Multimedia Virtual Reality 1 T Sharon A Frank
- Slides: 21
Multimedia Virtual Reality 1 T. Sharon - A. Frank
Virtual Reality (VR) Definition 2 • An artificial reality that projects you into a 3 D space generated by the computer. • A virtual reality system usually uses: 1. Stereoscopic goggles that provide the 3 D imagery. 2. Tracking device: Ø goggles that track head and body movement. Ø "data glove" that tracks hand movements. • The tracking device lets you point to and manipulate computer-generated objects displayed into the goggles. T. Sharon - A. Frank
Degree of Interaction in VR • Solo – One person interacting in a virtual space. • Same Place Collaboration – Few users, interacting in a virtual space, in the same physical location. • Different Place Collaboration – Few users, interacting in a virtual space, but situated in different physical locations. 3 T. Sharon - A. Frank
Degree of Immersion in VR • Fully immersive VR applications (where one doesn't experience the surrounding physical and real environment); • Semi-immersive VR applications (where a certain degree of immersion is gained, for example via stereo projection); • 2 D screen renderings of a conceptually 3 D space (as in Second Life). 4 T. Sharon - A. Frank
Degree of Realism in VR • A photo-realistic representation of a real physical location. • A representation of a conceptual university campus. • A metaphorical or fantasy environment such as a virtual zoo. 5 T. Sharon - A. Frank
VR Technical Approaches 1. Head-Mounted – Head-mounted wide-view stereo display. 2. Cave-based – Walls of a room are rear-projection stereo displays. – The user wears goggles to enable viewing in 3 D. 3. Chameleon-type – Hand held, or hand moved, display. – Position and orientation are tracked. 6 T. Sharon - A. Frank
1. Head Mounted Display (HMD) Boom Mounted Display 7 T. Sharon - A. Frank
Virtual Reality Environment 8 T. Sharon - A. Frank
Data Glove • The user can control images on the screen by donning a glove wired with numerous sensors and moving his hand through the air. 9 T. Sharon - A. Frank
Human, HMD and Gloves 10 T. Sharon - A. Frank
Schematic Relationship in HMD System • Eyes and display are tightly coupled. • Hands are “far” aside of the display. • Problem: hands and other objects are hidden. • Solution – use camera and Augmented virtuality/reality. 11 T. Sharon - A. Frank
2. Cave-based CAVE = Computer Automatic Virtual Environment 12 T. Sharon - A. Frank
Various devices surround the CAVE 13 T. Sharon - A. Frank
CAVE examples 14 T. Sharon - A. Frank
CAVE example 15 T. Sharon - A. Frank
Degenerated CAVEs – examples A small 3 -sided cave (Cubby) Cubby 16 T. Sharon - A. Frank
Degenerated CAVE 17 T. Sharon - A. Frank
Schematic Relationship in CAVE System • Eyes and hands are linked and mobile. • Display is fixed. • Problem “shadow effect”: when another person hides walls, or when an object is supposed to be between two persons. 18 T. Sharon - A. Frank
3. Chameleon-type Palm-held VR 19 T. Sharon - A. Frank
Chameleon Style Example ART+COM 20 T. Sharon - A. Frank
Schematic Relationship in Chameleon System • Hands and display are tightly coupled. • All three are mobile. • Problems: all (of HMD and Cave). 21 T. Sharon - A. Frank
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