SLIDE 1 Defining Virtual Reality
Webster’s New
Universal Unabridged Dictionary (1989) defines Virtual as “being in essence or effect, but not in fact”
Webster’s defines
reality as “the state or quality of being real”
SLIDE 2
What is Virtual Reality? “A high-end user interface that involves real-time simulation and interaction through multiple sensorial channels.” (vision, sound, touch, smell, taste)
Introduction
SLIDE 3
Introduction
SLIDE 4
SLIDE 5
SLIDE 6 Four Key Elements of Virtual Reality Experience
Virtual World Immersion
– Physical and Mental
Sensory Feedback Interactivity
SLIDE 7 Key Element 1
Virtual world
- 1. an imaginary space often manifested
through a medium
- 2. a description of a collection of objects in
a space and the rules and relationships governing those objects
SLIDE 8 Key Element 2:
Immersion
Immersion into an alternate reality or point
The state of being mentally immersed
is often referred to as having “a sense
- f presence” within an environment
Immersion sensation of being in an
environment; can be a purely mental state or can be accomplished through physical means
SLIDE 9 Physical and Mental Immersion
Mental immersion state of being deeply engaged;
suspension of disbelief; involvement
Physical immersion bodily entering into a
medium; synthetic stimulus of the body’s senses via the use of technology
SLIDE 10 Sensory Feedback, cont….
Sensory feedback is an ingredient essential to virtual
- reality. The VR system provides direct sensory feedback
to the participants based on their physical position. In most cases, it is the visual sense that receives feedback, although virtual reality environments do exist that display exclusively haptic (touch) experiences
In order to base the sensory output of the VR system on the
position of the participant, the system must track their
- movement. A typical VR system will track the head of the
participants and at least one hand or an object held by the
- hand. Advanced systems may track many of the major
body joints
SLIDE 11 Key Element 4 Interactivity
For virtual reality to seem authentic, it
should respond to user actions, namely, be interactive.
SLIDE 12 Key Element 4:
Interactivity
Unlike more traditional media, VR allows
participants to select their vantage point by positioning their body and to affect events in the virtual world
These features help to make the reality more
compelling than a media experience without these options
SLIDE 13 Combining the Elements
Virtual reality a medium composed of interactive
computer simulations that sense the participant’s position and actions and replace or augment the feedback to one or more senses, giving the feeling of being mentally immersed or present in the simulation (a virtual world)
SLIDE 14 Simulations
Artificial realities constructed through
computational simulation model a portion of a world.
These models generally result in a large collection
- f numbers that represent the state of that world
- ver a period of time.
– One example might be a scientific simulation of a thunderstorm, wherein the mathematical equations that describe the storm are solved based on the current weather conditions, and the resulting numbers are transferred into imagery
SLIDE 15 Collaborative Environment
The collaborative environment is an
extension of the interactive element and refers to multiple users interacting within the same virtual space or simulation
Users can perceive others within the
simulation, allowing for mutual interaction
The users’ representations are referred to as
their avatars
SLIDE 16 Avatar
- 1. A virtual object used to represent a
participant in a virtual world. The (typically visual) representation may take any form.
- 2. The object embodied by a participant.
- 3. comes from the word indicating a Hindu
deity's earthly embodiment.
SLIDE 17 Augmented Reality
Some virtual reality applications are designed to
combine virtual representations with perception of the physical world. – In AR, the use of special display technology allows a user to perceive the real world with an
- verlay of additional information.
– Augmented reality can be considered a type of virtual reality. Rather than experiencing physical reality, one is placed in another reality that includes the physical along with the virtual.
SLIDE 18
Augmented Reality
– Typically, it is the visual sense that is being augmented – Physicians might use AR to see the internal organs of a patient while simultaneously maintaining an external view of the patient’s body
SLIDE 19 Telepresence…
…is a medium in which transducers such as video
cameras and microphones substitute for the corresponding senses of the participant
…differs from the general case of virtual reality
by representing the physical world as opposed to representing a world that is entirely computer generated
…is an application that uses VR technology to
virtually place the user somewhere else in space
Teleoperation
SLIDE 20
SLIDE 21 Cyberspace: location that exists only in the
minds of the participants (often as a result
- f technology that enables geographically
distant people to interactively communicate).
SLIDE 22
SLIDE 23
SLIDE 24
SLIDE 25 Sensorama Simulator, US Patent #3,050,870, 1962
Introduction
SLIDE 26
SLIDE 27
SLIDE 28
SLIDE 29
Ivan Sutherland’s HMD (1966+)
Introduction
SLIDE 30
Brooks’s Grope Project (1977)
Introduction
SLIDE 31 The first complete system was developed by NASA “Virtual Visual Environmental Display” (VIVED early 80s; they prototyped the LCD HMD; Became “Virtual Interface Environment Workstation” (VIEW) 1989
Introduction
NASA … a pioneer in VR
SLIDE 32 Large simulation and training needs; Could not send humans to other harm; Relatively small budgets.
Introduction
Why NASA?
SLIDE 33
SLIDE 34
NASA VIEW system (1989)
Introduction
SLIDE 35
NASA VIEW system (1992)
Introduction
SLIDE 36
Towards Commercialization… The first commercial VR systems appeared in the late 80s produced by VPL Co. (California): The VPL “Data Glove” and The VPL “Eye Phone” HMD
Introduction
SLIDE 37
SLIDE 38
The VPL DataGlove (1987)
Introduction
SLIDE 39
The Matel PowerGlove (1989)
Introduction
SLIDE 40
The first commercial VR glove for entertainment – Mattel Power Glove $50 (1989)
SLIDE 41 Virtual Reality in the early 90s….
Emergence of first commercial Toolkits: WorldToolKit (Sense8 Co., now Engineering Animation Inc.); VCToolkit (Division Ltd., UK); Virtual Reality Toolkit VRT3 (Dimension Ltd./Superscape, UK); Cyberspace Developer Kit (Autodesk)
Introduction
SLIDE 42 Introduction
Superscape VRT3 Development System
SLIDE 43 Virtual Reality in the early 90s….
Emergence of first non-commercial toolkit: Rend386; Later Virtual Reality Modeling Language (VRML 1.0); Later still Java and Java 3D;
Introduction
SLIDE 44 Introduction
Provision 100 VR turnkey system (Division Ltd., UK)
35,000 polygons/sec; $64,000 (including texture generator, tracker, 3-D audio, HMD and software)
SLIDE 45 Introduction
Provision 100 VR turnkey system (Division Ltd., UK)
SLIDE 46 Other VR Milestones
- 1977 Sandin and Sayre invent a bend-sensing glove
- 1979 LEEP (Large expansion enhanced perspective):
deliver wide FOV from a small display
- 1981 Super Cockpit, augmented reality pilot helmet,
Tom Furness, Wright Patterson AFB
- 1984 Term Cyberspace in W. Gibson’s Neuromancer
- 1987 Polhemus Isotrack tracking system
SLIDE 47 Other VR Milestones
- 1989 Jaron Lanier (VPL) coins the term virtual
reality
- 1992 Projection VR is introduced at SIGGRAPH,
CAVE system, Un. Of Illinois at Chicago
- 1993 First VR dedicated conferences (to become IEEE
VR)
- 1993 Sensable introduces Phantom
SLIDE 48
Rendering speed comparison SGI vs. PCs
SLIDE 49 VR Marketplace (estimated in 1994)
Introduction
VR 2001 prices PC - $5k HMD $1k Trackball $1k Toolkit $0k Total: $7k
SLIDE 50 Laboratory VR Station prices (2002)
PRODUCT
Price/user % of Budget
PC 1.7 GHz FireGL 2 accelerator 2,347 48 Polhemus 3D tracker 4 receivers 1,823 37 5DT sensing glove five-sensor version 482 10 Stereo Glasses wired 179 3 Force feedback Joystick 88 2 Java and Java3D
4,919 100
SLIDE 51
VR Market growth
SLIDE 52
The key elements of a VR System
SLIDE 53 Table 1.1
Application Area Description Air traffic control Improved situation awaremness for air traffic controllers Architectural design Design and visualization of buildings and impact on city layout. The technology can allow a virtual walk-through to be made Aircraft design The paperless aircraft. The traditional drawing board could be replaced and the whole design process udnertaken in an electronic form, from initial design through to rapid prototyping and system evaluation Acoustical evaluation Soundproofing and room acoustics Computer aided design Design of complex objects with a high degree of designer interaction Education Virtual science laboratories. Cost-effective access to sophisticated laboratory
- environments. Virtual planetariums
Entertainment Wide range of immersive games such as those produced by W Industries. Legal/police Investigations Re-enactment of accidents and crime Medical applications Radiation therapy treatment planning. Medical training - virtual cadavers. Ultrasound
- imaging. Molecular docking - drug synthesis.
Scientific visualization Aerodynamic simulation. Comutational fluid dynamics. Planetary invesitgations. Telepresence Robot operation in hazardous environments. Training/simulation Flight Simulation Virtual manufacturing environments Ease of assembly and maintainability evaluations
SLIDE 54 Art Art
Entertain Entertainm
Images courte Images courtesy of VRAC sy of VRAC, Iowa State Iowa State University University
SLIDE 55 chit chitec ectura ural alkth alkthroug rough
Images courtesy Images courtesy
Iowa State Iowa State University University
SLIDE 56
SLIDE 57
SLIDE 58
SLIDE 59
SLIDE 60
SLIDE 61 Historical Re-creation Historical Re-creation
Images mages cour courtesy esy of VR f VR Iowa
State U Univers versi
SLIDE 62 Interactive Architectural Design Teaching
Images courtesy of VRAC, Images courtesy of VRAC, Iowa State University Iowa State University
SLIDE 63 Vehicle Dynamics & Simulation
Images courtesy of VRAC, Images courtesy of VRAC, Iowa State University Iowa State University
SLIDE 64 Virtual Assembly
Images courtesy of VRAC, Images courtesy of VRAC, Iowa State University Iowa State University
SLIDE 65
SLIDE 66
SLIDE 67 Manufacturing & Simulation
Images courtesy Images courtesy of VRAC, Iowa
State University State University
SLIDE 68 Flow Analysis
Images courtesy of VRAC, Images courtesy of VRAC, Iowa State University Iowa State University
SLIDE 69 Biology, Chemistry, Medical
Images Images courtesy of courtesy of VRAC, VRAC, Iowa State Iowa State
SLIDE 70 Weather Visualization, Instruction
urtesy of VRAC, Io urtesy of VRAC, Iowa State Universi wa State University ty
SLIDE 71 Oil Fields
Images mages cour courtesy esy of VRAC f VRAC, Iowa State University Iowa State University
SLIDE 72 Data Visualization
s courtesy of s courtesy of VRAC, Iowa State University VRAC, Iowa State University
SLIDE 73
SLIDE 74
SLIDE 75
SLIDE 76
SLIDE 77
SLIDE 78
SLIDE 79
SLIDE 80
SLIDE 81
SLIDE 82
SLIDE 83
- 1998 Disney opens the first of their
DisneyQuest family arcade centers