Lindemans Lectures: Virtual Reality & Serious Games (Part 1) - - PowerPoint PPT Presentation
Lindemans Lectures: Virtual Reality & Serious Games (Part 1) - - PowerPoint PPT Presentation
Lindemans Lectures: Virtual Reality & Serious Games (Part 1) Robert W. Lindeman Assistant Professor Interactive Media & Game Development Human Interaction in Virtual Environments (HIVE) Lab Department of Computer Science Worcester
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Five-Lecture Structure
July 15
Introduction to Game Development
July 16
Game Design (part 1)
July 23
Game Design (part 2)
July 29
Virtual Reality / Serious Games
July 30
Future Gaming (Natural Interaction, MMOs, Mobile)
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Today’s Outline
What is Virtual Reality? Why is it important? What are Serious Games?
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Motivation
Much excitement (and hype) about how VR was
going to change things
VR has not made inroads into everyday life
Lagging technology Lack of understanding of usability issues Lack of "killer app"
Still remains mainly in research labs Video games show great promise Training scenarios - surgery, military, therapy
Long-Term Goal
Make VR more usable
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What is Virtual Reality?
You tell me!
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Virtual Reality Systems
1929 – Link Flight Simulator
1946 – First computer (ENIAC)
1956 – Sensorama
1960 – Heileg’s HMD
1965-68 – The Ultimate Display
1972 – Pong
1973 – Evans & Sutherland Computer Corp.
1976 – Videoplace
1977 – Apple, Commodore, and Radio Shack PCs
1979 – First Data Glove [Sayre] (powerglove -89)
1981 – SGI founded
1985 – NASA AMES
1986-89 – Super Cockpit Program
1990s – Boom Displays
1992 – CAVE (at SIGGRAPH)
1995 – Workbench
1998 – Walking Experiment
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Link Flight Simulator
1929 - Edward Link
develops a mechanical flight simulator
Train in a synthetic
environment
Used mechanical linkages Instrument (blind) flying http://www.wpafb.af.mil/
museum/early_years/ey1 9a.htm
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Sensorama
Morton Heilig, 1956
Motorcycle simulator - all senses
- visual (city scenes)
- sound (engine, city sounds)
- vibration (engine)
- smell (exhaust, food)
Extend the notion of a ‘movie’
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Sensorama by Morton Heilig (1960)
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Heilig's HMD (1960)
Simulation Mask from Heilig’s 1960 patent
3D photographic slides WFOV optics with focus
control
Stereo sound Smell
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Ivan Sutherland
The Ultimate Display (FIPS 1965)
Data Visualization: “A display connected to a
digital computer…is a looking glass into a mathematical wonderland.”
Body Tracking: “The computer can easily
sense the positions of almost any of our body muscles.”
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Ultimate Display (cont.)
Virtual Environments that mimic real environments:
“A chair display in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal.”
VEs that go beyond reality: “There is no reason why
the objects displayed by a computer have to follow
- rdinary rules of physical reality with which we are
familiar.”
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First HMD-Based VR
1965 - The Ultimate Display paper by Sutherland 1968 - Ian Sutherland’s HMD
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Molecular Docking Simulator
Incorporated force
feedback
Visualize an abstract
simulation
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Data Gloves
Light, electrical or metal
detectors compute “bend”
Electrical sensors detect pinches. Force feedback mechanical
linkages
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1985 - NASA Ames HMD
McGreevy and and
Humphries
Wearable immersive
HMDs
LCD “Watchman”
displays
LEEP Optics
Led to VIVID, led by
Scott Fisher
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FakeSpace Boom Display: Early 1990s
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CAVE - 1992
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Virtual Workbench-1995
(Responsive Workbench, Immersidesk, etc.)
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Current Best VE
UNC Pit Experiment Fear of Heights a Strong
Response
Thousands of visitors Compelling Experience
Haptics Low Latency High Visual Quality
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VPL Founded - 1985
First VR Company VPL Research by Jaron
Lanier and Thomas Zimmerman
Data Glove Term: Virtual Reality
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1995 - Effectiveness of computer-generated (VR) graded exposure in the treatment of acrophobia in American Journal of Psychiatry
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Major Reinvigoration: Hardware Evolution
High expense PC performance surpasses Graphics
supercomputers
SGI RealityEngine (300k tris – 1993) XBox (150 mil tri/sec - 2001) XBox360 (500 mil tri/sec - 2005) Wii-mote
Large Volume Displays VR Estimated $3.4 billion industry in 2005
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Background
VR defined:
Fooling the senses into believing they are
experiencing something they are not actually experiencing
Virtual reality systems consist of:
Graphical/audio/haptic/... rendering Content Tracking of people and objects Collision detection Interaction techniques Optional, but common:
Networking Autonomous agents
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Keys to Success
High fidelity (or realism)
Graphics, audio, haptics, behaviors, etc.
Low latency
Tracking Collision detection Rendering Networking
Ease of use
Low cumber for users Easy integration for programmers
Compelling Content
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The Senses
See (Visual Sense):
Visuals are excellent!
Hear (Aural Sense):
Spatialized audio is very good!
Smell (Olfactory Sense):
Very hard! Too many types of receptors.
Touch (Haptic Sense):
Application specific and cumbersome
Taste (Gustatory Sense):
We know the base tastes, but that is it!
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See: Head-Mounted Displays
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See: Projection-Based Environments
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See: Projection-Based Environments (cont.)
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Hear: Sound in VR
Display techniques
Multi-speaker output (sound cube) Headphones Bone-Conduction
Waveform filtering
Simple balance & volume control Head-Related Transfer Functions
Software "Standards"
OpenAL A3D from Aureal (RIP!) VRSonic.com
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Smell: Olfactory Sense
Two main problems
Scent generation
Tens of thousands of receptor types
Scent delivery
Easier problem
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Smell: Air Cannon (Yanagida, 2004)
CLIP
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Touch: Haptic Feedback in VR
Tactile: Surface
properties
Most densely populated
area is the fingertip (okay, it's the tongue)
Kinesthetic: Muscles,
Tendons, etc.
Also known as
proprioception
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Vibrotactile Feedback Projects
TactaBoard and TactaVest
CLIP
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Empirical Studies
TactaVest experiments
Exposure during room clearing tasks Spatial awareness Team member location for team training Robot tele-operation
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Exposure Experiments
Looking at the use of
spatialized vibrotactile feedback as a training aid
- n "victim" search tasks
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Exposure Experiments (cont.)
Use vibration to convey exposure Results in ACM CHI 2005
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Issues to be Addressed
Transfer effects from virtual to real
environments
How do subjects perform after training in
VR?
Psychophysical issues
Sensory substitution
Cognitive Issues
Does the addition of haptic cues increase
cognitive load?
Multi-modal integration
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Interaction in VR
Use of a keyboard and mouse is not
tractable
Can't see them Want to move around No good 3D mappings
How can we allow easy interaction that
takes advantage of real-world experience?
This is the problem that we need to solve!
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Basic Interaction Tasks in VR (Bowman et al.)
Object Selection
What do I want to manipulate?
Object Manipulation
How can I manipulate it?
Navigation
Wayfinding: How do I know where I am, and
how to get where I am going?
Travel: How do I get there? (locomotion)
System Control
How do I change system parameters?
Symbolic Input
Inputting text and numbers
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Oh, I forgot One (Lindeman)
Killing
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Dealing with Objects
Problems
Ambiguity Distance
Selection Approaches
Direct / enhanced grabbing Ray-casting techniques Image-plane techniques
Manipulation Approaches
Direct position / orientation control Worlds in miniature Skewers Surrogates Courtesy: D. Bowman
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Navigation: Wayfinding
People get lost/disoriented easily Traditional tools
Maps (North-up vs.
Forward-up)
Landmarks Spoken directions
Non-traditional
Callouts Zooming
Images: http://vehand.engr.ucf.edu/handbook/Chapters/Chapter28/Chapter28.html
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Navigation: Travel
Problems
Limited physical space, unlimited virtual
space
Cables
Approaches
Fly where you point/look Treadmills Walking in place Big track ball
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Overview
Travel
Getting from one place to another
Wayfinding
Means knowing
Your current location (here) The location of your destination (there) A (partial) route for getting there from here
These are related, but are really two
large separate problems
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Travel: Key Research Problems
Limited physical space, possibly infinite virtual
space
Think Holodeck
Different types of travel
Walking, running, turning, side stepping, back
stepping, crawling, quick start/stop, ...
Need to do other things while traveling
Usually, travel is not the goal of your current task
It is very easy to get (cognitively) lost in virtual
reality
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Support for General Walking
Multi-sensory cues
Visual Auditory Tactile Kinesthetic Vestibular Cognitive
Each technique used for travel has more
- r less support for each of these
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Overview of Travel Approaches
Gestural
Hand Head Foot (walking in place) Body (real walking, re-directed walking)
Device
Hand-held devices (joystick, gamepad, 2D
mouse)
Platforms
Passive (tilt, pressure, VirtuSphere) Active (treadmills, steppers, CirculaFloor)
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Gestures for Travel
Hand typically... Head...
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Gestures (cont.)
Walking in place (Gaiter [Templeman])
Forward/backward/side-step gestures Go prone, run, small real steps
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Gestures (cont.)
Redirected walking (UNC-CH)
(movie)
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Devices
Hand-held
Mouse, joystick, gamepad, Wiimote, etc.
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Platforms
Passive
Tilt boards Wii Fit
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Platforms (cont.)
VirtuSphere
CLIP
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Platforms (cont.)
Virtual Perambulator (Iwata 1996)
CLIP
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Platforms (cont.)
Torus Treadmill
(Iwata 1999)
CLIP
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Platforms (cont.)
GaitMaster
(Iwata 2000)
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Platforms (cont.)
Powered Shoes
(Iwata 2006)
CLIP
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Platforms (cont.)
String Walker
(Iwata 2007)
CLIP
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Platforms (cont.)
CirculaFloor
(Iwata 2004)
CLIP