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Origins of Virtual Environments

Origins of Virtual Environments. S.R. Ellis, Origins and Elements of Virtual Environments, in Virtual Environments and Advanced Interface Design , Barfield and Furness, Oxford University Press, 1995, pp. 14-57 Summarized by Geb Thomas. Learning Objectives.

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Origins of Virtual Environments

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  1. Origins of Virtual Environments S.R. Ellis, Origins and Elements of Virtual Environments, in Virtual Environments and Advanced Interface Design, Barfield and Furness, Oxford University Press, 1995, pp. 14-57 Summarized by Geb Thomas

  2. Learning Objectives • 1. Learn what VR is and how it works as a form of communication. • 2. Understand the concept of virtualization including the differences between virtual space, a virtual image and a virtual environment. • 3. Learn about the history of virtual environments and the important pioneers and forces that shaped its creation. • 4. Understand the variety and types of hardware used in VR. • 5. Learn about the types of tradeoffs that VR technology requires, particularly cost versus performance, mass of gear to be worn, and resolution versus field of view.

  3. Communications and Environments • VE’s are media, like books, movies or radio • Task of scientists is to make interaction with the media efficient and effortless -- reduce the adaptation period • VE extends the desktop metaphor to 3D. • Historically this uses physical constraints from simulator and telerobotics fields

  4. Components of VE • Content • Geometry • Dynamics

  5. Content • Objects and actors described by characteristic vectors (a total description of each element) and position vectors (a subset of character vectors). • Self is a special actor representing point of view

  6. Geometry • Dimensionality • Number of independent descriptive terms needd to specify the position vector • Metrics • Rules applied to the position vector to establish order • Extent • The range of possible values for the position vector

  7. Dynamics • Rules of interaction of the content elements • Example, the differential equations of Newtonian dynamics.

  8. Our Sense of Physical Reality • We construct reality from symbolic, geometric and dynamic information directly presented to our senses • Generally we see only a small part of the whole. • We rely on a priori knowledge • We are predisposed to certain arrangements of information -- we resonate with some more than others.

  9. Virtualization • The process by which a human viewer interprets a patterned sensory impression to represent an extended object in a n environment other than that in which it physically exists. • Three levels: • Virtual space • Virtual image • Virtual Environment

  10. Virtual Space • Perceived 3D layout of objects in space when viewing a flat screen • perspective • shading • occlusion • texture gradients • This must be learned! False cues • Perceived size or scale is not inherent in media

  11. Virtual Image • The perception of an object in depth with accommodative, vergence and (optionally) stereoscopic disparity cues are present. • Scale not arbitrary

  12. Virtual Environment • Add observer-slaved motion parallax, depth of focus variation and wide field-of-view without visible restriction of the field of view • vergence • accommodative vergence - reflective change in vergence caused by focus adjust. • optokinetic reflex - eye tracking objects • vestibular-ocular reflex - eye tracking head

  13. Virtual Environments (cont) • “Measurements of the degree to which a VE display convinces its users that they are present in the synthetic world can be made by measuring the degree to which these responses can be triggered in it.” • Device calibration and timing are critical. The sensory systems can often adjust to systematic distortion, but not to time lags.

  14. Viewpoints • Egocentric -- see the world from viewer’s point of view • Exocentric -- see the user acting in the world • Similar to inside-out and outside-in frames in aviation literature

  15. Origins of VE • Human fascination with vicarious experience • cave art • Through the looking glass • Computer games • Neuromancer (Gibson) • Ivan Sutherland stereo display • Myron Krueger’s VIDEOPLACE • U. of Illinois’ CAVE

  16. Vehicle Simulation • Much VE derived from aircraft and ship simulators • Development of special purpose machines: matrix multipliers -- graphic pipelines, graphic engines

  17. Moving Simulators • Motion sickness • Subthreshold visual-vestibular mismatches to produce illusions of greater freedom of movement “washout” • Understand dynamic limits of visual-vestibular miscorrelation

  18. Cartography • Controlled information distortion • spherical projection • vertical scale exaggeration • VE’s can enhance presentation with graticules to help avoid effects of distortion. • Combine images to make virtual maps

  19. Applications • Scientific and medical visualization • multiple time functions of force and torque on manipulator or limb joints • Volumetric medical data • Electronic dissection • Architectural Walk-throughs

  20. Telerobotics • Predated many VR technology • Spurred position tracking technology • Polhemus system • accelerometers • optical tracking • acoustic systems • mechanical systems

  21. Telerobotics II • Input devices • Isotonic (significant travel) • Isometric (sense force and torque) • Force feedback devices • high electro-mechanical bandwidth • Can create instabilities • Utah/MIT Hand

  22. Photography, cinematography, viceo technology • The LEEP optical system, originally for stereo video used in VR stereo viewers • Sensorama, Morton Heilig (1955) • Interactive video map (MIT 1980)

  23. Engineering Models • Tendency to overplay successes and suggest greater generality than exists • Most helmet-mounted displays make users legally blind • We need to understand characteristics of • human movement • visual tracking • vestibular responses • grasp • manual track • time lags

  24. VE: Performance and Trade-Offs • Performance Advances • Stereoscopic visual strain • Resolution/field-of-view tradeoff • Appropriate application areas: • multiple, simultaneous, coordinated, real-time foci of control • Manipulation of objects in complex visual environments and require frequent, concurrent changes in viewing position

  25. Learning Objectives • 1. Learn what VR is and how it works as a form of communication. • 2. Understand the concept of virtualization including the differences between virtual space, a virtual image and a virtual environment. • 3. Learn about the history of virtual environments and the important pioneers and forces that shaped its creation. • 4. Understand the variety and types of hardware used in VR. • 5. Learn about the types of tradeoffs that VR technology requires, particularly cost versus performance, mass of gear to be worn, and resolution versus field of view.

  26. For Friday • Read the NRC Report, especially 13-24 and 35-66. Skim the rest • Personally, I think the recommendations are very interesting, because they reveal how a panel of scientists think of what research is important. Depending on where you are in your career, however this may not be so key. • Start drafting your essay. I want to see complete, supported ideas, not stream-of-consciousness!

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