x1080 Resolution
1280x720 Resolution90° Horizontal
FOV30° Horizontal
FOV39° Horizontal
FOV45° Horizontal
FOV13.4 Ounces 4.2 Ounces 6.3 Ounces 11.6 Ounces
7˝ Diagonal Display
0.39˝ Diagonal Display
0.74˝ Diagonal Display
0.7˝ Diagonal DisplayLiquid Crystal
DisplayOrganic Light-Emitting Diode
Liquid Crystal on Silicon
Organic Light-Emitting Diode
$300 $749 $799 $894
THE OCULUS RIFT EXPERIENCE
IS 376August 21, 2014
VIRTUAL REALITY’S MOMENT Page 10
FACEBOOK PAYS $2 BILLION FOR OCULUS
IS 376August 21, 2014
VIRTUAL REALITY’S MOMENT Page 11
“Our mission is to make the world more open and connected. For the past few years, this has mostly meant building mobile apps that help you share with the people you care about. We have a lot more to do on mobile, but at this point we feel we're in a position where we can start focusing on what platforms will come next to enable even more useful, entertaining and personal experiences…
“After games, we're going to make Oculus a platform for many other experiences. Imagine enjoying a court side seat at a game, studying in a classroom of students and teachers all over the world or consulting with a doctor face-to-face -- just by putting on goggles in your home.
“This is really a new communication platform. By feeling truly present, you can share unbounded spaces and experiences with the people in your life. Imagine sharing not just moments with your friends online, but entire experiences and adventures.”
Mark ZuckerbergMarch 25, 2014
GOOGLE CARDBOARD
IS 376August 21, 2014
VIRTUAL REALITY’S MOMENT Page 12
Cardboard($2)
Lenses($10)
Magnets
($6)
Velcro($3)
Rubber Band(1¢)
Google’s response to the $350 Oculus Rift
Developer’s Kit is this do-it-yourself “Oculus
Thrift” which turns Android devices into portable VR viewers, using an open source software developers
kit.
REMINDER:Next Thursday (8/28) is
the deadline for the early draft of the first
paper!NEXT TIME:
Professor Kapatamoyo speaks!