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Multimedia

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  1. Multimedia Virtual Reality T.Sharon - A.Frank

  2. Virtual Reality (VR) Definition • An artificial reality that projects you into a 3D space generated by the computer. • A virtual reality system usually uses: • Stereoscopic goggles that provide the 3D imagery. • Tracking device: • goggles that track head and body movement. • "data glove" that tracks hand movements. • The tracking device lets you point to and manipulate computer-generated objects displayed into the goggles. T.Sharon - A.Frank

  3. Degree of Interaction in VR • Solo – One person interacting in a virtual space. • Same Place Collaboration – Few users, interacting in a virtual space, in the same physical location. • Different Place Collaboration – Few users, interacting in a virtual space, but situated in different physical locations. T.Sharon - A.Frank

  4. Degree of Immersion in VR • Fully immersive VR applications (where one doesn't experience the surrounding physical and real environment); • Semi-immersive VR applications (where a certain degree of immersion is gained, for example via stereo projection); • 2D screen renderings of a conceptually 3D space (as in Second Life). T.Sharon - A.Frank

  5. Degree of Realism in VR • A photo-realistic representation of a real physical location. • A representation of a conceptual university campus. • A metaphorical or fantasy environment such as a virtual zoo. T.Sharon - A.Frank

  6. VR Technical Approaches • Head-Mounted • Head-mounted wide-view stereo display. • Cave-based • Walls of a room are rear-projection stereo displays. • The user wears goggles to enable viewing in 3D. • Chameleon-type • Hand held, or hand moved, display. • Position and orientation are tracked. T.Sharon - A.Frank

  7. 1. Head Mounted Head Mounted Display (HMD) Boom Mounted Display T.Sharon - A.Frank

  8. Virtual Reality Environment T.Sharon - A.Frank

  9. Data Glove • The user can control images on the screen by donning a glove wired with numerous sensors and moving his hand through the air. T.Sharon - A.Frank

  10. Human, HMD and Gloves T.Sharon - A.Frank

  11. Eyes and display are tightly coupled. Hands are “far” aside of the display. Problem: hands and other objects are hidden. Solution – use camera and Augmented virtuality/reality. Schematic Relationship in HMD System T.Sharon - A.Frank

  12. CAVE = Computer Automatic Virtual Environment 2. Cave-based T.Sharon - A.Frank

  13. Various devices surround the CAVE T.Sharon - A.Frank

  14. CAVE examples T.Sharon - A.Frank

  15. CAVE example T.Sharon - A.Frank

  16. Degenerated CAVEs – examples A small 3-sided cave (Cubby) Cubby T.Sharon - A.Frank

  17. Degenerated CAVE T.Sharon - A.Frank

  18. Eyes and hands are linked and mobile. Display is fixed. Problem “shadow effect”: when another person hides walls, or when an object is supposed to be between two persons. Schematic Relationship in CAVE System T.Sharon - A.Frank

  19. 3. Chameleon-type Palm-held VR T.Sharon - A.Frank

  20. Chameleon Style Example ART+COM T.Sharon - A.Frank

  21. Hands and display are tightly coupled. All three are mobile. Problems: all (of HMD and Cave). Schematic Relationship in Chameleon System T.Sharon - A.Frank