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Lecture2. Some VR Systems & Applications

Lecture2. Some VR Systems & Applications. 고려대학교 그래픽스 연구실. Contents. Graphical Input Devices Some VR Systems VR Applications Problems. Graphical Input Devices. Logical Input Devices 3D Input Devices. Logical Input Device Types. Choice Keyboard Valuators Locators. Choice.

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Lecture2. Some VR Systems & Applications

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  1. Lecture2. Some VR Systems & Applications 고려대학교 그래픽스 연구실

  2. Contents • Graphical Input Devices • Some VR Systems • VR Applications • Problems

  3. Graphical Input Devices • Logical Input Devices • 3D Input Devices

  4. Logical Input Device Types • Choice • Keyboard • Valuators • Locators

  5. Choice • Return a choice that has been made • Examples : function keypad, button box, foot switch • Often provide sensorial feedback : lights, clicks, feel,…

  6. Button Box

  7. Keyboard • Returns keys with specific meanings • Letters, numbers, etc.

  8. Valuators • Returns a value for something • Example : knobs • Can usually specify gain, minimum, and maximum • All locators can also double as valuators

  9. Dial Box

  10. Locators • Return the location of the screen cursor • Examples : mouse, tablet, trackball, touchscreen • Display-to-Input ratio

  11. Locator Display-to-Input Ratio • DTI Ratio : the amount of cursor movement on the screen divided by the amount of hand movement • Large : good for speed • Small: Good for accuracy

  12. Ways to Read an Input Device • Sampling : What is its input right now? • Event-based : Wait until the user does something

  13. 3D Input Devices • Read a 3D position • Return 3 numbers to the program : an (x,y,z) triple • Some also return 3 more numbers to the program : three rotation angles • Examples : digitizer, space ball, glove

  14. 3D Input Devices

  15. 3D Input Devices

  16. Force Feedback in 3D

  17. Force Feedback in 3D

  18. Force Feedback in 2D

  19. Some VR Systems • Stereo Viewing • Shutter Glasses • Head Mounted Display • Head Tracking • Hand Tracking

  20. Stereo Viewing • Using Stereoscopic 3D perception • Measure the difference in angle from each eye to the object • And, compute the distance to the object ( by an extremely sophisticated image processor in our brain )

  21. Stereo Viewing A stereo pair of Images

  22. Head Mounted Display • Use a separate monitor for each eye • Mounting small monitors in some sort of head gear • Not VR yet by itself !!

  23. Head Mounted Display

  24. Head Tracking • How the computer sense the position and orientation of your head in real time? • Sense and record the position and orientation of each of the sensor • Minimum capabilities to be called VR!

  25. Head Tracking

  26. Hand Tracking • Finger actions could be used to control a program, just like a mouse of joystick … • Ex) pushing virtual menu button, grabbing an object … • Use a dataglove

  27. Hand Tracking

  28. Force Feedback • Haptic feedback • Feeling the virtual world, not only viewing and interact thru hand motions.. • Haptic feedback glove • Use Hand actuators that could push back at you

  29. Force Feedback

  30. The CAVE • Cave Automatic Virtual Environment • Siggraph 92 Exibition • Not a HMD, but a room where output of computer displays is projected onto the walls • Projected images are in stereo by rapidly alternating between the two eye images for 3D effect  ( A user wears a pair of stereo shutter glasses )

  31. Some VR Applications • Entertainment • Augmented Reality • Training • Remote Robotics • Distributed collaboration • Visualization

  32. Entertainment • Definitely the biggest market • The main force for driving down prices on VR hardware • Ex) Game with other computers / players

  33. Entertainment VR Gaming

  34. Augmented Virtuality Real Environment Augmented Reality Virtual Environment Augmented Reality • Bridging Virtual Environment and Real World

  35. Augmented Reality Ultra sound Application Virtual Surgery

  36. Augmented Reality Agent augmented reality location-aware interactive navigation/guidance system

  37. Training • When the cost of a mistake in Real Reality is very high • Ex) Aircraft simulators, Train pilot training systems, Surgery simulator

  38. Training Flight simulator

  39. Remote Robotics

  40. Distributed collaboration • More collaborative than by telephone or video conferencing Virtual Conferencing

  41. Distributed collaboration Virtual Battles Collaborative Design

  42. Visualization • VR as a visualization research tool  Anyone in the room not wearing a display would not be able to see the model at all

  43. Problems • Cost • What’s it Good for? • None of the existing systems can solve common everyday problems • Display Resolution • Update Speed

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