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HFE 760 Virtual Environments

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We become part of the message, draw on a single model of the new environment. ... for work in VE, develop conceptual models to assist designers of virtual worlds. ... – PowerPoint PPT presentation

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Title: HFE 760 Virtual Environments


1
HFE 760 Virtual Environments
  • Winter 2000
  • Jennie J. Gallimore
  • Jgalli_at_cs.wright.edu

2
HFE 760 Virtual Environments
  • Course Objective
  • To acquire an understanding of human factors
    issues and problems related to the development of
    virtual environment systems.
  • By the end of the quarter students will have
  • an understanding of VE technologies,
  • understanding of research needs and issues,
  • experience creating a VE
  • experience conducting a VE research project

3
Introduction/Definitions
  • What is a virtual environment?

4
Definitions (from Chapter 1)
  • Virtual Environment - representation of a
    computer model (or database) that can be
    manipulated in an interactive way by
    participants.
  • Virtual Image - visual, auditory, tactile and
    kinesthetic stimuli conveyed so that they appear
    to originate from a 3-D space surrounding the
    participant.
  • Virtual Interface - System of transducers, signal
    processor, hardware, software creating an
    interactive medium to
  • 1) convey information to senses,
  • 2) monitor the psychomotor and physiological
    behavior of participant.

5
Typical interface - Desktop metaphor
  • To interact requires three cognitive models
  • 1) model of immediate environment.
  • 2) model of functionality of medium (e.g.
    Monitor and keyboard).
  • 3) model of the message and it's heuristics
    conveyed through the medium.

6
Immersed VE
  • We become part of the message, draw on a single
    model of the new environment. Given we are in the
    environment, should be able to use natural
    semantics as if interacting with physical world.

7
Ideal Medium
  • Should be configured to match sensory and
    perceptual capabilities of humans and the message
    should be organized to achieve a match between
    human's mental model of the system and machine
    interpretation and representation of that system.
  • Table 1-1 (p7) provides examples of attributed of
    an ideal medium.

8
Issues and Problems (Pg. 11)
  • Theoretical basis for work in VE, develop
    conceptual models to assist designers of virtual
    worlds.
  • Solid understanding of human factors design
    implications.
  • Development of dependent measures to determine
    goodness of VEs.
  • Physiological and behavior tracking of
    participants.

9
Issues and Problems Cont. (Pg. 11)
  • Affordable, light weight systems.
  • Hardware architecture, rapid image generation
    methods,
  • Software infrastructure and tools for
    constructing, managing, interacting in VE.
  • Need for languages, spatial and state
    representations, and interactive heuristics for
    constructing virtual worlds.

10
Three Components of an Environment (Ellis,
Chapter 2)
  • Content
  • Geometry
  • Dynamics

11
Content
  • Object and actors - described by characteristic
    vectors (position, orientation, velocity,
    acceleration, color, texture, energy) i.e. a
    description of the properties of the objects.
    The characteristics that are common to all
    objects and actors is called the position vector.
  • Actors - are different from objects in that they
    have the capacity to initiate interactions with
    objects. Actors store energy of information and
    control the release of the energy or information
    after a period of time.
  • Examples Self - provides a point of view from
    which the environment may be constructed.
  • E.g. balls on a billiard table are content
    (objects) and the cue is an actor.

12
Geometry
  • Dimensionality - number of independent
    descriptive terms needed to specify the position
    vector for every element in the environment (e.g.
    where, when, color, etc..)
  • Metrics- systems of rules that may be applied to
    the position vector to establish order, and the
    concept of geodesic (or loci of minimal distance)
    paths between points in the space. (E.g. Minimum
    distance between objects/actors)
  • Extent - range of possible values for the
    elements of the position vector. (E.g. if color
    is a characteristic of the position vector, what
    is the possible range of colors?)

13
Dynamics
  • Rules of interaction among contents describing
    behavior as energy or information is exchanged.
  • E.g. (Equations for swing the golf club or
    baseball bat given current states)

14
Virtualization (ELLIS)
  • "the process by which a human viewer interprets a
    patterned sensory impression to represent an
    extended object in an environment other than that
    in which it physically exists"
  • E.g. virtual image in optics

15
Levels of virtualization
  • virtual space - viewer perceives a 3-D layout
    when viewing a flat surface
  • virtual image - perception of an object in depth
    in which accommodative, vergence, and
    stereoscopic disparity are present, but not
    necessarily consistent
  • virtual environments - added elements of
    observer-slaved motion parallax, depth of focus
    variation, wide field-of-view. Synthesized to
    provide stimulation of psychological and
    physiological reflexes.

16
Viewpoints
  • Egocentric - sensory environment is constructed
    form viewpoint of the user (compensatory)
  • Exocentric - environment is viewed from a
    position other than where the user is (e.g.
    Bird's eye view, secondary viewer so can see
    yourself in the world) (pursuit)
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