Documentos de Académico
Documentos de Profesional
Documentos de Cultura
ITS APPLICATIONS
What is Virtual Reality?
“A
A high‐end user‐computer interface that involves
high end user computer interface that involves
real‐time simulation and interaction through
multiple sensorial channels.” (vision, sound, touch,
multiple sensorial channels. (vision, sound, touch,
smell, taste)”
Introduction
• VR must allow the user to view the environment
from any point and at any angle
• VR must allow the user to interact with objects in
th
the environment.
i t
VIRTUAL BEGINNING WITH FLIGHT SIMULATORS, ADVANCING THROUGH SCIENTIFIC
APPLICATIONS, AND INTO THE ENTERTAINMENT ARENA, VIRTUAL
ENVIRONMENTS HAVE BEEN DEVELOPED TO PROVIDE AN IMMERSIVE
MOLECULAR SIMULATION
BOEING 787
AT ARGONNE NATIONAL
FLIGHT
LABORATORY
SIMULATOR
FROM ALTEON
Sensorama Simulator, US Patent #3,050,870, 1962
VR Short History
VR Short History
1963+
Ivan Sutherland's doctoral theses: SKETCHPAD: stereo HMD,
position tracking, and a graphics engine. 1966+
Tom Furness: display systems for pilots;
1967+
1967+
Brooks developed force feedback GROPE system;
Introduction
Ivan Sutherland’s HMD
(1966+)
Introduction
Brooks’s Grope
Project (1977)
Project (1977)
History (cont’d)
History (cont d)
• NASA A
Ames R
Research
hCCenter
t
• HMD, VPL Datagloves and BOOM
• Spatial (3D) Sound
• Super Cockpit
• VPL
• First Commercial VR Hardware & systems
• “Reality Build for Two” (RB2)
• “Body Electric”
History (cont’d)
History (cont d)
• Myron Krueger
M K
• GlowFlow, Meta play,
Psychic space & Videoplace
y p p
• Naval Postgraduate School
• SIMNET
• NPSNET
Types of VR
Types of VR
• Use of Special Purpose Equipment
• Feel of Presence
Types of VR
Types of VR
• Also known as Desktop VR
•U f it t di l th i l ld
Use of a monitor to display the visual world
• Does not require special hardware
• Low Cost
L C
Low Performance
Less Immersion
Types of VR
Types of VR
• Real‐time telepresence
Interactions are reflected to some real world objects
objects.
• Delayed telepresence
Interactions are recorded, and after satisfaction is applied
Interactions are recorded and after satisfaction is applied
to the real‐world object.
Telepresence
• The use of various technologies to produce
The use of various technologies to produce
the effect of placing the user in another
location.
All Virtual Objects All Real Objects
15
Types of VR
Types of VR
• Took Sutherland’s ideas and advanced them to use in
fli ht i l ti
flight simulations.
• That cool headgear returns!
Introduction
NASA a pioneer in VR
NASA … a pioneer in VR
The first complete system was
p y
developed by NASA “Virtual Visual
Environmental Display” (VIVED
early 80s; they prototyped the
LCD HMD;
Became “Virtual Interface
Environment Workstation” (VIEW)
1989
Why NASA?
y
20
Applications (Cont’d)
Medicine
Practice performing surgery
surgery.
Perform surgery on a remote patient.
Teach new skills in a safe, controlled environment.
21
Applications (Cont
(Cont’d)
d)
Manufacturing
M f t i
• Easy to modify
• Low cost
• High efficient
22
Applications (Cont
(Cont’d)
d)
23
SIMULATOR
SICKNESS
EFFORTS TO MAKE VR
SIMULATIONS AS REALISTIC AS
POSSIBLE FREQUENTLY HAVE
UNPLEASANT SIDE EFFECTS.
Page 24
VR WHEN THE VR SYSTEM’S PROCESSING TIME IS
EXCESSIVE, ITS REACTIONS TO THE USER’S
LATENCY
ACTIONS WILL LAG BEHIND, WHICH DESTROYS
THE ILLUSION OF IMMERSION WHEN IT
BECOMES NOTICEABLE TO THE USER.
LATENCY IS PARTICULARLY
PROBLEMATIC IN
“AUGMENTED REALITY”
APPLICATIONS WHERE
APPLICATIONS,
VIRTUAL OBJECTS ARE
OVERLAID ON THE USER’S
REAL WORLD SETTING, SINCE
THE VIRTUAL AND THE REAL
SHOULD OSTENSIBLY BE
INTERACTING.
VIRTUAL REALITY’S MOMENT Page 25
OCULUS Head-Mounted Display
(Coated in white markers)
Head Straps
RIFT
Camera
(Tracks markers to record
user’s head position)
Circuit Board
Screen
Diopter
Di Adjustment
Adj
Lenses (Rotate to fine tune so
Foam Padding (Three pairs are eyeglasses aren’t needed)
(Fits to face) provided to
accommodate good,
good
moderate, and heavy
nearsightedness)
Page 26
VR
HEADSETS
Oculus Rift Carl Zeiss Cinemizer Silicon Micro Display ST1080 Sony HMZ-T2
640x800 Resolution 870x500 Resolution 1920x1080 Resolution 1280x720 Resolution
90° Horizontal FOV
90 30° Horizontal FOV
30 39° Horizontal FOV
39 45° Horizontal FOV
45
13.4 Ounces 4.2 Ounces 6.3 Ounces 11.6 Ounces
7˝ Diagonal Display 0.39˝ Diagonal Display 0.74˝ Diagonal Display 0.7˝ Diagonal Display
Liquid Crystal Display Organic Light-Emitting Diode Liquid Crystal on Silicon Organic Light-Emitting Diode
$300 $749 $799 $894
Page 27
THE OCULUS RIFT
EXPERIENCE
Page 28
“Our mission is to make the world more open and
FACEBOOK PAYS $2 connected. For the past few years, this has mostly
meant building mobile apps that help you share with
the people you care about. We have a lot more to
BILLION FOR OCULUS do on mobile, but at this point we feel we're in a
position where we can start focusing on what
platforms
l f will
ill come next to enable
bl even more useful,
fl
entertaining and personal experiences…
“After games, we're going to make Oculus a platform
f many other
for h experiences.
i Imagine
I i enjoyingj i a court
side seat at a game, studying in a classroom of
students and teachers all over the world or
consulting with a doctor face to face -- just by
face-to-face
putting on goggles in your home.
“This is really a new communication platform. By
feeling truly present,
present you can share unbounded
spaces and experiences with the people in your life.
Imagine sharing not just moments with your friends
online but entire experiences and adventures
online, adventures.”
Mark Zuckerberg
March 25, 2014
Page 29
Google’s response to the $350 Oculus
GOOGLE Rift Developer’s Kit is this do-it-yourself
“Oculus
Oculus Thrift”
Thrift which turns Android
Cardboard
($2)
Page 30