Virtual Reality & Interaction: Virtual Reality Input Devices Output Devices Augmented Reality Applications
Virtual Reality & Interaction: Virtual Reality Input Devices Output Devices Augmented Reality Applications
Virtual Reality & Interaction: Virtual Reality Input Devices Output Devices Augmented Reality Applications
& Interaction
Virtual
Virtual Reality
Reality
Input Devices
Input Devices
Output
Output Devices
Devices
Augmented
Augmented Reality
Reality
Applications
Applications
broad:
interactive computer graphics
our definition:
an immersive interactive system
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Fooling the Mind
The mind has a strong desire to believe that the world
it perceives is real. -Jaron Lanier
• Illusion of depth:
– Stereo parallax
– Head motion parallax
– Object motion parallax
– Texture scale
• Interaction: grab and move an object
• Proprioceptive cues: when you reach out and see a hand
where you believe your hand to be, you accept the hand as
your own
Interactive Cycle
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Low Latency is Key
• latency: time lag between sensing a change and updating the picture
• 1 msec latency leads to 1 mm error
– at common head/hand speeds
• 50 msec (1/20 sec.) is common and generally seen as acceptable
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Input: Tracking Head/Hand 2
• Optical (3): Cameras in world look at markers on user
– Expensive
– 120Hz
– Can do whole body with some IK, disambiguation problems
• Inertial
– Tiny accelerometers
– Subject to drift (add gyros)
• Hybrids
– Intersense combines inertial for speed, ultrasound to prevent drift
– 150 Hz updates, extremely low latency
– http://www.isense.com
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Input: Sensing the Hand
• Primitive technologies:
– mouse
» ok for 2-D positioning, poor for drawing/orienting
– joystick, trackball
» good for small/slow movement
– pressure-sensitive stylus
» good for drawing
• Wand
– tracker with buttons attached
– may also include a joystick/joybutton or trackball
– a simple way of grasping virtual objects
– rotating object in your “hand” provides some sense of reality but no force feedback
• Data glove
– measures joint angles of each knuckle in each finger
– more degrees of freedom than needed
– low accuracy
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Input: Whole Body Tracking
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Input: Whole Body Tracking
• Kalman filter
• How best to
present
feedback to
the user?
– Visually or
otherwise?
– Orientation,
overlay, number
of copies?
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Input and Output: Haptics
examples:
• mechanical force-feedback joystick: 2 Phantom
or 3 degree of freedom (DOF):
x,y,(twist)
• robot arm, e.g. Phantom
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UNC NanoManipulator
http://www.cs.unc.edu/Research/nano/
UNC
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Input: Affective Computing
• Sense user’s attention and emotions:
– gesture
– posture
– voice
– eye gaze
– breathing
– pulse & blood pressure
– electrical activity of muscles
– skin conductance
http://www.media.mit.edu/affect/
• System Demands
– At least 30 frames/sec; 60 is better
– times 2 for stereo
– at as much resolution as you can get
– 1 K to 40K displayed polygons per frame (more would be nice)
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Output: Display Technologies
• Projection displays
– CAVE-type
– IDesk/IScreen
– Fishbowl VR
• Head mounts
– Immersive
– Non-immersive (augmented reality)
• To do stereo, you must get a
different image to each eye
– trivial for head mounts
– shutter glasses
» left & right images temporally interleaved
– polarized glasses or red/blue glasses
» left & right images optically
superimposed
CAVEs
• A room with walls and/or floor formed by rear projection
screens.
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CAVE Details
• Typical size: 10’ x 10’ x 10’ room
• 2 or 3 walls are rear projection screens
• Floor is projected from above
CAVE Painting
http://www.cs.brown.edu/~dfk/cavepainting/index.html
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CAVE Painting
http://www.cs.brown.edu/~dfk/cavepainting/index.html
Video Walls
• IDesks and their relatives
– (This is the Pittsburgh Supercomputing Center’s IScreen)
• Fishbowl VR is also in this category
Acoustic emitter for head tracker
Emitters for
stereo glasses
Rear projection screen
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Video Walls
• Princeton video wall
• Behind the curtain are n PC’s and n projectors
• Calibration is a (nearly solved) research issue
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Classic Immersive Headmounts
• Typical: small LCDs, one per eye
• Higher resolution: tiny little CRTs
• Flat panel displays are pushing this
technology
• Can get 1Kx1K or more, but heavy and
expensive (>$10K)
– Good for the military head-mounted display
• Serious problems with latency and tracking Bell Helicopter, 1967
errors
– Leads to nausea
• Field of view is pretty limited, maybe 35o
– Serious problem for some applications
– Prevents seeing your body in a natural way even with
full body tracking
• Can now be wireless
IO Systems I-glasses
640x480 resolution stereo
~$4K, 1999
• Simple enough: shine a laser in your eye and modulate it real fast.
Video Drive
Source Electronics
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Virtual Retinal Display In Use
http://www.cs.unc.edu/~azuma/azuma_AR.html
note: many AR devices are small & lightweight!
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Augmented Reality Headmount Systems
• http://www.cs.columbia.edu/graphics/
• Applications in assembly and maintenance
• Also in navigation
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Output: Audio
• Audio is important!
• Synthesis techniques
– library of canned samples
» one at a time
» mixed (compositing)
» MP3 digital audio compression format
– parametric model
» engine sound as a function of speed, incline, gear, throttle
www.staccatosys.com
» human voice driven by phonemes, inflection, emphasis, etc.
• Spatialized sound
– make sound seem to come from any point in space (not the
loudspeaker)
– need several loudspeakers, carefully phased
– might need model of listener’s head shape
• More clever:
– move a little doll replica of yourself through a little dollhouse replica of the
environment.
– You then shrink down into the dollhouse, and a new dollhouse appears.
– (All this pushing context bothers programmers, but not lay people).
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Perceptual Issues Really Matter
• Re-directed walking – UNC
movie movie
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Applications
• Flight simulators
• Architectural walk-throughs
• Design - interference testing (e.g. engine assembly)
• Teleoperation of robots in dangerous (Chernobyl) or
distant (Mars) locations
• Medical X-ray vision (e.g. ultrasound)
• Remote surgery
• Psychotherapy (e.g. fear of heights)
• Interactive microscopy
More Applications
• Video Games
• Location-Based Entertainment
– DisneyQuest
– Sony Metreon
– www.xulu.com
• Entertainment Technology (CMU)
– http://www.etc.cmu.edu/
• Virtualized Reality (CMU)
– http://www.ri.cmu.edu/projects/project_144.html
• Office of the Future (UNC)
– use walls / desktops as displays
– http://www.cs.unc.edu/Research/stc/office/
• Ubiquitous computing and wearable computers
– information superimposed on the environment
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Other Graphics Courses
• Fall 2004
– 15-463 Advanced Rendering and Image Processing (Efros)
– 15-869 Physically Based Character Animation (Pollard)
• Spring 2005
– 15-493 Computer Game Programming (Kuffner)
– 15-505 / 60-414 Animation Art and Technology (Hodgins / Duesing)
Announcements
• Course surveys
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