Lecture 1 Introduction to Virtual Reality Virtual Reality

  • Slides: 52
Download presentation
Lecture 1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실 Virtual Reality

Lecture 1. Introduction to Virtual Reality 고려대학교 그래픽스 연구실 Virtual Reality

Contents • • • What is VR? Conceptual Model of VR VR Related Areas

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

Science vs. Engineering • What is not VR. • high road - replication of

Science vs. Engineering • What is not VR. • high road - replication of reality low road - 3 -D interface / interaction • VR = studies on reality • analogous to AI – lots of hypes – AI as a science / engineering computational reality

What is not VR.

What is not VR.

 • VR as computational reality – To seek for the computational model of

• 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”

Definition : What is VR? • Computer generated environment that is … – Immersive

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 environments.

VR as a computer technology • Technological trend – powerful – smart – physical

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

Interacting with computers Computer World

Interacting with computers Computer World

New Paradigm for HCI Conventional Computer World VR-based Computer World

New Paradigm for HCI Conventional Computer World VR-based Computer World

VR as a media • All medium attempt to create the “virtual presence”. –

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.

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

• effectiveness of communication depends on. . . the sense of “being there”. • virtual presence depends on. . . – sensory breadth – sensory depth – interactivity

VR Application Education/ Training Design Engineering Entertainment Museum Arts VR application Scientific Visualization Medicine

VR Application Education/ Training Design Engineering Entertainment Museum Arts VR application Scientific Visualization Medicine Communication Products Engineering

VR technologies Character CRT Computer graphics Graphic CRT Realtime CG Virtual console Keyboard Mouse

VR technologies Character CRT Computer graphics Graphic CRT Realtime CG Virtual console Keyboard Mouse tablet 3 D mouse Computer simulation/ visualization Virtual Reality Video arts Virtual products design 3 D CAD Computer Aided Design Tele-conference Tele-Existence TV phone Tele-Operation Telephone All technologies meet together at VR !!

VR in Real World vs. Virtual World Tele-Existence in Real World Virtual Reality •

VR in Real World vs. Virtual World Tele-Existence in Real World Virtual Reality • Standard Tele-Existence • Augmented Tele-Existence • Size • Sensation • Time • Physical World Tele-Existence in • Quasi Physical World Virtual World • Non Physical World

Conceptual Model of VR Display system • 3 D image Large-scale display, Head Mounted

Conceptual Model of VR Display system • 3 D image Large-scale display, Head Mounted Display • Sound field by DSP • Force beedback mechanism • Tactile display Computer Simulation System Human Sensing system • Non-contact type magnetic field supersonic wave infrared light • Contact type optical fiber strain gauge potentio-meter

VR Related areas 1. Training simulation 2. Tele-operation 3. Computer graphics 4. Artificial intelligence

VR Related areas 1. Training simulation 2. Tele-operation 3. Computer graphics 4. Artificial intelligence

Training simulation • Differences – – reconfigurable by changing software may include highly unnatural

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.

Tele-operation • for at least 30 years. • Tele-operator – directly (manually) controlled tele-operator

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

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

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

Artificial intelligence • Studies on perception and cognition • Testbed for AI research

Artificial intelligence • Studies on perception and cognition • Testbed for AI research

History • 1’st stage: some visionaries – – Morton Heilig : Experience. Theatre(1962) Ivan

History • 1’st stage: some visionaries – – Morton Heilig : Experience. Theatre(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

History(con’t) • 3’rd stage: VR as the general-purpose technology – Jaron Lanier : VPL(1987)

History(con’t) • 3’rd stage: VR as the general-purpose technology – Jaron Lanier : VPL(1987) – Dataglove, Eye. Phone, VR system – VR industry : Division Ltd. Sense 8, World. Design(production house, 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

State of the Art & Issues • Reference – Virtual Reality: Scientific and Technological

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

1. Application domains • • • design, manufacturing & marketing medicine, health care hazardous

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

2. Psychological topics • human performance characteristics • alteration of sensori-motor loops • developing

2. Psychological topics • human performance characteristics • alteration of sensori-motor loops • developing the cognitive model • cognitive side-effect

3. VR technologies • Gap between the current technology the required technology (exception --

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

Human-machine interface (cont’) • • visual channel auditory channel haptic channel motion interface position

Human-machine interface (cont’) • • visual channel auditory channel haptic channel motion interface position tracking video camera microphone others

Visual channel • visual display – HMD – OHD (off-head display) • perceptual effects

Visual channel • visual display – HMD – OHD (off-head display) • perceptual effects – – – mis-registration sensori-motor alteration distortion time-delay noise

 • research issues – – – – ergonomics improvement of resolution and fov

• 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

Auditory channel • Current hardware is adequate. • Research issues – perceptual issues •

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

Position tracking and mapping • tracking = finding a point mapping = finding a

Position tracking and mapping • tracking = finding a point mapping = finding a 3 D surface (e. g. , environmental mapping) • tracking mechanisms – – – mechanical linkage magnetic optical acoustic intertial

 • eye tracking • research issues – tracking – mapping

• eye tracking • research issues – tracking – mapping

Haptic channel • force, pressure, tactile feedback • unique characteristics – Haptic interface requires

Haptic channel • force, pressure, tactile feedback • unique characteristics – Haptic interface requires manipulation and sensing • mechanism – body-based -- glove, exoskeleton – ground-based -- joystick

 • Research issues – haptic science = study on the human haptics (bio-mechanical,

• 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

Motion interface • motion – whole-body motion • passive -- e. g. , motion

Motion interface • motion – whole-body motion • passive -- e. g. , motion platform • active -- e. g. , locomotion – part-body motion • passive • active

 • motion cues – – – vestibular system -- inertial motor visual auditory

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

 • motion interface – inertial system • moves the body (e. g. ,

• motion interface – inertial system • moves the body (e. g. , treadmill, motion platform) – non-inertial system • simulates motion

Other types of interfaces • olfactory (smell) • gustatory (taste) • heat, wind, humidity

Other types of interfaces • olfactory (smell) • gustatory (taste) • heat, wind, humidity • speech • direct physiological sensing and control

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

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

(2) Generation of virtual environments Display system • 3 D image Large-scale display, Head

(2) Generation of virtual environments Display system • 3 D image Large-scale display, Head Mounted Display • Sound field by DSP • Force beedback mechanism • Tactile display Computer Simulation System Human Sensing system • Non-contact type magnetic field supersonic wave infrared light • Contact type optical fiber strain gauge potentio-meter

Generation of VE(cont’) • the core issue • general-purpose VR system? • trade-off between

Generation of VE(cont’) • the core issue • general-purpose VR system? • trade-off between realism and interactivity • requirements – frame rate – response time – scene quality

Generation of VE(cont’) • hardware • interaction and navigation • VE management – simulation

Generation of VE(cont’) • hardware • interaction and navigation • VE management – simulation – rendering • • modeling autonomous agent hypermedia interaction OS

VE management - simulation • Task : simulating everyday world • Traditional simulation methods

VE management - simulation • Task : simulating everyday world • Traditional simulation methods do not work. (requires pre-processing) • Need : “meta-modeling”

VE management rendering • Issue : load balancing – 1. partitioning VE – 2.

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

OS • real-time, multi-modal requirements • very high-resolution time slicing • atomic, transparent distribution

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

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

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

(3) Tele-robotics • tele-robotics and VR • hardware • time-delay problem • distributed tele-robots

(3) Tele-robotics • tele-robotics and VR • hardware • time-delay problem • distributed tele-robots

(4) Network • The future is here! • applications – – distance learning group

(4) Network • The future is here! • applications – – distance learning group entertainment distributed training distributed design • current • future • What is needed

Research Organizations International Efforts U. S. A. medicine U. K. Germany Japan HDTV. defense,

Research Organizations International Efforts U. S. A. medicine U. K. Germany Japan HDTV. defense, space, visualization, education, training, entertainment VR as a logical extension of robotics, automation,

Academia • • • HIT Lab, University of Washington University of North Carolina Media

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 of Toronto

And, Some VR Example… (Video)

And, Some VR Example… (Video)