Title:
1This Old Digital City Virtual Historical Cedar
Rapids, Iowa, circa 1900
- James Cremer and Joan Severson
- Computer Science, The University of Iowa
-
- Digital Artefacts, LLC
Shayne Gelo Digital Artefacts, LLC
Joe Kearney Computer Science, The University of
Iowa
Marise McDermott and Rich Riccio The History
Center, Cedar Rapids, Iowa
2Background
- Grocery store encounter neighbors Joan Severson,
undergraduate researcher in Hank virtual
environments lab at U. Iowa, and Marise
McDermott, curator at The History Center - Ms. McDermott wanted to do a multimedia project
on the history of Cedar Rapids - Ms. Severson says lets do virtual reality
instead
3Vision
- Use University of Iowa expertise and experience
in virtual environments, real-time
person-in-the-loop driving simulation, and 3D
modeling to create an engaging new exhibit - 3D virtual environments as interface to
historical archives - create 3D virtual reconstruction of
turn-of-the-20th-century Cedar Rapids, and let
people explore history in an exciting engaging
environment, accessing multimedia historical
information in appropriate geographical setting
4Background The University of Iowa
- A world leader in virtual environments for
driving simulation NADS, IDS, Hank, and others
5NADS (www.nads-sc.uiowa.edu)
- The National Advanced Driving Simulator. U.S.
Dept. of Transportation facility operated by U.
Iowa. Cost more than US 50 million. Fully
operational within the next few months. - Most advanced driving simulator in the world.
High fidelity motion, vehicle dynamics, audio,
control loading, data recording, and scenario
(autonomous traffic, vehicles, and other
entities) systems. Sophisticated visual database
creation and scenario and experiment authoring
tools.
- Use in many applications. Especially driving
safety and human factors research effects of
signage, drugs and alcohol, cell phone usage and
other distractions, anti-lock braking systems,
collision warning devices, heads-up displays.
6Hank (www.cs.uiowa.edu/hank)
- Small simulator in Computer Science. Focus on
simulator development research and new uses of
virtual environment technology rather than very
large experiments of NADS. - Collaboraration with Ford, IRISA (Rennes, FR), U.
Valencia (ESP). - Primary current project collaboration with
pyschology researchers on use of virtual
bicycling environment for child behavior studies.
Children ride instrumented stationary bicycle
through virtual town with traffic.
Decisions/reactions recorded and measured.
7Hank Simulator
8Hank and Virtual Urban Environments
- As part of Hank project we developed expertise in
3D modeling for real-time display. Created
virtual present-day Iowa City (one student during
the summer) and demonstrated at Iowa State Fair
1998. Thousands of riders over 10 days of use.
9Digital Artefacts (www.digitalartefacts.com) and
The History Center (www.historycenter.org)
- Small company that grew out of the Hank group at
The University of Iowa. President Joan Severson
(and primary inspiration for and creator of TODC)
has an art and theater background, but
subsequently earned a computer science degree
because she saw virtual reality as a great medium
for her artistic skills. - The History Center is a small museum in Cedar
Rapids, Iowa. Since opening its new building in
summer 1999 its had about 20,000 visitors and
5,400 students involved in its programs.
10The TODC Project
- Initially a small project with one large screen.
After presentation of ideas to local
organizations who might provide funds, including
the possibility of bigger things in the future,
they said lets do the big one now. - Goal an interactive virtual environment in which
visitors can sit it and operate a time machine
to explore 3D restoration of circa 1900 city.
During exploration visitors can activate
multimedia associated with significant locations
in the environment.
11Initial TODC Ideas
12Physical Components
- Three large screens, each 6 feet (1.83meters)
wide and 8 feet (2.44meters) tall. 120 degree
angles between them. Enclosures behind screens
house LCD projectors and mirrors arranged for
rear-projection. - The time machine, an H.G.Wells-ish device with
seating for 4 or 5 adults, several controllers
(joystick-like wand, buttons, a rocker switch),
vibration motors, lights, etc. Includes a token
slot and LED timer.
13Physical components
- Four networked computers. One master, three
slaves. Each slave does graphics processing for
one screen. High-end but cost-effective PCs
off-the-shelf 933MHz IBM Intellistations.
Graphics cards 64MB GeForce2 graphics cards in
current prototype. At opening in a few weeks,
might possibly use Intense3D Wildcat 4210 (higher
quality antialiasing, but lower overall fill
rate) or GeForce2 Ultras (if we can get them by
then!)
14Physical components
15Physical components
16Construction of the 3D Historical Model
- The most challenging part of the project. Of more
than 100 buildings modeled, 6 remain standing. - Archivists and others gathered a variety of raw
materials - Sandborn insurance maps provided accurate road,
sidewalk, building footprints, dimensions, and
function (names of businesses, etc.) - photographs, postcards, blueprints, newspapers
- city records and other documents, books with
information about colors used in the time period
(all the photographs were black-and-white or
sepia-toned we wanted a colorful environment!)
173D Model Construction
183D Model Construction
193D Model Construction
20Construction of the 3D Historical Model
- Georeferencing the raw materials, associating
images and other information geographic
location/maps was important, critical to good 3D
modeling, but time consuming. - Primary tools Multigen and Photoshop, plus a
little bit of 3D Studio Max
21Visualization, Interaction, and Multimedia
Software
- Custom visualization, interaction, and network
synchronization software. Developed in C and
the OpenGVS real-time graphics SDK. - Master processor interacts with time machine
via data acquisition card (time machine is an
expensive joystick!) and synchronizes and
controls PCs doing the 3D graphics. Master also
handles audio. - Center PC, in addition to 3D graphics, displays
MPEG2 and/or AVI video associated with locations
in 3D environment. (Video, as well as 3D
graphics had to be rotated 90 degrees
projectors are on their sides). - The software also controls region-based playback
of some narrative audio and ambient sound.
22Visitor Scenarios
- Free navigation and exploration of virtual
environments can be immersive, engaging, and
entertaining. - Does not always fit with educational goals and
time constraints of museum or similar setting - Initial TODC goal 5 to 10 minutes user
experiences (museum visitors each given one token
that activates environment for a certain amount
of time). - Initial scenarios free exploration with
enticement to access content. Simple
representations of characters at key locations
inviting visitor to visit. I.e. access multimedia
content associated with the location.
23Visitor Scenarios
- We are developing other kinds of scenarios such
as guided tours in which visitor movements are
more constrained. Our experience shows that not
everyone is comfortable with the full freedom
afforded by virtual environments. Theyd prefer
to be shown around. In guided tour scenarios,
the gross motion paths are controlled by the
software, while the user retains some control
over speed and fine path variations. - Determining good visitor scenarios will be a very
exciting part of this project. Certainly, our
initial experiences tell us that we should
develop several types of scenarios, some better
suited to children, others to senior citizens.
24Demonstration of prototype at August 2000 Iowa
State Fair
- Single screen, joystick, 3D model, and multimedia
content not quite finished. - As in 1998, many users over the course of 10
days. - Interesting to observe people of all ages really
liked it, but in different ways or for different
reasons. Kids thought it was cool and fun, their
parents/other adults like it because they could
learn interesting things, senior citizens from
the Cedar Rapids area loved it because of the
nostalgic memories it evoked. - Showed us we need to tailor multimedia content to
particular audiences when possible (many children
want to leave the multimedia content and get
back to 3D real-time environment quickly. Video
content not enaging enough.
25Iowa State Fair 2000
26Educational Impact and Next Steps
- We are very excited about the potential
educational impact of derivatives of this effort.
We are working to take it out of the museum and
into schools. For instance, we are developing
software that will by used by area school chilren
(3rd, 4th, 11th grades initially) to participate
in many of the research, content creation, and
even 3D modeling activities involved in creating
TODC. One component is map-based georeferencing
software that enables associating and accessing
content and research results with physical
locations.
27More Next Steps
- Bring the city to life by adding moving
characters. Related to University of Iowa work
on scenario control and semi-autonomous agents
for driving simulation. - Enable time travel. Develop 3D models and
content for other time periods.