Virtual Environments Introduction Anthony Steed Simon Julier Department

  • Slides: 36
Download presentation
Virtual Environments: Introduction Anthony Steed, Simon Julier Department of Computer Science University College London

Virtual Environments: Introduction Anthony Steed, Simon Julier Department of Computer Science University College London http: //www. cs. ucl. ac. uk/teaching/VE

Outline • What are Virtual Environments? – Working definition – Constituents of the environment

Outline • What are Virtual Environments? – Working definition – Constituents of the environment • Technologies for VEs – What are the toolbox of parts? • Describing and Measuring a VE – Immersiveness – Levels of virtualisation – Presence

Defining Virtual Environments • What are Virtual Environments? – Working definition – Constituents of

Defining Virtual Environments • What are Virtual Environments? – Working definition – Constituents of the environment • Technologies for VEs – What are the toolbox of parts? • Describing and Measuring a VE – Immersiveness – Levels of virtualisation – Presence

Virtual Reality in the Early 90 s NASA Ames Photo Archive

Virtual Reality in the Early 90 s NASA Ames Photo Archive

Device-Driven Definitions of Virtual Environments • • • Virtual Reality is electronic simulations of

Device-Driven Definitions of Virtual Environments • • • Virtual Reality is electronic simulations of environments experienced via head mounted eye goggles and wired clothing enabling the end user to interact in realistic three-dimensional situations. (Coates, 1992) Virtual Reality is an alternate world filled with computer-generated images that respond to human movements. These simulated environments are usually visited with the aid of an expensive data suit which features stereophonic video goggles and fiber-optic data gloves. (Greenbaum, 1992) The terms virtual worlds, virtual cockpits, and virtual workstations were used to describe specific projects. . In 1989, Jaron Lanier, CEO of VPL, coined the term virtual reality to bring all of the virtual projects under a single rubric. The term therefore typically refers to three-dimensional realities implemented with stereo viewing goggles and reality gloves. (Krueger, 1991, p. xiii) “Defining Virtual Reality: Dimensions Determining Telepresence”, Steueur, 1992

Device-Driven Definitions of Virtual Environments User Synthetic Environment User Computer Interface Devices This is

Device-Driven Definitions of Virtual Environments User Synthetic Environment User Computer Interface Devices This is what makes this a VE Real Environment

Limitations of Device-Driven Definition • “VR” and “not-VR” systems are defined by presence /

Limitations of Device-Driven Definition • “VR” and “not-VR” systems are defined by presence / absence of hardware alone – Previous definitions highly image oriented • Lack of theoretical dimensions for parameterising characteristics of VR – How can different VR systems be compared? – How can VR be compared with different media?

A VE is an Immersive, Mediated Communication Medium User Synthetic Environment User Environment Interface

A VE is an Immersive, Mediated Communication Medium User Synthetic Environment User Environment Interface Devices Mediated Medium Real Environment

Components of the Environment Contents: Actors and Objects Geometry: Dimensions, Metrics and Extent Dynamics:

Components of the Environment Contents: Actors and Objects Geometry: Dimensions, Metrics and Extent Dynamics: Interaction Rules “Virtual Environments and Environmental Instruments”, S. Ellis, 1996 Environment

Contents • Environment is made up of discrete items known as objects and actors

Contents • Environment is made up of discrete items known as objects and actors • Objects – Discrete and identifiable – Described by property vectors • Actors are objects that initiate interactions • The self is a special kind of actor with a point-ofview

Geometry • Description of the environmental field of action • Contains: – Dimensionality: The

Geometry • Description of the environmental field of action • Contains: – Dimensionality: The degree of freedom of the position vector – Metric: The basic mathematical rules for defining order, distance, etc. – Extent: The range of possible values of the position vector

Dynamics • These are the rules of interaction among the contents • These can

Dynamics • These are the rules of interaction among the contents • These can be: – Differential equations of Newtonian dynamics to describe kinematic and dynamic relationships – Grammatical rules for pattern-matched triggered actions • For comfortable use, relationship between proprioceptive information and sensory data requires consistency, predictability, and completeness

VE Technologies • What are Virtual Environments? – Working definition – Constituents of the

VE Technologies • What are Virtual Environments? – Working definition – Constituents of the environment • Technologies for VEs – What are the toolbox of parts? • Describing and Measuring a VE – Immersiveness – Levels of virtualisation – Presence

Components of a VE System • • Display / Rendering System User Input Tracking

Components of a VE System • • Display / Rendering System User Input Tracking Database - no time to talk about this

Visual Display Systems Headmounted Display Fish. Tank. VR: VR on a Monitor Headmounted Display

Visual Display Systems Headmounted Display Fish. Tank. VR: VR on a Monitor Headmounted Display

CAVE = Cave Automatic Virtual Environment Cruz-Neira, C. , Sandin, D. J. , De.

CAVE = Cave Automatic Virtual Environment Cruz-Neira, C. , Sandin, D. J. , De. Fanti, T. A. (1993) Surround-Screen Projection. Based Virtual Reality: The Design and Implementation of the CAVE, Computer Graphics (SIGGRAPH) Proceedings, Annual Conference Series, 135 -142.

Audio Display Systems Headphones Spatialised Audio

Audio Display Systems Headphones Spatialised Audio

Haptic Display Systems Cyber. Grasp Phantom Tactors

Haptic Display Systems Cyber. Grasp Phantom Tactors

Olfactory Display Systems “Projection-Based Olfactory Display with Nose Tracking” Y. Yanagida, S. Kawato, H.

Olfactory Display Systems “Projection-Based Olfactory Display with Nose Tracking” Y. Yanagida, S. Kawato, H. Noma, A. , and N. Tetsutani, IEEE VR 2004, Chicago

Galvanic Vestibular Response System

Galvanic Vestibular Response System

User Input Devices Cubic Mouse Wand Cyber. Glove

User Input Devices Cubic Mouse Wand Cyber. Glove

Tracking Systems Inside-Out hybrid camera inertial system Outside-In camerabased tracking system

Tracking Systems Inside-Out hybrid camera inertial system Outside-In camerabased tracking system

Describing and Measuring VEs • What are Virtual Environments? – Working definition – Constituents

Describing and Measuring VEs • What are Virtual Environments? – Working definition – Constituents of the environment • Technologies for VEs – What are the toolbox of parts? • Describing and Measuring a VE – Immersiveness – Levels of virtualisation – Presence

Why Study VEs? • VEs are tools to try to maximise information between the

Why Study VEs? • VEs are tools to try to maximise information between the computer and user • Input – Responds to the user through 3 D controls – Possibly speech controlled • Output – High-fidelity surrounding graphics – High quality spatialised sound • The input / output configuration needs to maximise the information flow

Optimising the Performance of a VE • “I define a virtual reality experience as

Optimising the Performance of a VE • “I define a virtual reality experience as any in which the user is effectively immersed in a responsive virtual world. This implies user dynamic control of viewpoint. ” - Professor Fred Brooks, UNC Chapel Hill, USA • But what does “effectively immersed” mean?

Optimising the Performance of a VE • The best performance occurs when: – the

Optimising the Performance of a VE • The best performance occurs when: – the user loses awareness of the real world props that support the perceptual illusions; and – Actions are successfully supported in the environment • In other words, the user experiences presence • Presence is achieved in several steps: Immersion Virtualisation Presence

Immersion • Immersion is a description of the technology – – – – Inclusive

Immersion • Immersion is a description of the technology – – – – Inclusive – sensory experience from VE only Extensive – more sensory modalities Surrounding – from all directions Vivid – high fidelity Egocentric – first person point of view Plot – things are happening and the VE responds to the user Proprioceptive match – between sensory data and proprioception

Virtualisation • Immersion supports the process of virtualisation • Virtualisation – “the process by

Virtualisation • Immersion supports the process of virtualisation • Virtualisation – “the process by which a viewer interprets patterned sensory impressions to represent objects in an environment other than that from which the impressions originate”.

Levels of Virtualisation • Virtual Space – see a 3 D object when looking

Levels of Virtualisation • Virtual Space – see a 3 D object when looking at something inscribed on a flat sheet – Perspective cues, lighting, shading • Virtual Image – perception of an object with depth – Stereo disparity • Virtual Environment – perception of a surrounding environment – head-slaved parallax, accommodation and vergence, surrounding display

Virtual Space Half-Life 2, Valve Software

Virtual Space Half-Life 2, Valve Software

Virtual Image

Virtual Image

Virtual Environment • Requires (almost) full immersion because of the requirements for headrelated and

Virtual Environment • Requires (almost) full immersion because of the requirements for headrelated and egocentric display • At this point, user can actively explore the (visual) environment by moving naturally

Some Presence Definitions • ‘The sense of “being there”’ (Held & Durlach, Sheridan, Zeltzer:

Some Presence Definitions • ‘The sense of “being there”’ (Held & Durlach, Sheridan, Zeltzer: premier issue of PRESENCE, 1992) • ‘A perceptual illusion of nonmediation’ (Lombard and Ditton, 1997) • ‘A mental state in which a user feels physically present within the computer-mediated environment’ (Draper & Kaber, 1998) • ‘The subjective experience of being in one place or environment, even when one is physically situated in another’ (Witmer & Singer, 1998)

Presence Operationally • Successful substitution of real sense data by computer generated sense data

Presence Operationally • Successful substitution of real sense data by computer generated sense data • ‘Successful’ – response is similar to expected response in everyday reality • ‘Response’ – – Low level physiological high level cognitive and emotional – Includes verbal responses about ‘being there’ – Response includes potential for interaction

Impact of Virtual Environments • Meehan, M. , B. Insko, M. Whitton and F.

Impact of Virtual Environments • Meehan, M. , B. Insko, M. Whitton and F. P. Brooks Jr. (2002). "Physiological Measures of Presence in Stressful Virtual Environments. " ACM Transactions on Graphics 21(3): 645 -652. (Proceedings of ACM SIGGRAPH 2002, San Antonio , Texas ).

Summary • A working definition of VEs – Mediated communication environments • A very

Summary • A working definition of VEs – Mediated communication environments • A very brief overview of the technology behind virtual environments • Levels of virtualisation • Critical role of immersion in affording proprioceptively correct changes in sensors data • Presence as the human response