0% found this document useful (0 votes)
11 views

Introduction

Uploaded by

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

Introduction

Uploaded by

Sheeba
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 48

VIRTUAL REALITY

Dr. Valliappan
CONTENTS
 Definition and Need for Virtual Reality
 History
 Taxonomy
 Basic Virtual Reality
 Advanced Virtual Reality
 Applications
 Conclusion
DEFINITION
 Virtual Reality is the use of computer modeling and
simulation that enables a person to interact with
an artificial three-dimensional (3-D) visual or other
sensory environment.
 Via seeing, hearing, smelling and feeling.
 Common Features in todays world.
 Virtual Reality will have some impact in almost
every field in the near future.
WHY VIRTUAL REALITY
 Virtual reality is adopted by military, aviation,
sports like golf etc. as training ground in highly
realistic manner.
 In military, soldiers can diffuse a bomb without any
real world risks.
 In Medicine;
Earlier: Dissection and study using plastic models;
Now: Virtual Patients and Virtual Histology
 They have lower operating costs and are safer to
use than real experiences.
HISTORY
 Traditional square or rectangular screens
 Pin cushion Distortion
 Top and Bottom center of a projected image
appear to droop inward creating corners of
squares form elongated points, as in a cushion.
VITARAMA AND CINERAMA
 VITARAMA: 11 Projectors and
dome shaped screen.
 CINERMA: Simplified version of
Vitarama. Used as wide-
screen film format in 1939. It used three
projectors onto a deeply
curved screen, subtending 146°
of arc.
SENSORAMA
SENSORAMA: Built in 1962 and was
aimed at 4 senses. [See, Hear, Feel &
Smell] .But the machinery ended up
being too complex.
THE ULTIMATE DISPLAY: For the first
time, Virtual reality was experienced
via a Head-Mounted Display which
was created by Ivan Sutherland in
1965. It was the biggest break
through.
HARDWARE USED
Degree of Freedom: Optimal results in 5 DoFs such as
update rate, latency, accuracy, resolution and range
Input Devices: Trackers,
Joysticks, Mice, Data Glove.
Data Glove:
 Outfitted with sensors on the

fingers.
 Enables natural interaction by
hand gesture recognition.
HARDWARE USED
Output Devices: CRT monitor and LCD screens.
 VR expanded from Basic to Immersive.

 New devices like Power Wall, Head-Mounted


Display (HMD), Binocular Omni Oriented Monitors
(BOOM)
TECHNOLOGIES USED [SOFTWARE]
Virtual Reality Modeling Language(VRML):
 It is a standard language to represent 3D graphics

within the World Wide Web.


 Allows the creator to specify images and the rules
for their display.
 Aspects of virtual world display, interaction and

internetworking can be specified using VRML


without being dependent on special gear like HMD.
TECHNOLOGIES USED [SOFTWARE]
Software packages:
 Multiverse – Platform for Massively Multiplayer

Online Games.
 Virtual Reality Studio – Creates virtual world in
Freespace.
 Sense8 World Tool Kit (WTK)

 Autodesk Cyberspace Development kit – Runs VR

programming from keystroke commands to glove-


helmet interaction.
KEY ELEMENTS OF A VR SYSTEM
Key elements of a Virtual Reality System are
 Immersion: Active and Passive Immersion

 Interactivity: Interact with a virtual object while


navigating through the environment.
 Participants: New user and Experienced user; One-

to-one relationship and One-to-many relationship.


 Feedback: Gives ability to observe the results. Very

useful in aviation and medicine.


VIRTUAL REALITY ARCHITECTURE
 Input Processor, Simulation Processor, Rendering
Processor and World Database.
VIRTUAL REALITY ARCHITECTURE
INPUT PROCESSOR:
 They’re responsible for the control of the input

devices. The object is to deliver the coordinate


data to the rest of the system with minimal time
lag.
SIMULATION PROCESSOR:
 Core of a VR system.

 Takes the user inputs along with any tasks


programmed and determines whether the actions
that will take place in the virtual world.
VIRTUAL REALITY ARCHITECTURE
RENDERING PROCESSOR:
 Accepts the results from the simulation processor

and creates the sensations that act as output to


the user.
World Database (World Description Files):
 Stores the objects that inhabit the world, scripts

that describe actions of those objects.


CLASSIFICATION
The classification is
based on two factors:
 Type of technology
used.
 Level of mental

immersion.
CLASSIFICATION
Type of Technology:
 BASIC: Do not require special input or output

 ENHANCED: Require additional input or output


devices to experience virtual reality.
Level of Mental Immersion:
 BASIC: Lower lever of immersion

 ENHANCED: Higher level of Immersion.


BASIC VR SYSTEMS
BASIC VR SYSTEMS:
 The basic Virtual Reality systems have the least

level of immersion when compared to enhanced


systems.
 They are screen-based and pointer-driven which

are presented by three-dimensional graphics.


 These systems can be divided into subcategories,

such as the hand-based and the monitor-based


virtual reality systems.
HAND BASED VR SYSTEMS
HAND BASED VR SYSTEMS:
 Hand-held devices, such as cell phones, ultra

mobile computers are used for VR experience.


 Ex: Wikitude World Browser

 Using a Digital Compass and a Camera on a smart

phone, recognizes
points of interests,
landmarks and
surroundings.
HAND BASED VR SYSTEMS
LEAP MOTION CONTROLLER:
 No hand contact is required. A user can interact

with their computer by just using hand gestures.


 Senses your hands and
fingers and follows their
every move.
 Uses 150° field of view

and a Z-axis for depth,


enabling a user to
interact in 3D, as in real
world.
MONITOR BASED VR SYSTEMS
 Basically, desktop based computers displaying
three-dimensional graphics on monitors.
 Ex: Fish Tank Display
 This display provides
projected stereo images
from users point of view
enabling the user to see
in three dimension on two
dimensional monitors.
MONITOR BASED VR SYSTEMS
HP ZVR:
 Allows the user to contact with content on screen.

 Uses four cameras to track the head and a stylus to


play with the content on
the screen.
 The Z-view allows a user

to broadcast what a
person is looking at, on
a larger screen.
ENHANCED VR SYSTEMS
 Enhanced VR systems are again divided into two
sub categories.
 Partially Immersive : Wall projectors, Immersa
Desk and Monocular Head Based
 Fully Immersive:

(a) Room based - Vehicle Simulation, CAVE


(b) Binocular head based
HOLOGRAM & VIRTUAL
FITTING ROOM

Rui Wu
Expectation in Movie Star Wars
What is this?
 Hologram: Typically, a hologram is a photographic
recording of a light field, rather than of an image
formed by a lens, and it is used to display a fully
three-dimensional image of the holographed subject,
which is seen without the aid of special glasses or
other intermediate optics. (From wiki)

 Easier version (my opinion): a technique that can


display three dimensional images and users do not
need to use any other devices to view the outputs.
Why is it amazing?

 Users do not to need wear any devices.


 It looks real! Most of other virtual reality devices--
connect to computer and 3D models generated by
computer.
 Interactive
We do have nice prototypes...
 2:16 Life Sized Hologram
 3:41 Hologram Presentation
 3:46 3D earth

 Presenter used a controler


About the prototype
 A brand new way to present.
 An awesome way to tele-communicate (skype, video
chat)
 Possible better interactive methods--
hologram+kinect (hand pattern, Angela Chan)
Is it too far?
 http://www.billboard.com/articl
es/events/bbma-
2014/6092040/michael-jackson-
hologram-billboard-music-
awards
 1:20

 2014 Billboard Music Awards


Is it just for rich people?
Future hologram

Long way to go…


 Multi-angle to view
 inside 3D images

 Merchandise
 standard interfaces

http://www.christiedigital.com/en-us/3d/sales-
process/request-pricing/pages/default.aspx
Virtual Fitting Room

 Sometimes, we work hard to


make lazy life possible.
--Rui
 Have you go shopping with your
girlfriend or wife?
 My girlfriend can keep shopping
for 10 hours.
Virtual Fitting Room

En… Maybe this will work.


But not 100% fit.
Feeling of the materials.
How does it work?

Key: Kinect, powerful device. Skeleton Detection + 3D


models
OTHER VR APPLICATIONS
AND EXAMPLES

Walker Spurgeon
Video Games - Early Examples

 Sega Heavyweight Champ


Had to move boxing gloves
 Hang-On (Arcade Racing)
Leaned on bike
 Nintendo Power Pad
Video Games - Early (continued)
 Nintendo Power Glove
Hand motion detection
 Duck Hunt

Light sensing guns


 Sega ActivatorFull body motion detection
 Sega VR and Nintendo Virtual Boy

3D headsets
Video Games - Return of VR

 Motion Detection
Nintendo Wiimote
PS Move
Microsoft Kinect
 Nintendo 3DS
3D and AR
 Other

Wii Fit pad


Rock Band and
Guitar Hero
Video Games - Near Future
 Augmented Reality
3DS, Hololens
 VR Headsets

Oculus Rift, Project Morpheus


http://www.wareable.com/headg
ear/the-best-ar-and-vr-headsets
 Motion Detection

Virtuix Omni
https://youtu.be/aTtfAQEeAJI?t=
11
CAVE VR Applications

http://news.ucsc.edu/2015/05/cave-lab.html

 "This has applications for faculty in computing, game


design, psychology, the arts, and a wide range of
other fields.”
 Can study cognitive processing, assess phobias,

visualize large data sets, etc,


 Forest fire simulation presented by Dr. Harris
Military Applications

http://www.vrs.org.uk/virtual-reality-
military/index.html

 Flight Simulation
 Battlefield Simulation
 Medic Training

 Vehicle Simulation

 Virtual Boot Camp


Medical Applications

http://www.vrs.org.uk/virtual-reality-healthcare/index.html
 Surgical Fields - Training on models
instead of real people
 Diagnostic tool, Robotic surgery
 PTSD and Phobia Treatment
 Place patients in controlled environments

 Cognitive Behavioral Therapy – Transform negative

beliefs into positive action


Patients may be more comfortable talking in virtual
environment
Medical Applications (continued)

 Addiction Treatment
VR used for counseling
Display images in VR to use as Hypnotherapy
Meant to relax patient and encourage behavioral
changes
 VR for the disabled

Allow the disabled to explore world as regular people


Test building accessibility for disabled before
construction
Prepare people who may have their disability cured for
tasks and skills they may be able to perform
Virtual Reality and Education

http://www.vrs.org.uk/virtual-reality-
education/index.html
 Able to present large amounts of potentially

complex data.
 Especially useful for scenarios
and places students cannot
experience or see immediately
(astronomy, surgery)
 Can tailor to specific learning styles
Other Virtual Reality Applications
 Fashion
 Virtual Heritage Sites (Stonehenge, Archaeological
digs, etc.)
 Sports - Performance analysis, equipment design
 Engineering - Design, AR-assisted Maintenance
 Business - Training, 360-degree product view

 Construction - Building construction, disaster test

 Art
QUESTIONS
THANK YOU

You might also like