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.comVirtual 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
Virtual Reality, Virtual Environment, Artificial Reality, Computer Generated Environment, Computer Simulated Environment, Synthetic Environment, Spatial Immersion, Cyberspace, Virtual Worlds, Virtual Presence, Metaverse
(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)
VR is an area in the multidimensional taxonomy spectrum of computer systems.
CAD
Vehicle/Flight Simulators
Computer animation/special effects
PC/Video Games
Augmented Reality
Tele-Presence
Sensory immersion
Psychological Immersion
produced by:
Fidelity
Update Rate
(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:
Fictional Accounts
Systems and Events
Why an immersive interface?
See Section 8 for more details
Cybersickness
System Costs (equipment, space, people)
Development Complexity
Appropriate Content Design
Cumbersome Equipment
These topics are expanded in later sections
Project Management
Technical: Systems Engineering
Artistic: World Design
Business: Marketing, Funding
Graphics hardware/software
Main processor
Multiple processors
Top VE Research Issues
A device can be used in may ways, effectively or otherwise
Not really "interaction", simply experiencing displays
Locomotion: motor component
Way-finding: cognitive component
Choosing one or more objects from a set
Specification of object position & orientation
Specification of scale, shape, other attributes
All other interactions, usually accomplished via commands
May be composed of other tasks
Display: device which presents perceptual information
Often ‘display’ used to mean ‘visual display’
Goal: display devices which accurately represent perceptions in simulated world
Environment Display
Control Display (cockpit, buttons, menus, etc)
Systems Monitor (behind the scenes details)
Stimulus: light of wavelengths ~350-750 nm
Visual dominance: 50% of brain involved in processing!
Physiology of Eyes
Fovial/Peripheral Vission
Rods: periphery, motion, B&W, sensitivity
Cones: fovea, static, color, acuity
Perception & Brain
(courtesy Doug Bowman)
Several different types of cues used by human visual system
Static monocular cues
Stereopsis
Motion parallax
Oculomotor cues
Accommodation-convergence mismatch
Resolution (angular range of pixel)
Field of View (angular range of display)
Image Update Rate
Standard Monitor
Multiple-Monitors
LC Shutters (glasses or screen)
3-D Monitors
Head Tracking for motion cues and eye position
Symbol of VR to most people
Display and Optics mounted on Head
May or may not fully occlude real world
Support System
Display (pixels vs triads)
Optics
Binocular/Monocular/Biocular
Tracker strongly recommended
Cumbersome to wear
Single user
Small Field Of View
Adjustable Field of View
Exit Pupil Size
Inter-pupil distance
Resolution
Costs
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
Table ( 1 or more surfaces)
Wall (curved, flat)
Room (3 to 6 sides)
Dome (desk to Planetarium))
Projector, screen and space are main $$
Seam blending, and Sync issues
Brightness (front/rear projection)
Visibility Angles
Push BOOM - Fakespace Labs
WindowVR - Virtual Research
Tablets - Wacom
Cybersphere - VR Systems
Research & Product Design Topic
Cost: Monitor, HMD, Projection
HMD for 360, close up, exclude reality, single user
Group display: projection variety
2nd most studied sense
Adds tremendously to experience, if well executed
stimulus: disturbance of molecules in a medium (air)
perceptions: pitch, loudness, location
Alerts and Interaction Feedback
Ambient Sound
Modern systems are too quiet, lack operating noise
David Theil MS Research
Classic Multimedia, game tool
intensity fall-off (1/d2)
headphones also block out real-world noises
ambient sound (e.g. stream)
Sound occlusions
Reverberation from surfaces
Room acoustics
Environmental Audio
Direct X API
2 ears allow localization
Works well in plane of ears
Interaural intensity differences
Interaural time differences
Pineal shape effects
Head Related Transfer Function (HRTF)
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
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
Adds greatly to VE when you interact with objects
Tactile, Kinesthetic
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
Force feedback, Force reflection
Exoskeleton (CyberGrasp)
Armature (Sensable Phantom)
PC Joysticks & Steering wheels
Mice (vibration or forces)
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)
Detailed Geometric Modeling
Complex Force Calculations
Input Coupling
Often requires separate processor
Wind
Heat
Smell
Muscle Control
Hardware that allows the user to communicate with the system
Discreet, event based device
Continuos, sampled devices
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
Mechanical
Electromagnetic
Optical
Acoustic
Inertial
GPS
Hybrid
Latency and lag
Interference
Noise
Tethering / encumbrance
Range
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
Free space joystick
Buttons plus tracker
Variety of shapes and configurations
Frees hands for other devices
Discreet Command vs Continuos Speech
Dialog Management
Ambient Noise
False positives
Training
Single posture
Multiple posture
Posture plus motion
Face, hand, arm gestures
Tread mill
Stair Stepper
Bicycle, Unicycle
Tilt platform (skate/snow board)
Keyboards (wearable)
Advanced Mice/Joysticks
Muscle contraction
Brain wave
Eye tracking
Osmose: Breathing
Bill Buxton's Input Technologies Listing
Input Processing
Simulation Update
Rendering (to displays and network)
Processing Latency between input sensing and display
Multi-threaded processing
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.
Polygon Models
3d Curve Surface
Solid Modeling (voxels, geometry)
Procedural (Fractals, etc.)
Articulated Objects
Landscape (height field)
Quickly model objects
Volume (small, medium, large)
Laser Digitizers
White Light Digitizers
Tracker based wand
Photogrammetry
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
Substitute image for geometric detail
Highly effective
Many techniques for texturing (MIP, Reflectance, etc)
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
Diffuse, specular, ambient light
Light Sources (spot, flood, ambient, colored, object specific)
Light Maps (radiosity and global illumination)
World vs Object Space
Multiple Worlds
Environmental Effects (fog, etc.)
Animation
Constraints
Motion Capture
Simulation
Very important for realism
Many fast detection algorithms emerging
Reactions may require force simulation
F=MA
Modeling Newtonian Forces
Kinematics and other forces
Fake physics for expediency
Data flow programming
Java and other scripting in VRML
Reduce scene in memory by area of interest
Jumping to different world databases
Web based links in VRML
Simulated life with goals, plans, etc.
"Natural" selection and evolution
Neural Net driven life forms
Area Culling
View Frustrum
Clipping
Hidden Surface
Shading/Textures
Rasterizing
AntiAliasing
Optimization
OpenGL
DirectX
VRML
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
Audio boards
Haptic Processing
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
Streamed Browser Worlds (single user)
Community Chat Worlds
Collaborative Design Worlds
Distributed Training Environments
Internet Gaming
(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
One computer (database) collects all data and sends updates to the users.
Simple structure.
Not scalable, the database is the bottleneck.
Each user maintains its own copy of the database.
Updates are send to other users.
Not scalable, the network is the bottleneck.
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.
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
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
(courtesy D. Bowman)
Performance
Usability
Usefulness
(courtesy D. Bowman)
Artistic Approach:
Scientific Approach:
Both approaches can lead to guidelines & principles
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"
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
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
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
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
Targeted at specific application markets
Flexibility of Device Interfaces
Complexity of Development
3d Graphics
Audio
Haptics
Device Interface and Interaction
Integration of different kits is an issue
Need a standard component framework
Open Source
Proprietary
Web targeted
High End Systems
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
Location Based Systems
Arcade Games
PC and Gamebox
Vehicle training
Maintenance training
Medical training
Patient Education
Situational Training
Mission Rehearsal
Virtual Heritage - History
Hazardous Operations
Science & Math Education
Geoscience
Psychology
Perception
VR research
Prototyping
Product Design reviews
Architectural review/presentation
Training
Psychological Assessment
Perceptual Assessment
Rehabilitation (psych and physical)
Loss leader attractions
Product awareness
Interactive Catalog
Scientific Visualization
Information Visualization
See web site for more details http://vr.isdale.com/vetutorial
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
Game Developer
VRNews
Real Time Graphic News
Computer Graphics World
Advanced Imaging
Presence Journal, presence lite
VR Psychology
ACM SIGGRAPH
ACM SIGCHI
ACM SIGMM
IEEE Computer: CG&A magazine
SPIE
HFS
IEEE VR
ACM Siggraph
Lots of workshops and sections of other conferences
Tutorials and University Courses
Topic Specific Information Sites
Vendors
VR Info Community sites
Shared Worlds