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Origins of Virtual Environments

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1. Learn what VR is and how it works as a form of communication. ... vestibular-ocular reflex - eye tracking head. Virtual Environments (cont) ... – PowerPoint PPT presentation

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Title: Origins of Virtual Environments


1
Origins of Virtual Environments
  • S.R. Ellis, Origins and Elements of Virtual
    Environments, in Virtual Environments and
    Advanced Interface Design, Barfield and Furness,
    Oxford University Press, 1995, pp. 14-57
  • Summarized by Geb Thomas

2
Learning Objectives
  • 1. Learn what VR is and how it works as a form of
    communication.
  • 2. Understand the concept of virtualization
    including the differences between virtual space,
    a virtual image and a virtual environment.
  • 3. Learn about the history of virtual
    environments and the important pioneers and
    forces that shaped its creation.
  • 4. Understand the variety and types of hardware
    used in VR.
  • 5. Learn about the types of tradeoffs that VR
    technology requires, particularly cost versus
    performance, mass of gear to be worn, and
    resolution versus field of view.

3
Communications and Environments
  • VEs are media, like books, movies or radio
  • Task of scientists is to make interaction with
    the media efficient and effortless -- reduce the
    adaptation period
  • VE extends the desktop metaphor to 3D.
  • Historically this uses physical constraints from
    simulator and telerobotics fields

4
Components of VE
  • Content
  • Geometry
  • Dynamics

5
Content
  • Objects and actors described by characteristic
    vectors (a total description of each element) and
    position vectors (a subset of character vectors).
  • Self is a special actor representing point of view

6
Geometry
  • Dimensionality
  • Number of independent descriptive terms needd to
    specify the position vector
  • Metrics
  • Rules applied to the position vector to establish
    order
  • Extent
  • The range of possible values for the position
    vector

7
Dynamics
  • Rules of interaction of the content elements
  • Example, the differential equations of Newtonian
    dynamics.

8
Our Sense of Physical Reality
  • We construct reality from symbolic, geometric and
    dynamic information directly presented to our
    senses
  • Generally we see only a small part of the whole.
  • We rely on a priori knowledge
  • We are predisposed to certain arrangements of
    information -- we resonate with some more than
    others.

9
Virtualization
  • The process by which a human viewer interprets a
    patterned sensory impression to represent an
    extended object in a n environment other than
    that in which it physically exists.
  • Three levels
  • Virtual space
  • Virtual image
  • Virtual Environment

10
Virtual Space
  • Perceived 3D layout of objects in space when
    viewing a flat screen
  • perspective
  • shading
  • occlusion
  • texture gradients
  • This must be learned! False cues
  • Perceived size or scale is not inherent in media

11
Virtual Image
  • The perception of an object in depth with
    accommodative, vergence and (optionally)
    stereoscopic disparity cues are present.
  • Scale not arbitrary

12
Virtual Environment
  • Add observer-slaved motion parallax, depth of
    focus variation and wide field-of-view without
    visible restriction of the field of view
  • vergence
  • accommodative vergence - reflective change in
    vergence caused by focus adjust.
  • optokinetic reflex - eye tracking objects
  • vestibular-ocular reflex - eye tracking head

13
Virtual Environments (cont)
  • Measurements of the degree to which a VE display
    convinces its users that they are present in the
    synthetic world can be made by measuring the
    degree to which these responses can be triggered
    in it.
  • Device calibration and timing are critical. The
    sensory systems can often adjust to systematic
    distortion, but not to time lags.

14
Viewpoints
  • Egocentric -- see the world from viewers point
    of view
  • Exocentric -- see the user acting in the world
  • Similar to inside-out and outside-in frames in
    aviation literature

15
Origins of VE
  • Human fascination with vicarious experience
  • cave art
  • Through the looking glass
  • Computer games
  • Neuromancer (Gibson)
  • Ivan Sutherland stereo display
  • Myron Kruegers VIDEOPLACE
  • U. of Illinois CAVE

16
Vehicle Simulation
  • Much VE derived from aircraft and ship simulators
  • Development of special purpose machines matrix
    multipliers -- graphic pipelines, graphic engines

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21
Moving Simulators
  • Motion sickness
  • Subthreshold visual-vestibular mismatches to
    produce illusions of greater freedom of movement
    washout
  • Understand dynamic limits of visual-vestibular
    miscorrelation

22
Cartography
  • Controlled information distortion
  • spherical projection
  • vertical scale exaggeration
  • VEs can enhance presentation with graticules to
    help avoid effects of distortion.
  • Combine images to make virtual maps

23
Applications
  • Scientific and medical visualization
  • multiple time functions of force and torque on
    manipulator or limb joints
  • Volumetric medical data
  • Electronic dissection
  • Architectural Walk-throughs

24
Telerobotics
  • Predated many VR technology
  • Spurred position tracking technology
  • Polhemus system
  • accelerometers
  • optical tracking
  • acoustic systems
  • mechanical systems

25
Telerobotics II
  • Input devices
  • Isotonic (significant travel)
  • Isometric (sense force and torque)
  • Force feedback devices
  • high electro-mechanical bandwidth
  • Can create instabilities
  • Utah/MIT Hand

26
Photography, cinematography, viceo technology
  • The LEEP optical system, originally for stereo
    video used in VR stereo viewers
  • Sensorama, Morton Heilig (1955)
  • Interactive video map (MIT 1980)

27
Engineering Models
  • Tendency to overplay successes and suggest
    greater generality than exists
  • Most helmet-mounted displays make users legally
    blind
  • We need to understand characteristics of
  • human movement
  • visual tracking
  • vestibular responses
  • grasp
  • manual track
  • time lags

28
VE Performance and Trade-Offs
  • Performance Advances
  • Stereoscopic visual strain
  • Resolution/field-of-view tradeoff
  • Appropriate application areas
  • multiple, simultaneous, coordinated, real-time
    foci of control
  • Manipulation of objects in complex visual
    environments and require frequent, concurrent
    changes in viewing position

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31
Learning Objectives
  • 1. Learn what VR is and how it works as a form of
    communication.
  • 2. Understand the concept of virtualization
    including the differences between virtual space,
    a virtual image and a virtual environment.
  • 3. Learn about the history of virtual
    environments and the important pioneers and
    forces that shaped its creation.
  • 4. Understand the variety and types of hardware
    used in VR.
  • 5. Learn about the types of tradeoffs that VR
    technology requires, particularly cost versus
    performance, mass of gear to be worn, and
    resolution versus field of view.

32
For Friday
  • Read the NRC Report, especially 13-24 and 35-66.
    Skim the rest
  • Personally, I think the recommendations are very
    interesting, because they reveal how a panel of
    scientists think of what research is important.
    Depending on where you are in your career,
    however this may not be so key.
  • Start drafting your essay. I want to see
    complete, supported ideas, not stream-of-conscious
    ness!

33
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