0% found this document useful (0 votes)
111 views7 pages

Ivan Sutherland's VR Innovations

This document discusses the history and development of virtual reality technology from the 1960s to present day. It describes some of the early pioneers in the field, including Ivan Sutherland who invented the Sword of Damocles head-mounted display in the 1960s. The document outlines the key components of virtual reality systems, including head tracking, stereo displays, and the sense of presence they provide by linking visuals to head movements. It also discusses the challenges of simulating other senses like touch, sound, and smell within virtual environments.

Uploaded by

chahoub
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
111 views7 pages

Ivan Sutherland's VR Innovations

This document discusses the history and development of virtual reality technology from the 1960s to present day. It describes some of the early pioneers in the field, including Ivan Sutherland who invented the Sword of Damocles head-mounted display in the 1960s. The document outlines the key components of virtual reality systems, including head tracking, stereo displays, and the sense of presence they provide by linking visuals to head movements. It also discusses the challenges of simulating other senses like touch, sound, and smell within virtual environments.

Uploaded by

chahoub
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

The first systems were developed and the concepts,

the fundamental concepts that we still use today were developed in the 1960s by
Ivan Sutherland who invented a machine code that he called The Sword of Damocles.
His idea was to lead towards the ultimate display.
I'll come back to that in a few minutes.
Twenty years later in the 1980s,
NASA Ames were also building virtual reality systems called The View system.
In the late 1980s,
Jaron Lanier who is the man who invented the term virtual reality,
he worked on the system called Reality Built For Two,
and probably he's one of the people who most popularized
the idea in the late 1980s and early 1990s.
The hardware concepts that we have today about
virtual realities really go back all that way to the 1960s.
Basically what the hardware involves is some way of
replacing our sensory operators by computer generated sensory operators.
In particular, let's think about vision,
the idea of the Sword of Damocles,
the original head-mounted display developed by Ivan Sutherland,
was that you had two eyepieces which were
essentially think of them as computer displays that you saw through small lenses,
and there was a big contraption that was hanging off
the ceiling which did mechanical tracking of your head movements.
So these eyepieces had computer displays on them,
very small computer displays that you saw through lenses.
But as you moved your head around,
so the scene you saw was updated based on the mechanical tracking.
So if I turned my head over here,
what you saw inside this Sword of Damocles head-mounted display would similarly
update.
You'd see a different part of the scene just like in real life as
I turn my head around so I see different parts of the real thing.
Now, why two eyepieces?
One for the left eye one for the right eye,
and each one had projected onto it or each one rather
displayed the vision appropriate for that eye.
So the left eye saw only a left eye view,
the right eye only a right eye view,
and the brain fuses those together just like in real life
into one overall three-dimensional stereo image.
So not only does what you see change according to your head movements,
but what you see is also in stereo.
So it gives you a very strong illusion that you're in
the place which is being displayed by the computer screens.
And let's remember that in the 1960s the kind of
computer graphics displays they had then were much simpler than what we have now.
Now we have full color displays with solid colors and it looks very realistic.
All they had in the 1960s were green lines.
So if I was in a room,
a virtual room depicted in these 1960 displays,
it would just be a set of green lines
mapping out the edges of the room and the objects in it and so on.
Yet nevertheless even at that time,
even with that kind of display,
Ivan Sutherland reported that people had this strong sense of what we now call
presence,
the sense of being in the world described by the computer displays.
So the fundamental, you asked about the magic,
the fundamental magic is that
the computer displays because they're tied to your sensory operators very closely,
you move your head and the image changes.
You see in stereo,
they give you the illusion that you're in the place depicted by
the virtual reality rather than in the real world where of course you really are.
So this is part of the magic,
this wow factor that Sylvia mentioned earlier.
Levels of Immersion in VR Systems

So Mel, can you explain what is the definition of immersion,


which is something often used to describe
VR experiences and also in particular, nowadays,
we have all these fascinating VR displays that enables
us to really see things in 3D with stereo vision?
But how does other aspect of VR,
which enable us to interact with it,
and how does that link back to the concept of immersion?
Okay. So I'm going to talk about
an ideal system rather than the systems that we have today.
So in an ideal system,
it would display in all sensory systems.
So what I mean by that, of course,
we are most familiar with vision, but,
of course, there's also sound which is pretty feasible.
But even if you think about sound,
there's many different ways that sound itself can be portrayed.
So it could just be sound not coming from any particular direction.
It could be specialized sound,
so that when in virtual reality,
an event is happening over there,
I hear it from over there.
Or it could represent how sound is reflecting through an environment a particular
room.
So it's properly modeled sound.
So just as with vision,
there's many different levels of vision that you could have from very simple
to realistic simulation of how light flows in an environment.
So the same is true of sound,
but all of these things,
more or less, is pretty well today.
So there's also haptics.
Haptics is two aspects,
the sense of touch when you touch something,
you feel it and different surfaces have different feelings.
And the other aspect of haptics is force feedback.
If something touches you or pushes you, you feel the force.
So a true ultimate virtual reality system would support both of those.
And today, it does to some extent.
So, for example, there are haptic devices where you
can feel particular kinds of touch feedback,
and there are haptic devices,
quite complicated ones, where you can feel forced feedback.
But, unlike vision, so one visual display device can represent any kind of visual input.
For haptics, it's not like that.
For each kind of haptics,
there's a special device.
So you can have a really good device that gives you
the feeling of pushing a needle through flesh, for example,
if you're using it for training in surgery,
or you can have a haptic device where you're touching materials and it feels realistic.
But there's no generalized haptic device in the sense of,
in real life, I can be walking along and
my elbow happens to brush against the wall and I feel it.
There's no generalized haptic device here in virtual reality,
which makes this possible,
and there's certainly no force feedback device.
For example, if a virtual character in virtual reality pushes my shoulder,
I'm typically never going to feel it because there's no device.
There's certainly no general device that does that.
So haptics is an area of which requires a lot of development to get towards,
let's say, what was Ivan Sutherland's dream of the ultimate display.
And another one is smell.
So, of course, there again are
particular systems that can deliver smell in virtual reality,
but there is again no generalized smell system.
One of the problems with smell is that once it's in a place,
it doesn't go away very easily.
So you can make a smell,
let's suppose you're in the virtual reality,
you're going into a place where there's been a fire,
and you smell the fire.
So something has to come in real life that makes you smell the fire.
But then when you go out of that place,
that smell of fire is still going to linger because it's going to be in the real world.
So if we go through the various sensory operator's vision and sound,
they're pretty well-cared for in today's systems.
But, of course, there's lots of room for improvement even in those.
Haptics is very, very good particular haptic devices but no generalized haptics.
The same is also true of smell.
Can I just add something about smell?
Because that just reminded me,
I visited a lab in Switzerland where, basically,
in order to simulate a smell and to solve that problem you've
mentioned to get the smell actually out of the way after you
change to a different environment is that they put
a little pipe into my nose which pumps oxygen constantly.
But then when I get close to a particular object in VR,
I can just smell that object,
but when I move away, obviously,
they start pumping oxygen instead.
So that's probably one way to do it.
So it's really fascinating to think about all this potentials of VR,
different VR systems we could develop in the future.
And so my question here is,
is there a way to actually measure immersion to kind
of have a way to compare different VR systems?
Is one more immersive than the other?
It's very important to understand what we mean by immersion in
virtual reality because it's a term overused.
So we might say, "Oh,
I felt very immersed," or "I felt this was immersive," and so on.
But what do we really mean by immersion?
To me, immersion is the description of a system.
It's a technical description of what a system can deliver.
So for example, if we take two head-mounted displays,
one that tracks in four degrees of freedom,
six degrees of freedom,
which means I can turn my head in any direction and I can translate my head like this,
and I can turn in any direction,
and always, the feedback will be correct.
The visual feedback and the sound feedback will be correct for
those movements because my head is tracked in all six degrees of freedom.
And then compare that with another head-mounted display,
which only tracks in terms of rotation.
So if I turn my head, it's okay,
but if I translate, nothing happens.
So these are two different types of immersion, and I would say,
the way I think about it is the first one that tracks in
six degrees of freedom is more immersive.
I mean, immersive in this technical sense because you can use
the first one to simulate the second because the second is a subset of the first.
The second one, we can only track rotations but not translations.
It's a subset of the one where you can track in all six degrees of freedom.
And this is actually really important because it gives you
qualitatively different experiences and different information.
Because if I go like this and nothing happens,
well actually, two things will happen.
One is I'm likely to get quite sick because I'm moving my head but
the world is not updating or my visual display is not updating accordingly.
And second, it means, well,
I can't look close to an object.
I can't look further away an object.
I can't look behind an object by moving my head.
And this is something very real.
For example, in today's head-mounted displays,
typically the ones based on phones where you slot your smartphone into a casing,
they only have the rotational kind of
head-tracking because they're based on the inertial system of the phone.
Whereas a head-mounted display,
which has a head-mounted display in itself,
not just a phone, typically,
they have the full six degrees of freedom tracking.
So if we generalize this idea,
I would say one system is more immersive than
another if the first can be used to simulate the second.
Should I give another example?
Actually, because we spent lots of time discussing in
this course the difference between CAVE and HMD,
so which one of these two systems you think is more immersive?
Remember, I'm talking about a technical definition.
I'm talking about specification of the system,
the hardware and software.
At this, moment I'm not talking about the effect of
those on you though I gave that as an example that they do have different effects.
But I'm only talking about the technical specification.
So a head-mounted display with full six degrees
of freedom tracking is more immersive than
the CAVE because I could use a head-mounted display to
simulate the whole process of going in a CAVE and being in a CAVE.
But I can't use a CAVE to simulate
the process of picking up a head-mounted display and putting it on.
That's just not possible.
Or if we take another example,
for many years, people talked about desktop virtual reality.
So desktop virtual reality was that you'd sit in front of
a monitor and maybe with stereo vision,
you wear glasses and so on and you see stereo on the screen.
Some people call this virtual reality or desktop virtual reality.
Virtual reality through a full head-tracked head-mounted display is more immersive
than
desktop virtual reality because I can use
the full head-mounted display system to simulate a desktop system.
So this is what I mean that there's various levels
of immersion that when you have system A and System B,
then you can use A to simulate B,
then A is more immersive than B.
The last point on this, this doesn't apply to all systems,
so I could have two systems X and Y,
where X can't be used to simulate Y,
and Y can't be used to simulate X.
This immersion is not like a full ordering of all possible systems,
is what's called in mathematics, a partial order.
So one example you can think of is probably when you are in
the CAVE comparing to when you're in a sort of IMAX cinema,
where they come very sort of simulate each other.
Yeah, they're different.
Yeah. Because in the cave, for instance,
when you turn back, normally, you don't have the back wall.
So it doesn't actually 100% simulate
experience you can have in IMAX and definitely not the other way.
Yeah. You couldn't use either of those to simulate the other.
Yeah. And I'm talking about simulation in principle.
I mean as an ideal,
not like an actual hardware and so on.

Common questions

Powered by AI

Creating generalized haptic systems in VR is challenging because most current devices are specialized for specific tasks, like simulating surgical operations or providing realistic material textures. There's no universal haptic device that mimics the wide range of tactile sensations one experiences in the real world, such as incidental contact. Similarly, for olfactory systems, the challenge lies in controlling the dispersion of smells; once a scent is released, it's difficult to remove, making it challenging to simulate dynamic environmental transitions. For example, solutions like introducing oxygen to clear scents are limited in application .

Current VR technologies primarily address visual and auditory sensory systems. They offer realistic 3D visual displays and spatial audio that enhance the immersive experience of virtual environments. Future improvements suggested include more sophisticated haptic feedback systems that can provide comprehensive tactile interactions and advancements in olfactory technology to simulate smells more effectively. Addressing these sensory systems holistically would edge closer to achieving the ultimate display envisaged by Ivan Sutherland .

Presence in virtual reality refers to the sensation of being in the computer-generated world rather than in the physical environment. Immersion, on the other hand, is a technical description of how comprehensively a virtual reality system can replicate the senses, such as vision and sound, to convince the user of their presence in the virtual environment. Immersion can vary based on the system's capability to track head movements in degrees of freedom or provide realistic sound and visuals, whereas presence is the psychological state achieved when immersion is high .

Degrees of freedom (DoF) are crucial in determining the immersiveness of a VR system because they define how body movements can be tracked and represented in a virtual space. A system with six degrees of freedom allows for both rotational and translational movements, enabling users to look around, move closer or farther from objects, and have those interactions reflected accurately in the virtual world. This comprehensive tracking greatly enhances immersion by providing a realistic and consistent experience, compared to systems with fewer DoF, which can only track limited head or body movements .

The concept of the "ultimate display," introduced by Ivan Sutherland, remains relevant as it symbolizes the goal of creating a fully immersive virtual environment where all sensory experiences are perfectly simulated. It represents the ideal where technology can indistinguishably replicate the real world in the virtual domain, serving as a benchmark for future VR developments. This includes seamless integration of visual, auditory, haptic, and olfactory inputs that accurately reflect real-world stimuli .

Immersion can be quantitatively compared between two VR systems by examining their technical specifications, specifically their ability to track head and body movements in degrees of freedom. A system that offers full six degrees of freedom (6DoF) tracking is more immersive because it allows for head rotation and translation movements with corresponding updates in visual and audio feedback. This capability can simulate the experience offered by a less immersive system, which might only support rotational tracking without translational feedback, showcasing greater immersion .

From a technical standpoint, a head-mounted display (HMD) with six degrees of freedom tracking is generally more immersive than a CAVE environment. This is because an HMD can simulate the experience of being inside a CAVE, including the ability to freely look and move in all directions, an aspect the CAVE itself might lack due to restrictions like missing visual components on certain walls. The ability of an HMD to simulate environments beyond its initial scope suggests a higher level of technical immersion .

The evolution of visual display technology in VR has moved from the simplistic green line graphics of the 1960s used in systems like Ivan Sutherland's Sword of Damocles, to today's full-color, high-resolution displays. Initially, VR displays could only render basic wireframe models with limited real-time updates. Over the decades, advancements in computer graphics have enabled detailed textures, realistic lighting, and photo-realistic scenes that significantly enhance the illusion of being in a virtual environment, thereby increasing both immersion and presence significantly .

Interactions in VR systems have evolved to incorporate haptic feedback, allowing users to feel textures and forces, which enhances the sensation of interacting with the virtual environment. Modern haptic devices can simulate specific tasks such as surgery or allow users to feel the texture of objects. However, limitations persist as no generalized haptic device exists that can emulate the range of sensations found in real-world interactions, and there is typically no force feedback for unexpected interactions, like being pushed by a virtual character .

The initial developments of virtual reality systems in the 1960s were spearheaded by Ivan Sutherland, who created the first head-mounted display called The Sword of Damocles. This system laid the foundation for modern VR by introducing the concept of using computer-generated sensory inputs to replace real-world sensory experiences. The system included eyepieces that displayed simple green line graphics for each eye, which the brain fused into a 3D stereoscopic image. This technology, although primitive by today's standards, was pivotal because it demonstrated the potential for systems that update the user's view based on head movements—the core principle of head-tracked virtual reality today .

You might also like