2 03 B Common Types and Interface Devices

2. 03 B Common Types and Interface Devices and Systems of Virtual Reality 2. 03 Explore virtual reality design and use.

Types of Virtual Realities

Types of Virtual Realities § Desktop § Uses 3 -D Graphics § Does not require additional equipment. § Immersive § Requires additional equipment. § Is the most effective of Virtual Reality technologies. § Eyes, ears, or other body senses are isolated from real environment and fed information that is generated by the computer. § Telepresence § Allows a person to interact with another live, real place at a different physical location other than their actual location. § Involves life-size images. § In some situations, participants may be able to manipulate devices or the environment in the remote location.

Common Interface Devices

Interface Devices Head-mounted display (HMD) Facial sensor/body suit

Interface Devices Wand Data glove

Head-Mounted Display (HMD) § Device on top of helmet signals head movements. § A computer continually updates the simulation to reflect new perspectives. § Its viewing screen adds depth to flat pictures. § Blocks out surrounding environment. § Is popular with the entertainment industry.

Data Glove Programs the computer to change modes in response to gestures made with data gloves. § Some use fiber optic cables. § Some use strain sensors over joints. Facial sensor/body suit Sensors read facial expressions/body movements and transfer information to the computer for animation purposes.

Wand § Is simplest of interface devices. § Most have on/off buttons. § Some have knobs, dials, or joy sticks. § Wands operate with six degrees of freedom. § By pointing a wand at an object, its position and orientation can be changed in any of six directions forward or backward, up or down, or left or right § Example of Use: Biologists use wands like scalpels to slice tissue samples from virtual brains.

Interface Systems

Interface Systems Three common systems: § HMD – Head-mounted Display § BOOM – Binocular Omni Orientation Monitor § CAVE – Automatic Virtual Environment

BOOM (Binocular Omni Orientation Monitor) § Is similar to HMD – but no helmet. § Viewing box suspended from rotating arm. § Uses handles on box sides to move image around. § Buttons on handles allow user to interact with object. § Can also hook up data gloves.

CAVE § One of the newest, most "immersive" virtual environments. § 10 x 9 -foot darkened cubicle. § Is like climbing into the computer’s screen. § Display enables user to experience the. sensation of being "inside" the data.

Advantages of CAVE § Only need special glasses and a wand instead of clunky equipment. § Has a large field of view of data that is projected in stereoscopic images onto the walls and floor of the CAVE. § Multiple users can be in CAVE at same time. § Sound can be added to images.

Shared Virtual Environments • In this illustration, three networked users at different locations (anywhere in the world) meet in the same virtual world by using a BOOM device, a CAVE system, and a Head-mounted Display. • All users see the same virtual environment from their respective points of view. • Each user is presented as a virtual human (avatar) to the other participants. • The users can see each other, communicate with each other, and interact with the virtual world as a team.

Review Common virtual reality § Types § Interface devices § Interface systems
- Slides: 16