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Output Devices Chapter 3 Burdea

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Offload weight. 0.2 ms Latency. High accuracy. 0.1 degree ... Offload compuational load. Convolvotron. Crystal River. First virtual 3D sound Generator ... – PowerPoint PPT presentation

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Title: Output Devices Chapter 3 Burdea


1
Output DevicesChapter 3 Burdea
2
Output Devices
  • Visual
  • Auditory
  • Haptic

3
Visual Devices
  • Dimensions
  • Stereoscopic/monoscopic
  • Image resolution
  • Field of view
  • Display tech
  • Ergonomic factors
  • Cost

4
Eye
  • 126 million photoreceptors
  • Eye-gaze technology not useful yet
  • Why?
  • Impact of not knowing eye gaze location?
  • IPD
  • 53-75 mm

5
HMD
  • Tradeoff between FOV and resolution
  • Why?
  • LCD for lower end
  • CRTs for higher end (higher resolution)
  • Newer HMDs LCOS
  • Inputs
  • VGA, NTSC/PAL

6
Hand Mounted Displays
  • Binoculars
  • 1280x1024
  • 19900

7
Floor Supported Displays
  • Articulated mechanical arm
  • Offload weight
  • 0.2 ms Latency
  • High accuracy
  • 0.1 degree orientation error
  • Pole in the way
  • Limited Space (6 diam, 3 hgt)
  • Good FOV
  • Good resolution (1280x1024)
  • Fakespace Boom3C
  • WindowsVR
  • Differences
  • Stereo
  • Tracking
  • Advantages
  • Applications

8
Desk Supported Displays
  • Fishtank VR
  • Autostereoscopic Displays
  • Addresses weight fatigue
  • Tracking?
  • DTI 2018XL Virtual Window
  • Elsa Ecomo4D

9
Monitor Large Volume Displays
  • Multiple people
  • Monitor Based LVD
  • Fishtank VR
  • With limited FOV, what is a possible solution?
  • Exaggerate tracking
  • More monitors (synch, bezel)
  • Most use active stereo (shutterglasses)
  • 29-32 transmittance
  • 100-800
  • Can be used for prolonged periods

10
Projector LVD
  • Workbench
  • CAVE
  • 300-500k with SGI
  • 100k with PC clusters
  • Issues?
  • Large wall displays

11
Sound Displays
  • What are good goals for VR Sound Displays
  • Compare importance to
  • Movies
  • Video Games
  • What role does sound play?
  • Interactivity
  • Immersion
  • Perceived image quality(!)
  • Dimensions
  • Mono/Stereo/virtual sound
  • Tracker
  • Occlusion
  • What does it take to uniquely place a sound
    source?

12
3D Sound
  • Fig 3.21
  • Azimuth Cues
  • Interaural Time Difference
  • ITDhead radius/speed of sound(?sin ?)
  • Interaural Intensity Difference
  • High frequency
  • Head shadow effect
  • Elevation Cues
  • How are ears modeled?
  • If simple holes what is the problem?
  • Pinna effects sound propagation
  • Frequency attenuation and amplification

13
3D Sound
  • Range Cues
  • Intensity
  • Motion Parallax
  • As the user moves his/her head, the changes in
    azimuth
  • Head Response Transfer Functions
  • Put two microphones at the ears
  • Record sounds (HR impulse responses)
  • Corresponding Fourier transforms (HRTFs)
  • Depends on sound frequency
  • No two people are exactly the same
  • Given HRTFs
  • Take sound
  • Apply filter
  • Get two signals that should replicate the sound
    to the user
  • Convolving
  • However whats the effect of using another
    persons HRTF?

14
Sound Display Hardware
  • Offload compuational load
  • Convolvotron
  • Crystal River
  • First virtual 3D sound Generator
  • NASA 1988
  • Real-time DSP
  • Calculate new HRTFs given
  • Sound
  • Head position (tracker)
  • Audigy
  • Soundblaster EAX/ Aureal A3D
  • Simple geometry
  • Occlusion, reflection
  • Tracking?
  • High-end SDKs - 14k

15
Speaker Layouts
  • Stereo
  • Quad speakers
  • 5.1 surround sound (6.1/7.1)
  • Multiple users?

16
Haptic Feedback
  • Hapthai touch
  • Greatly improves realism
  • When is it needed?
  • Other cues occluded/obstructed
  • Required for task performance
  • High bandwidth!
  • Why are hands and wrist the most important?
  • High density of touch receptors
  • Full body are still in research and not very
    usable (back, body)
  • Two kinds of feedback
  • Touch Feedback information on surface geometry,
    roughness, temperature, etc. Does not resist
    user contact
  • Force Feedback information on compliance,
    weight, and inertia. Actively resists contact
    motion

17
Passive Haptics
  • Not controlled by system
  • Pros
  • Cheap
  • Large scale
  • Accurate
  • Cons
  • Not dynamic
  • Limited use

18
Active Haptics
  • Actively resists contact motion
  • Dimensions?
  • Force resistance
  • Frequency Response
  • Degrees of Freedom
  • Latency
  • Intrusiveness
  • Safety
  • Comfort
  • Portability

19
Human Haptic System Sensors
  • Meissner and Pacinian
  • Quick (high frequency) sensors (50-300 Hz)
  • Vibration, acceleration
  • Low resolution
  • Merkel and Ruffini - Slow (low frequency)
    adapting (0-10 Hz)
  • Constant, surfaces, edges
  • High resolution
  • Thermoreceptors temperature
  • Proprioceptors/Kinesthesia
  • Perception of own body motion
  • Page 96

20
Tactile Feedback Interfaces
  • Goal Stimulate skin tactile receptors
  • How?
  • Air bellows
  • Jets
  • Actuators (commercial)
  • Micropin arrays
  • Electrical (research)
  • Neuromuscular stimulations (research)

21
Tactile Mouse
  • Logitch iFeel Mouse
  • Electrical Actuator
  • Shakes up and down (do not disturb XY motion)
  • Mouse over buttons
  • Haptic Bump
  • Rumble Pack

22
CyberTouch Glove
  • CyberGlove
  • Immersion Corporation
  • Six Vibrotactile actuators
  • Back of finger
  • Palm
  • Off-centered actuator motor
  • Rotation speedfrequency of vibration (0-125 Hz)
  • When tracked virtual hand intersects with virtual
    object, send signal to glove to vibrate
  • 15000

23
Force Feedback Devices
  • Attempts to stop the users motion if necessary
  • Larger Actuators
  • Grounded
  • Mechanical bandwidth - perceived frequency of a
    haptic interaction (in Hz)
  • Control bandwidth system control bandwidth to
    device

24
Force Feedback Joysticks
  • WingMan Force 3D
  • Inexpensive (60)
  • Actuators that can move the joystick given system
    commands
  • Max 3.3 N of force
  • Force feedback driving wheel

25
SensAble PHANToM Arm
  • 3 and 6 DOF force feedback device
  • Most popular (1000) in VR research
  • 3 DC motors
  • Little interitia/friction
  • 6.4 N (1.7 continuous)
  • Control loop 1000 Hz
  • 1500 Omni
  • 16000 standard Desktop
  • 56000 6 DOF high end

26
Other Force Feedback
  • Large Forces
  • Haptic Master Arm
  • 250 N
  • Sarcos Arm
  • http//www.princeton.edu/jmelli/papers/ch4-haptic
    s.pdf
  • Gloves
  • CyberGrasp
  • 39000
  • CyberForce
  • 56000

27
Why is it hard?
  • Control bandwidth
  • Mechanical bandwidth
  • Forces
  • Hygiene
  • Gender differences
  • Portability
  • Encumbrance
  • Solutions?
  • Specific engineering
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