Virtual Reality Plan 1 2 3 4 5

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Virtual Reality Plan 1. 2. 3. 4. 5. What is VR What is required

Virtual Reality Plan 1. 2. 3. 4. 5. What is VR What is required for VR A brief history of VR Understanding of principles, methods and applications of VR Advantages and limitations of VR 1

What is VR? Virtual (Merriam-Webster): • • …in essense, in effect, hypothetical, existence inferred

What is VR? Virtual (Merriam-Webster): • • …in essense, in effect, hypothetical, existence inferred from indirect evidence …being on or simulated on a computer or computer network Reality (Merriam-Webster): • • the quality or state of being real (circular) something that is neither derivative nor dependent but exists necessarily Virtual Reality: • a (computer-generated) environment simulating reality (? ) 2

What is VR? Visons le plus haut possible… "The ultimate display would, of course,

What is VR? Visons le plus haut possible… "The ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal. " (Sutherland, 1965) 3

What is required for VR? Do we need everything…? Visual stimuli Can we do

What is required for VR? Do we need everything…? Visual stimuli Can we do everything…? Will less do…? VR Auditory stimuli Haptic/kinesthetic stimuli 4

What is required for VR? Do we need everything…? Can we do everything…? Will

What is required for VR? Do we need everything…? Can we do everything…? Will less do…? We need measures to be able to answer these questions… 5

What is required for VR? Do we need everything…? Can we do everything…? Immersion

What is required for VR? Do we need everything…? Can we do everything…? Immersion and Presence Will less do…? 6

What is required for VR? Immersion: the sense of losing the real world (in

What is required for VR? Immersion: the sense of losing the real world (in a simulated environment): • • • Sensory-motoric immersion skillful actions - players feel "in the zone" while perfecting actions that result in success Cognitive immersion associated with mental challenge - chess players choosing a correct solution among a broad array of possibilities Emotional immersion Investment in the story - similar to what is experienced while reading a book or watching a movie (Wikipedia) 7

What is required for VR? Presence: the sense of being bodily present (in a

What is required for VR? Presence: the sense of being bodily present (in a simulated environment) Two types: • • Subjective presence the likelihood/extent to which the person judges himself to be physically present in the virtual environment (subjective reality) Objective presence the likelihood/extent to which the person completes a task Schuemi et al (2001) “VR goes one step further than immersion to deliver ‘presence’. This is something that can only be realised by VR. ” Shuhei Yoshida, president of Sony Computer Entertainment Worldwide Studios at the 2014 Game Developers Conference in San Francisco. 8

What is required for VR? Do we need everything/will less do…? Immersion • •

What is required for VR? Do we need everything/will less do…? Immersion • • • Sensory-motoric immersion: we experience this while playing video games (V+A) Cognitive immersion: chess players, maths problems… (V) Emotional immersion: books, films… (V+A) So we can argue that we don’t need everything and less will do to achieve immersion in virtual environments… 9

What is required for VR? Do we need everything/will less do…? For presence we

What is required for VR? Do we need everything/will less do…? For presence we need : • • • wide field of view adequate resolution refresh rate >60 Hz optical calibration precise tracking low latency (20 -25 ms) (Michael Abrash, Steam Dev Days, 2014) http: //en. wikipedia. org/wiki/Immersion_(virtual_reality)#Presence So we can argue that we don’t need everything and less will do to achieve presence in virtual environments… But see (http: //w 3. uqo. ca/cyberpsy/en/pres_en. htm) for fuller discussion 10

What is required for VR? Can we do everything? No…! At least, not yet…

What is required for VR? Can we do everything? No…! At least, not yet… There are lacunas in all three sensory modalities: • • Eg : vision – problems with stereo Eg : haptic feedback from virtual objects…? http: //en. wikipedia. org/wiki/Virtual_reality 11

What is required for VR? So the question is: what can we do with

What is required for VR? So the question is: what can we do with what we can do? ? http: //en. wikipedia. org/wiki/Virtual_reality 12

A brief history of VR Sensorama: Heilig (1962) • • • motorcycle simulator wide-angle

A brief history of VR Sensorama: Heilig (1962) • • • motorcycle simulator wide-angle stereo images stereo sound body tilting wind smells… 13

A brief history of VR Sutherland: Sketchpad (1963) • Sketchpad: a man-machine graphical communication

A brief history of VR Sutherland: Sketchpad (1963) • Sketchpad: a man-machine graphical communication system • doctoral thesis • first interactive display • precursor of object oriented prog • and GUI 14

A brief history of VR Sutherland: The Ultimate Display (1965 -68) • • window

A brief history of VR Sutherland: The Ultimate Display (1965 -68) • • window to a virtual world head-mounted display one CRT per eye head tracking stereo graphics (wire-frame) very heavy! attached to ceiling 15

A brief history of VR The Aspen Movie Map (1978 -80) • • •

A brief history of VR The Aspen Movie Map (1978 -80) • • • precursor to Google Streetview 16 mm camera on top of car photos taken every 3 m filming between 10 am and 2 pm (light) plus 1000 s stills playback: computer, touchscreen display, several laserdisc players http: //www. youtube. com/watch? v=w 18 Myqsz. IYc&feature=related 16

A brief history of VR Furness: Super Cockpit (1986 -89) • increasing complexity in

A brief history of VR Furness: Super Cockpit (1986 -89) • increasing complexity in fighter cockpits • information overload • solution: feed 3 D sensory info directly to pilot • output: visual, auditory • input: hand, eye, head, speech • pilot flies by nodding, pointing at simulated landscape • has become a critical technology (night fighting) 17

A brief history of VR British Aerospace (1987 -1990 s) • • Virtual Cockpit

A brief history of VR British Aerospace (1987 -1990 s) • • Virtual Cockpit pilot training, concept testing (eg. stereo radar displays, symbology, etc. ) revealed problems such as not seeing hands, etc. Virtual Environment Configurable Training Aids (VECTA) wargaming 18

A brief history of VR Chromostereopsis 19

A brief history of VR Chromostereopsis 19

A brief history of VR Chromatic aberration 20

A brief history of VR Chromatic aberration 20

A brief history of VR Fakespace boom (1988) • • like looking through binoculars

A brief history of VR Fakespace boom (1988) • • like looking through binoculars viewpoint changes as a function of boom position • two viewers can see same thing (if they don’t move the boom) 21

A brief history of VR VPL Research : Lanier (1985) • • • coined

A brief history of VR VPL Research : Lanier (1985) • • • coined term ‘virtual reality’ first company to focus on developing products dataglove technology not sufficiently developed recalibration needed too often (for each user) gloves stiff fatigue 22

A brief history of VR CAVE - Cave Automated Virtual Environment (1992) • Electronic

A brief history of VR CAVE - Cave Automated Virtual Environment (1992) • Electronic Visualisation Lab (EVL) U. Illinois, Chicago • no need for HMD • fewer problems with accommodation/vergence mismatch • head, hand, body tracking • multiple users (only one active, others passive) 23