SLIDE 1
Vi t l E i t Virtual Environments: Introduction
Anthony Steed Simon Julier Anthony Steed, Simon Julier
Department of Computer Science University College London University College London http://www cs ucl ac uk/teaching/VE http://www.cs.ucl.ac.uk/teaching/VE
SLIDE 2 Outline
- What are Virtual Environments?
– Working definition – Constituents of the environment
T h l i f VE
– What are the toolbox of parts?
- Describing and Measuring a VE
Immersiveness – Immersiveness – Levels of virtualisation – Presence
SLIDE 3 Defining Virtual Environments
- What are Virtual Environments?
– Working definition – Constituents of the environment
T h l i f VE
– What are the toolbox of parts?
- Describing and Measuring a VE
Immersiveness – Immersiveness – Levels of virtualisation – Presence
SLIDE 4
Virtual Reality in the Early 90s
NASA Ames Photo Archive
SLIDE 5 Device-Driven Definitions of Virtual Environments Environments
- Virtual Reality is electronic simulations of environments experienced via head
mounted eye goggles and wired clothing enabling the end user to interact in realistic three dimensional situations (Coates 1992) realistic three-dimensional situations. (Coates, 1992)
- Virtual Reality is an alternate world filled with computer-generated images that
respond to human movements. These simulated environments are usually i it d ith th id f i d t it hi h f t t h i visited with the aid of an expensive data suit which features stereophonic video goggles and fiber-optic data gloves. (Greenbaum, 1992)
- The terms virtual worlds, virtual cockpits, and virtual workstations were used to
d ib ifi j t I 1989 J L i CEO f VPL i d th describe specific projects.... In 1989, Jaron Lanier, CEO of VPL, coined the term virtual reality to bring all of the virtual projects under a single rubric. The term therefore typically refers to three-dimensional realities implemented with stereo viewing goggles and reality gloves (Krueger 1991 p xiii) stereo viewing goggles and reality gloves. (Krueger, 1991, p. xiii) “Defining Virtual Reality: Dimensions Determining Telepresence”, Steueur, 1992
SLIDE 6
Device-Driven Definitions of Virtual Environments Environments
User User Computer Synthetic Environment Interface Devices Thi i h t k Real Environment This is what makes this a VE
SLIDE 7 Limitations of Device-Driven Definition
- “VR” and “not-VR” systems are defined by
presence / absence of hardware alone presence / absence of hardware alone
– Previous definitions highly image oriented
- Lack of theoretical dimensions for parameterising
characteristics of VR
– How can different VR systems be compared? – How can VR be compared with different media?
SLIDE 8
A VE is an Immersive, Mediated Communication Medium Communication Medium
User User Environment Synthetic Environment Interface Devices Mediated Real Environment Mediated Medium
SLIDE 9 Components of the Environment
Contents: Geometry: Actors and Objects Dimensions, Metrics and Extent Dynamics: Interaction Rules
“Virtual Environments and
Environment
Virtual Environments and Environmental Instruments”, S. Ellis, 1996
SLIDE 10 Contents
- Environment is made up of discrete items known
as objects and actors as objects and actors
Di t d id tifi bl – Discrete and identifiable – Described by property vectors
- Actors are objects that initiate interactions
- The self is a special kind of actor with a point-of-
p p view
SLIDE 11 Geometry
- Description of the environmental field of action
C t i
– Dimensionality: The degree of freedom of the position vector vector – Metric: The basic mathematical rules for defining order, distance etc distance, etc. – Extent: The range of possible values of the position vector vector
SLIDE 12 Dynamics
- These are the rules of interaction among the
contents contents
– Differential equations of Newtonian dynamics to Differential equations of Newtonian dynamics to describe kinematic and dynamic relationships – Grammatical rules for pattern-matched triggered actions
- For comfortable use, relationship between
proprioceptive information and sensory data requires consistency, predictability, and completeness
SLIDE 13 VE Technologies
- What are Virtual Environments?
– Working definition – Constituents of the environment
T h l i f VE
– What are the toolbox of parts?
- Describing and Measuring a VE
Immersiveness – Immersiveness – Levels of virtualisation – Presence
SLIDE 14 Components of a VE System
- Display / Rendering System
U I t
- User Input
- Tracking
- Database - no time to talk about this
SLIDE 15
Visual Display Systems
Headmounted Display Headmounted Display FishTankVR: VR on a Monitor Headmounted Display
SLIDE 16
CAVE = Cave Automatic Virtual Environment
Cruz-Neira, C., Sandin, D.J., DeFanti, T.A. (1993) Surround-Screen Projection- Based Virtual Reality: The Design and Implementation of the CAVE Computer Based Virtual Reality: The Design and Implementation of the CAVE, Computer Graphics (SIGGRAPH) Proceedings, Annual Conference Series, 135-142.
SLIDE 17
Audio Display Systems
H d h Spatialised Audio Headphones
SLIDE 18
Haptic Display Systems
CyberGrasp CyberGrasp Phantom Tactors Tactors
SLIDE 19
Olfactory Display Systems
“Projection-Based Olfactory Display with Nose Tracking” Y. Yanagida, S. Kawato, H. Noma, A., and N. Tetsutani, IEEE VR 2004, Chicago
SLIDE 20
Galvanic Vestibular Response System
SLIDE 21
User Input Devices
Cubic Mouse Wand CyberGlove
SLIDE 22
Tracking Systems
Inside Out hybrid camera inertial Inside-Out hybrid camera inertial system Outside-In camera- based tracking system
SLIDE 23 Describing and Measuring VEs
- What are Virtual Environments?
– Working definition C tit t f th i t – Constituents of the environment
g
– What are the toolbox of parts?
D ibi d M i VE
- Describing and Measuring a VE
– Immersiveness – Levels of virtualisation – Presence
SLIDE 24 Why Study VEs?
- VEs are tools to try to maximise information
between the computer and user between the computer and user
– Responds to the user through 3D controls – Responds to the user through 3D controls – Possibly speech controlled
Output
– High-fidelity surrounding graphics – High quality spatialised sound High quality spatialised sound
- The input / output configuration needs to
maximise the information flow maximise the information flow
SLIDE 25 Optimising the Performance of a VE
- “I define a virtual reality experience as any
in which the user is effectively immersed in in which the user is effectively immersed in a responsive virtual world. This implies user dynamic control of viewpoint ” Professor dynamic control of viewpoint. - Professor Fred Brooks, UNC Chapel Hill, USA
- But what does “effectively immersed” mean?
SLIDE 26 Optimising the Performance of a VE
- The best performance occurs when:
– the user loses awareness of the real world props that the user loses awareness of the real world props that support the perceptual illusions; and – Actions are successfully supported in the environment
- In other words, the user experiences presence
- Presence is achieved in several steps:
p Immersion Virtualisation Presence Immersion Virtualisation Presence
SLIDE 27 Immersion
- Immersion is a description of the technology
– Inclusive – sensory experience from VE only y p y – Extensive – more sensory modalities – Surrounding – from all directions – Vivid – high fidelity – Egocentric – first person point of view Plot things are happening and the VE responds to the user – Plot – things are happening and the VE responds to the user – Proprioceptive match – between sensory data and proprioception
SLIDE 28 Virtualisation
- Immersion supports the process of virtualisation
- Virtualisation – “the process by which a viewer
interprets patterned sensory impressions to represent objects in an environment other than that from which the impressions originate”.
SLIDE 29 Levels of Virtualisation
- Virtual Space – see a 3D object when looking
at something inscribed on a flat sheet
– Perspective cues, lighting, shading
- Virtual Image – perception of an object with
depth
– Stereo disparity
- Virtual Environment – perception of a
surrounding environment
– head-slaved parallax, accommodation and vergence, surrounding display
SLIDE 30
Virtual Space
Half-Life 2, Valve Software
SLIDE 31
Virtual Image
SLIDE 32 Virtual Environment
immersion because of the requirements for head- related and egocentric display
ti l l th actively explore the (visual) environment by moving naturally moving naturally
SLIDE 33 Some Presence Definitions
- ‘The sense of “being there”’ (Held & Durlach,
Sheridan, Zeltzer: premier issue of PRESENCE, 1992) 1992)
- ‘A perceptual illusion of nonmediation’ (Lombard and
Ditton 1997) Ditton, 1997)
- ‘A mental state in which a user feels physically
present within the computer-mediated environment’ (Draper & Kaber, 1998)
- ‘The subjective experience of being in one place or
environment even when one is physically situated in environment, even when one is physically situated in another’ (Witmer & Singer, 1998)
SLIDE 34 Presence Operationally
- Successful substitution of real sense data by
computer generated sense data computer generated sense data
- ‘Successful’ – response is similar to expected
response in everyday reality response in everyday reality
L l l h i l i l hi h l l iti d – Low level physiological → high level cognitive and emotional Includes verbal responses about ‘being there’ – Includes verbal responses about being there – Response includes potential for interaction
SLIDE 35 Impact of Virtual Environments
B Insko M Whitton and F P Brooks Jr (2002) Meehan, M., B. Insko, M. Whitton and F. P. Brooks Jr. (2002). "Physiological Measures of Presence in Stressful Virtual Environments." ACM Transactions on Graphics 21(3): 645-652. (Proceedings of ACM SIGGRAPH 2002, San Antonio , Texas ).
SLIDE 36 Summary
- A working definition of VEs
– Mediated communication environments
- A very brief overview of the technology
behind virtual environments behind virtual environments
Critical role of immersion in affording
- Critical role of immersion in affording
proprioceptively correct changes in sensors data data
- Presence as the human response