1. Virtual Environment Technology Review
  2. 1/2 day Tutorial presented at

    ACM MM2000 (http://www.acm.org/sigs/sigmm/MM2000)

    1:30-5pm Oct 31, 2000

    Marina Del Rey, California, USA

    Jerry Isdale

    HRL Laboratories, LLC

    VRNews

    http://vr.isdale.com

    jerry@isdale.com

  3. Introduction
  4. Virtual Reality is a fairly complex technology with few complete off the shelf solution bundles. Creating a working application often requires a systems approach with fairly broad range of knowledge and talent.

    What, Why, How, Where Next

    1. What Is VR
      1. Many Names of VR
      2. Virtual Reality, Virtual Environment, Artificial Reality, Computer Generated Environment, Computer Simulated Environment, Synthetic Environment, Spatial Immersion, Cyberspace, Virtual Worlds, Virtual Presence, Metaverse

      3. Definition of VR
      4. (courtesy M. Capp, Naval Postgraduate School)

        A Computer-Generated, 3D Spatial Environment in Which Users Can Participate in Real-time.

        Virtual Environments Can Be:

        • Fully Immersive, Encompassing Worlds

        • Augmentations (Overlay) to the Real World

        • "Through the Window" Worlds (Non-immersive)

      5. Taxonomy Spectrum
      6. VR is an area in the multidimensional taxonomy spectrum of computer systems.

        1. Some Related Technologies

CAD

Vehicle/Flight Simulators

Computer animation/special effects

PC/Video Games

Augmented Reality

Tele-Presence

        1. VR vs. 3D Computer Graphics
          1. Immersion

Sensory immersion

Psychological Immersion

produced by:

Fidelity

Update Rate

          1. Presence

(Source: Lombard, et al "Measuring Presence" for Presence 2000 workshop http://www.presence-research.org/presence2000.html)

"The Perceptual Illusion Of Non Mediation."

Six different conceptualizations of presence in a diverse set of literatures:

  1. Presence as social richness (the "warmth" or "intimacy" possible via a medium),
  2. Realism (perceptual and/or social),
  3. Transportation (the sensations of "you are there," "it is here," and/or "we are together"),
  4. Immersion (in a mediated environment),
  5. Social actor within medium (e.g., parasocial interaction),
  6. Medium as social actor (e.g., treating computers as social entities).
      1. Range of VR Systems
      1. Early VR History

Fictional Accounts

Systems and Events

    1. Why Use VR

Why an immersive interface?

      1. VE Applications

See Section 8 for more details

      1. Why Not Use VR

Cybersickness

System Costs (equipment, space, people)

Development Complexity

Appropriate Content Design

Cumbersome Equipment

    1. How- VE Technology
    2. These topics are expanded in later sections

      1. Programmatic
      2. Project Management

        Technical: Systems Engineering

        Artistic: World Design

        Business: Marketing, Funding

      3. Displays
      1. Input Devices
      1. Processor Hardware
      2. Graphics hardware/software

        Main processor

        Multiple processors

      3. Interaction Techniques
      4. World Database
      5. Application Software
      6. Network Connectivity (Optional)
    1. Where next?

Top VE Research Issues

  1. Interface Technology
    1. Interface Device vs Interface Technique

A device can be used in may ways, effectively or otherwise

    1. Universal Interaction Tasks
      1. Passive Experience
      2. Not really "interaction", simply experiencing displays

      3. Navigation
      4. Locomotion: motor component

        Way-finding: cognitive component

      5. Selection
      6. Choosing one or more objects from a set

      7. Manipulation
      8. Specification of object position & orientation

        Specification of scale, shape, other attributes

      9. System control

      All other interactions, usually accomplished via commands

      May be composed of other tasks

    2. Display
    3. Display: device which presents perceptual information

      Often ‘display’ used to mean ‘visual display’

      Goal: display devices which accurately represent perceptions in simulated world

      1. Display What
      2. Environment Display

        Control Display (cockpit, buttons, menus, etc)

        Systems Monitor (behind the scenes details)

      3. Visual
      4. Stimulus: light of wavelengths ~350-750 nm

        Visual dominance: 50% of brain involved in processing!

        1. Human Visual System
        2. Physiology of Eyes

          Fovial/Peripheral Vission

          Rods: periphery, motion, B&W, sensitivity

          Cones: fovea, static, color, acuity

          Perception & Brain

          1. 3D depth cues

(courtesy Doug Bowman)

Several different types of cues used by human visual system

Static monocular cues

Stereopsis

Motion parallax

Oculomotor cues

Accommodation-convergence mismatch

          1. Issues for Visual Displays

Resolution (angular range of pixel)

Field of View (angular range of display)

Image Update Rate

        1. Desktop Displays
        2. Standard Monitor

          Multiple-Monitors

          1. Stereo Techniques

          LC Shutters (glasses or screen)

          3-D Monitors

          Head Tracking for motion cues and eye position

        3. Head Mounted Displays (HMD)
        4. Symbol of VR to most people

          Display and Optics mounted on Head

          May or may not fully occlude real world

          1. HMD Description
          2. Support System

            Display (pixels vs triads)

            Optics

            Binocular/Monocular/Biocular

            Tracker strongly recommended

          3. HMD Issues

          Cumbersome to wear

          Single user

          Small Field Of View

          Adjustable Field of View

          Exit Pupil Size

          Inter-pupil distance

          Resolution

          Costs

        5. Projection Displays
        6. One or more projectors and screens

          Front or Rear projected

          Larger size than monitors

          Don’t occlude reality

          Viewed by many people at a time

          1. Example Projection Displays
          2. Table ( 1 or more surfaces)

            Wall (curved, flat)

            Room (3 to 6 sides)

            Dome (desk to Planetarium))

          3. Projection Display Issues

          Projector, screen and space are main $$

          Seam blending, and Sync issues

          Brightness (front/rear projection)

          Visibility Angles

        7. Other Visual Displays
        8. Push BOOM - Fakespace Labs

          WindowVR - Virtual Research

          Tablets - Wacom

          Cybersphere - VR Systems

        9. Which Visual Display to Use?

Research & Product Design Topic

Cost: Monitor, HMD, Projection

HMD for 360, close up, exclude reality, single user

Group display: projection variety

      1. Audio
      2. 2nd most studied sense

        Adds tremendously to experience, if well executed

        stimulus: disturbance of molecules in a medium (air)

        perceptions: pitch, loudness, location

        1. Sonification of Interface
        2. Alerts and Interaction Feedback

          Ambient Sound

          Modern systems are too quiet, lack operating noise

          David Theil MS Research

        3. Sound Effects
        4. Classic Multimedia, game tool

          intensity fall-off (1/d2)

          headphones also block out real-world noises

          ambient sound (e.g. stream)

        5. Environmental Audio
        6. Sound occlusions

          Reverberation from surfaces

          Room acoustics

          Environmental Audio

          Direct X API

        7. Spatialized Audio
        8. 2 ears allow localization

          Works well in plane of ears

          Interaural intensity differences

          Interaural time differences

          Pineal shape effects

          Head Related Transfer Function (HRTF)

        9. Speech Generation
        10. Avoids text display which breaks illusion

          Extra processing required

          Vocal Tract simulation

          Prerecorded words, phonemes and diphones

          Intelligibility may require practice

          Lacks tonality, rhythm, emphasis, general expressiveness

        11. Audio Display Devices

        PC sound boards (mid to high range)

        External synthesizer, mixer

        Stereo Headset (with or w/o HRTF)

        Stereo speakers (HRTF with cancelation)

        Multiple Speakers

        Bass Shaker Speaker

        Amplifiers, wiring

      3. Haptics
      4. Adds greatly to VE when you interact with objects

        Tactile, Kinesthetic

        1. Tactile
        2. Temperature, skin curvature and stretch, velocity, vibration, slip, pressure and local force

          Vibration fairly easy and cheap (pager parts)

          Texture is harder to reproduce (pin arrays)

          Gross vs local temperature

        3. Force
        4. Force feedback, Force reflection

          Exoskeleton (CyberGrasp)

          Armature (Sensable Phantom)

          PC Joysticks & Steering wheels

          Mice (vibration or forces)

        5. Motion Platform
        6. Vestibular and Proprioception

          Impulse Force and Onset Cues

          Washout

          Degrees and Range of Motion (1, 3, 6)

          Stewart Platform (aka Hexapod)

          Walking Simulators

          Virtual Motion Headset (eletrostimulation)

        7. Issues for Haptics

        Detailed Geometric Modeling

        Complex Force Calculations

        Input Coupling

        Often requires separate processor

      5. Other Displays

Wind

Heat

Smell

Muscle Control

    1. Inputs
    2. Hardware that allows the user to communicate with the system

      Discreet, event based device

      Continuos, sampled devices

      1. Trackers

Measure position and/or orientation of a sensor

Degrees of freedom (DOFs)

Mostly used for tracking head and hands

Some systems provide whole body tracking

Object Tracking (tablet, controls, etc.)

Preprocessing system required

Very common, often essential part of VE

        1. Types of Trackers

Mechanical

Electromagnetic

Optical

Acoustic

Inertial

GPS

Hybrid

        1. Tracker Issues

Latency and lag

Interference

Noise

Tethering / encumbrance

Range

      1. Gloves
      2. The other "classic" VR device

        Finger position sensing gloves

        Discrete gloves (tips touching: Fakespace Pinch)

        Armature tracked

        Bend sensors (optical, resistive, other)

        Tracker required for overall position/orientation

      3. Wands
      4. Free space joystick

        Buttons plus tracker

        Variety of shapes and configurations

      5. Speech Recognition
      6. Frees hands for other devices

        Discreet Command vs Continuos Speech

        Dialog Management

        Ambient Noise

        False positives

        Training

      7. Gesture Recognition
      8. Single posture

        Multiple posture

        Posture plus motion

        Face, hand, arm gestures

      9. Locomotion Devices
      10. Tread mill

        Stair Stepper

        Bicycle, Unicycle

        Tilt platform (skate/snow board)

      11. Other Devices

Keyboards (wearable)

Advanced Mice/Joysticks

Muscle contraction

Brain wave

Eye tracking

Osmose: Breathing

Bill Buxton's Input Technologies Listing

  1. Processing Technology
    1. Basic VR System Loop
    2. Input Processing

      Simulation Update

      Rendering (to displays and network)

      Processing Latency between input sensing and display

      Multi-threaded processing

    3. World Model - VE Database
      1. Extended Scene Graph
      2. Scene Graph: hierarchy of objects and spaces (geometry and lighting) with position & orientation linkages

        Extended to include input devices (trackers, etc), sounds, behaviors, links to other worlds, etc.

      3. 3D Modeling
        1. Geometry Types
        2. Polygon Models

          3d Curve Surface

          Solid Modeling (voxels, geometry)

          Procedural (Fractals, etc.)

          Articulated Objects

          Landscape (height field)

        3. 3D Object Scanning
        4. Quickly model objects

          Volume (small, medium, large)

          Laser Digitizers

          White Light Digitizers

          Tracker based wand

          Photogrammetry

        5. Virtual Human Avatar
        6. Represents user and others in virtual world

          May or may not be humanoid

          Some standardization efforts (MPEG-4, H-Anim)

          National Library of Medicine Virtual Human Project

        7. Texturing
        8. Substitute image for geometric detail

          Highly effective

          Many techniques for texturing (MIP, Reflectance, etc)

        9. Levels of Detail

        Different model descriptions for same object

        Use lower complexity models when far away or cluttered scene

        Switching objects can cause artifacts

        Particular to Simulator and VE systems

      4. Lighting
      5. Diffuse, specular, ambient light

        Light Sources (spot, flood, ambient, colored, object specific)

        Light Maps (radiosity and global illumination)

      6. World Assembly

      World vs Object Space

      Multiple Worlds

      Environmental Effects (fog, etc.)

    4. World behaviors
      1. Object Motion
      2. Animation

        Constraints

        Motion Capture

        Simulation

      3. Collision Detection and Response
      4. Very important for realism

        Many fast detection algorithms emerging

        Reactions may require force simulation

      5. Physical Simulation
      6. F=MA

        Modeling Newtonian Forces

        Kinematics and other forces

        Fake physics for expediency

      7. Scripting
      8. Data flow programming

        Java and other scripting in VRML

      9. Area of Interest Culling
      10. Reduce scene in memory by area of interest

      11. World Linking
      12. Jumping to different world databases

        Web based links in VRML

      13. Artificial Life

      Simulated life with goals, plans, etc.

      "Natural" selection and evolution

      Neural Net driven life forms

    5. Display Rendering
      1. Real time 3D Graphics
        1. Graphics Pipeline
        2. Area Culling

          View Frustrum

          Clipping

          Hidden Surface

          Shading/Textures

          Rasterizing

          AntiAliasing

          Optimization

        3. Software Systems
        4. OpenGL

          DirectX

          VRML

        5. PC vs Workstation

PC board capability doubled every 6 months

Slowed in expectation of Direct X v8

Workstations have better bandwidth to memory = more textures

Simulator Image Generator

      1. Non Visual Rendering

Audio boards

Haptic Processing

  1. Networked Virtual Environments
  2. Two or more VE Systems sharing to a common data environment

    Many different names (Collaborative VE, Distirbuted VE, Network VE, etc)

    Major area of research and development

    1. Types of Net VE
    2. Streamed Browser Worlds (single user)

      Community Chat Worlds

      Collaborative Design Worlds

      Distributed Training Environments

      Internet Gaming

    3. Challenges
    4. (courtesy D. Gracanin)

      Network Bandwidth

      Heterogeneity

      Distributed Interaction

      Real-Time System Design and Resource Management

      Failure Management

      Scalability (geography of scene, net distance, population,etc)

      Deployment and Configuration

    5. Centralized Model
    6. One computer (database) collects all data and sends updates to the users.

      Simple structure.

      Not scalable, the database is the bottleneck.

    7. Distributed Model

    Each user maintains its own copy of the database.

    Updates are send to other users.

    Not scalable, the network is the bottleneck.

  3. Project Development
    1. Systems Engineering
    2. Creating a VE system requires integration of hardware, software and artistic creations

      Many interrelated issues between these domains

      Systems Engineering approach needed to manage these issues.

    3. World Authoring
    4. Much of the authoring tools and techniques are shared with other 3D graphics domains

      VR demands more speed from models, so there are trade offs and special techinques for the world database

    5. Design Concepts
      1. Usability & Human Factors
      2. Usability as measure of quality

        To show human performance can be improved through use of VE

        VE Usability Research (U.Va, UK, etc.)

        3D UI Web (http://www.mic.atr.co.jp/~poup/3dui.html)

        Excellent detailed tutorials

        1. Goals of Interaction Design

(courtesy D. Bowman)

Performance

Usability

Usefulness

        1. Philosophies Of 3D Interaction Design

(courtesy D. Bowman)

Artistic Approach:

Scientific Approach:

Both approaches can lead to guidelines & principles

      1. VE Design Theory
      2. Virtual Environment Design is a relatively new field, open to experimentation.

        Draws from many areas of design including Architectural Theory

        Benedikt's 1992 Cyberspace: First Steps

        Chapter in forthcoming "Handbook of Virtual Environments"

        1. Styles of World Building
        2. Mike Heim, Art Center College of Design, Pasadena CA

          Additive: draw from pre-built libraries

          Authoring: create new objects and spaces

          Realistic Construction: reflects real world environments

          Fantastical Construction: capitalize on unique nature of VR

        3. Church/Murray Aesthetics

Forged by Clive Fencott from Janet Murray's aesthetics for interactive media, Doug Church's 'Formal Abstract Design Tools', Mel Slater on co-presence, and Mike Heim's Transmogrification

        1. Perceptual Opportunities

Characterization of the roles objects are intended to play in establishing purposive experience

Sureties: denotative meaning and acceptance of environment

Shocks: perceptual bugs, break illusion of environment

Surprises deliver connotative meaning & purpose

Perceptual Maps: document relations between perceptual opportunities

  1. VR Systems
    1. VR Software Features
    2. Importing models

      Libraries

      Level of detail (LOD)

      Object transformation

      Constraints

      Articulated features

      Animation

      Collision detection

      "Parallel worlds"

      Light sources

      Event handling

      Audio

      Control language

      Sensors/Tracking Device Support

      Stereo viewing

    3. Complete vs Toolkits
      1. Few Off the Shelf Systems,

Targeted at specific application markets

      1. Lots of Toolkits
      2. Flexibility of Device Interfaces

        Complexity of Development

      3. Toolkits for Various Levels

3d Graphics

Audio

Haptics

Device Interface and Interaction

Integration of different kits is an issue

Need a standard component framework

    1. System Styles

Open Source

Proprietary

Web targeted

High End Systems

    1. ExampleSystems

See http://vr.isdale.com/AuthoringTools.html

Alice

CDS

Centric Software

Crystal Space

CyberToolbox

DIVE

EAI Sense 8

Eon Reality

Fakespace Vlib

Gismo3d

Java3d

Massive

Meme

MR Toolkit

Multigen-Paradigm Creator, etc

Open GL

Opencommunity.com

Performer

R3Vis

Renderware

SVE

VisKit

Vivids

VRML tools

Vtree

  1. Applications
    1. Entertainment
    2. Location Based Systems

      Arcade Games

      PC and Gamebox

    3. Education/Training
    4. Vehicle training

      Maintenance training

      Medical training

      Patient Education

      Situational Training

      Mission Rehearsal

      Virtual Heritage - History

      Hazardous Operations

      Science & Math Education

    5. Research
    6. Geoscience

      Psychology

      Perception

      VR research

    7. Design/Development
    8. Prototyping

      Product Design reviews

      Architectural review/presentation

    9. Medical
    10. Training

      Psychological Assessment

      Perceptual Assessment

      Rehabilitation (psych and physical)

    11. Marketing
    12. Loss leader attractions

      Product awareness

      Interactive Catalog

    13. Visualization

Scientific Visualization

Information Visualization

  1. Resources
  2. See web site for more details http://vr.isdale.com/vetutorial

    1. Books
    2. Several to appear in 2001 including "Handbook of Virtual Environments"

      John Vince, "Essential Virtual Reality"

      Singhal and Zyda. "Networked Virtual Environments"

      Lots of older titles and web centric ones

    3. Magazines
    4. Game Developer

      VRNews

      Real Time Graphic News

      Computer Graphics World

      Advanced Imaging

      Presence Journal, presence lite

      VR Psychology

    5. Societies
    6. ACM SIGGRAPH

      ACM SIGCHI

      ACM SIGMM

      IEEE Computer: CG&A magazine

      SPIE

      HFS

    7. Conferences
    8. IEEE VR

      ACM Siggraph

      Lots of workshops and sections of other conferences

    9. Web Sites

Tutorials and University Courses

Topic Specific Information Sites

Vendors

VR Info Community sites

Shared Worlds