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VR%20Technologies%20

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Display Systems - Panorama. Panorama. 7.1m, 160 , H 3.5m. Mono & active stereo. 28 observers max. ... Reality Rooms (Panoramas) Copy from TRIMENSION. Medium ... – PowerPoint PPT presentation

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Title: VR%20Technologies%20


1
VR Technologies Collaborative Virtual
EnvironmentsKaj GrønbækIntermedia Department
of Computer ScienceUniversity of Aarhusemail
kgronbak_at_intermedia.au.dk

2
Content of talk
  • Intro to Virtual Reality (VR)
  • Collaborative Virtual Environments
  • Deeper dive into some Collaborative VE systems
  • DIVE
  • MASSIVE
  • Discussion
  • Possibility for DIVE Demo

3
What is Virtual Environments?
  • Different kinds of artificial micro worlds -
    often 3D worlds
  • Main distinctions in virtual reality
  • immersive and non-immersive
  • physical or psycologically immersed
  • The Internet per se and MUDs (Multi User
    Dungeons) are considered as VR by some
  • MUDMulti-User Dungeons
  • Similar to a text based rolleplay or adventure
    game
  • MOO MUD Object Oriented
  • WebMOO WOO
  • Roles in a MUD are predecessors for Avatars
  • Avatars liverepresentations of the user in
    cyberspace
  • Teleportation - move of an avatar from one place
    to another

4
Applications of VR technology
  • Visualisering af ideer og fantasier om noget nyt
  • Digital prototyping
  • Industrial design
  • Architechture
  • Inspection and instruction in use of complex and
    dangerous enviroments
  • Nuclear powerplants
  • Oil rigs
  • Vessels

5
Concepts and trends
  • From Virtual Reality to a mixture of physical
    and virtual worlds
  • Mixed reality
  • Augmented reality
  • From single user experience to support for
    collaboration
  • From Head Mounted Displays to projection based VR
  • Multiple VR installations coupled via network

6
Display technology
  • Computer graphics (3D models)
  • Polygon models (e.g.VRML)
  • Picture-based (e.g. Quicktime VR)
  • Ray tracing, Splines
  • Stereo effect
  • With special (shutter) glasses
  • Immersiveness
  • Fully immersive
  • Goggles, gloves, force feedback, CAVEs
  • Medium immersive
  • Responsive workbench, visual domes, reality rooms
  • Non immersive
  • MUDs, MOOs, WOOs, Internet, VRML, CAD etc
  • Reality, augmented reality, mixed reality,
    augmentedvirtuality, virtual reality

7
Traditional VR - Goggles and gloves
  • Fully immersive
  • Local communication and collaboration is
    difficult
  • Simulation and training
  • Entertainment
  • Poor interaction with other people

8
Communication and collaboration
  • Collaboration
  • at the same place, at the same time
  • at different places, same time
  • at different places, different times
  • Meet in virtual shared spaces
  • Non-immersive
  • MUDs, MOOs, WOOs, Internet
  • Immersive
  • Videolink, Teleport
  • Collaborate about the models

9
Projection Based VR
  • Wall size projections
  • Polarized glasses
  • Shutter glasses

10
Depth Perception
  • MonoSame image for both eyesOnly monocular
    depth cues


11
Depth Perception
  • Stereo, Binocular Depth Individual images for
    left and right eye
  • Objects may be seenin front oforbehindthe
    projection screen

12
Stereo techniques
  • Passive stereo
  • Two projectors at 60 Hz
  • Polarised light
  • Polarised glasses
  • Simultaneous projection of the two images


13
Stereo techniques
  • Active stereo
  • One projector at 120 Hz
  • Alternating projection of the two images
  • Shutter-glassessyncronised by IR-signal

14
Display Systems - 3D workbenches
  • Mono active stereo
  • Tracking available
  • Two-handed interaction
  • Max 5 people - 1 perfect view

15
Responsive Workbench
  • Medium immersive
  • Higly interactive
  • Collaboration
  • Between people at the same place
  • Between remotely separated people?
  • Simulation, training, Construction, Medical
    training

16
Display Systems - Panorama
  • Panorama
  • Ø 7.1m, 160, H 3.5m
  • Mono active stereo
  • 28 observers max.
  • Tracking available


17
Reality Rooms (Panoramas)
  • Medium immersive
  • No interaction
  • Presentations and entertainment
  • Collboration and communication for larger
    communities?

Copy from TRIMENSION
18
Display Systems - CAVE
  • CAVE
  • 2.5m by 2.5m by 2.5m
  • Back projection
  • Active stereo
  • 1 observer with tracking, few observers without


19
Immersive Environments (CAVE)
  • Higly immersive
  • Higly interactive
  • Dynamically change model
  • Collaboration
  • Between people at the same place
  • Between remotely separated people
  • Simulation, training, architecture, design
  • Entertainment

The name CAVE is a trademark in the USA (and
only in the USA) by UICU/EVL
Copy from TAN
20
Immersive Environments (CAVE)
21
Interaction
  • Flying, walking, teleporting, object picking,
    changing model
  • Speech, gestures and further human expressions
  • Sensors, trackers, gloves, glasses, special
    devices
  • Force feedback, heating
  • Mouse, 3D mouse
  • Pt. Relative to one person

22
Visual Dome
  • Medium immersive
  • No interaction
  • Presentations
  • Entertainment
  • Collboration and communication for larger
    communities?

Copy from TRIMENSION
23
Teleport
Higly immersive? Higly interactive? Collaboration
Between remotely reparated people Distance
education, distributed meetings
Copy from GMD
24
Infinity wall
  • Higly immersive?
  • Higly interactive?
  • Collaboration
  • Between remotely separated people
  • Distance education, distributed meetings

Copy from EVL
25
Tanorama
  • Simulation, training

Copy from TAN
26
Simulation
  • Better and rapid understanding og complex
    phenomena
  • fluid dynamics, crash simulation
  • Cheaper than real-life training
  • Simulations which could not be performed in real
    life
  • the Vasa ship

27
Quicktime VR
  • Non-immersive
  • Interactive
  • Communication
  • Depending on the application
  • Visualisation, simulation, education, museums,
    entertainment

28
Collaborative virtual environments
  • CVE can support collaboration among several users
    dispersed or co-located in space
  • Collaborators are embodied in the shared space
  • CVE mainly support Common Object Spaces
  • SVE is well-suited for collaboration about models
    of 3D artifacts of any kind
  • Houses, cars, oil-rigs, powerplants, models of
    human bodies,
  • But also textual discussions in MOOs
  • CVE may incorporate traditional information
    sources on shared whiteboards or similar
  • Some CVEs allow users to create and leave
    objects in the shared space

29
CVE on the Internet - VRML
  • VRML stands for Virtual Reality Modelling
    Language
  • Originally Virtual Reality Markup Language
  • An interpreted standardized language (ISO/IEC
    14772) for 3D virtual worlds, which can be
    interlinked and used via the Web
  • VRML uses the existing Web infrastructure
  • VRML is experienced through a web browser
  • Plug-Ins or Viewers embedded in Netscape
    Communicator (e.g. CosmoPlayer)
  • Stand-Alone Browsers Webspace, Scuba
  • VRML 2.0 spec
  • http//www.vrml.org/Specifications/VRML2.0/FINAL/s
    pec/index.html
  • Lots of examples on http//vrml.sgi.com

30
VRML 2.0 Browser
  • SGIs CosmoPlayer
  • Plug-in for Netscape available for Windows 95,
    Windows NT and SiliconGraphics
  • Support for fast interaction with large 3D worlds
  • Hypermedia support by means of WWW links
  • Integration of VRML Java HTML MM

31
VRML features
  • Rendering Generation of photorealistic pictures
    based on model
  • Linking coupling of partial worlds with
    hypermedia-links á la WWW
  • Constructs programs (e.g. Java or CGI) which
    manipulate worlds
  • Sensing Detection of events e.g. collisions
  • Server multicast simultaneous updates of worlds
  • Scripting partial worlds can be sent as
    parameters to programs that make relevant
    transformations
  • Sound 3D sound and background sound
  • Sensors mechanisms for the user to interact with
    objects
  • Animations moving worlds by means of keyframes
  • Routing events reactions to user generated
    events can be routed between objects

32
Collaboration on design models via WWW and VRML
Collaboration Server (Event distribution)
Object server
www.vreality.dk
33
Internet based collaborative virtual environments
  • MASSIVE-1 and 2, from Nottingham
  • DIVE from SICS in Sweden
  • Both systems provide
  • Integration of tele-conferencing (audio,video,
    shared boards) with virtual rooms
  • Support for presence of many users (as avatars)
  • Introduce a notion of aura to express proximity
    in virtual space
  • DIVE uses VRML and MASSIVE uses custom OpenGL
    software

34
Proximity and Aura
  • An aura is a specification of a region in which
    the service or avatar is visible or present
  • When an avatars aura intersect with that of
    another person they can see each other and start
    talking
  • When an avatars aura intersect with that of a
    service (e.g. a conference table) the service
    become available
  • Depending of the service other users in the
    proximity of the service become visible
    (enabling-amplification)
  • Aura concept supports
  • Dynamic formation of groups for discussion
  • Casual virtual meetings
  • Transparent access to services

35
DIVE sharing features
  • Whiteboard
  • Manipulation of 2D graphics
  • Live video
  • Several users can draw simultaneously
  • Documents
  • Portable whiteboard that users can bring with
    them
  • Single user service
  • Can be placed on shared whiteboard
  • Conference table
  • A service to allow group discussion
  • A user join the discussion when his/her aura
    intersect that of the table
  • Distribution of documents to participants via the
    table
  • Private or active copies of documents
  • Podium
  • Service to address users withsout the
    intersecting auras
  • All users listen to the user at the podium
  • Only users with intersecting auras can talk to
    the podium user

36
DIVE examples
  • Try it
  • Logon a department SGI machine (O2 or Octane)
  • Start /users/multimed/scubaserver and then
    /users/multimed/scuba (which is the client)
  • Visit their site
  • http//www.sics.se/dive/

37
MASSIVE additional awareness support
  • Aura (explained earlier)
  • Awareness a meassure of quality of
    service/interaction among objects
  • Focus the region that a user pay attention to
  • Nimbus the region that a user project itself to
  • The level of awareness is dependent on the degree
    of overlap between auras, foci and nimbi
  • Relationship between aura and focus/nimbus is not
    clear

38
MASSIVE example
  • Note there is also a textual interface for
    maintaining an overview of where users are in the
    space

39
MASSIVE blackboard
40
MASSIVE textual interface
41
Some research themes(in the VR community)
  • Techniques for visual and haptic presentation
  • Display systems
  • varying from small mobiles to room size
  • Visual field of view
  • Application development
  • Enhance performance, accuracy and handling of
    virtual environment applications
  • Modelling and data acquisition to build virtual
    worlds more easily
  • Tracking
  • Dynamic interaction
  • Shared virtual spaces
  • How should a human be presented in virtual space
    (behaviour and expression)

42
Application areas
  • Engineering visualisation and simulation
  • Architecture and design
  • Prototyping and design
  • Medical training
  • Engineering training
  • Art and entertainment
  • Common information spaces

43
Conclusion/Discussion
  • DIVE and MASSIVE are still at the kindergarden
    level
  • Quality of images is low
  • Transmission is slow
  • Interface and avatars are not yet sufficiently
    natural
  • Many VR environments are still proprietary and
    monolithic
  • Prevents integration of common tools and document
    formats
  • The don't take documents serious
  • Manufaktur is an example of an open
    document-centered CVE
  • We need to understand
  • The potential application domain characteristics
  • When it adds value over more traditional sharing
    of documents and video-conferences
  • What is the overhead involved in developing the
    virtual worlds

44
Collaborative Virtual Environments - a challenge
to cooperative design?
  • The CD discipline has been inhabited with
    computer scientists, designers, psychologist,
    ethnographers, sociologists...
  • Now we need to add architects, scenographers,
    dramaturgs, and others with knowledge about rooms
    and peoples behaviour in rooms
  • CD has been against the ideas of user
    modelling, but in VE some aspects of user
    behaviour needs to be modelled and simulated by
    the system...
  • The computer-based system the VE may be inhabited
    with autonomous agents simulating the behaviour
    of certain typical real world roles
  • Expensive equipment - how can we utilize cheap
    mockups?
  • 3D projection
  • haptic I/O
  • Virtual environments are themselves seen as rapid
    prototyping environments...
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