a cartoon that you can get into
TRANSCRIPT
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A CARTOON THAT YOU CAN GET INTO.
An interactive computer system so fast and intuitive that the computer disappears from themind of the user, leaving the computer-generated environment as reality.
Virtual reality refers to computer-generated, interactive, three-dimensional environments
into which people are immersed. It provides a way for people to visualize, manipulate, and
interact with simulated environments through the use of computers and extremely complexdata.
In virtual reality, a "world" is created that exists entirely in the memory of a computer and
in the equipment you are wearing. The computers control what you sense throughsimulations such as three-dimensional images, sound, artificial smell, and force feedback.
VR is simple to understand. The idea is to show you, the user or viewer, a computer
generated environment that adjusts to you, to your movements. To be specific the idea is
that when you turn your head and for example, look up to see a computer generated sky,the sky is there. When you look down the ground is there. Now we got a problem though, a
computer generated scene is going to be displayed on a monitor. If the monitor is on your
desk and you turn your head up, it's kind of hard to see the scene. So now we have theHMD (Head Mounted Display) which basically are those cool looking helmets people
wear. Inside the helmet is a display to that as you turn your head, the display is still in front
of your eyeballs. Simple idea but not so simple to execute well. One of the big problems isthat when you strap a monitor to your face, preferably one in front of each eyeball, the
display's are small and usually of low resolution. High resolution displays are nowavailable but expensive. They are getting better and cheaper all the time. You can also use
the helmets to just sit and watch videos! I've even seen some airports rent portable DVDplayers with these displays that you can take with you on airplanes.
You, in turn, are able to enter and interact with the virtual realities by controlling the
computers through equipment such as head-mounted displays (which track your eye andhead movements in relation to the simulations) and data gloves (which track your hand
movements in relation to the simulations).
Virtual reality can be delivered using a variety of systems. The "world" may be projected
inside a 'cave' which users can move around. Or headsets and gloves may be worn so thatusers are immersed in a virtual world which they can move around and touch. But the most
widely used form of virtual reality in use today is desk-top virtual reality. In these systems
virtual reality worlds run from users' desk-top computers are displayed on a standard
monitor and navigated using a mouse, or 3d space ball and keyboard.
Desk top virtual reality systems can be distributed easily via the World Wide Web or on
CD and users need little skill to install or use them. Generally all that is needed to allow
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this type of virtual reality to run on a standard computer is a single piece of software in the
form of a viewer. Desktop virtual reality is very accessible and is widely used.
Virtual reality experiences can be described as passive, exploratory, or interactive.
Inpassive virtual reality, you watch, hear, and possibly feel the environment move aroundyou, which makes it appear as if you are moving through the environment. Nevertheless,
you cannot control the environment; you are just a spectator.
Exploratory virtual reality allows you to explore and move through space. For example, a
chemical plant tour has been developed by John Bell, a lecturer in the ChemicalEngineering Department, in the U-M College of Engineering's Virtual Reality in Chemical
Engineering Lab. Instead of just seeing a three-dimensional room with a reactor in it, you
can step inside the reactor and observe the chemical processes. Most architectural virtualwalk- throughs and virtual art shows are exploratory virtual reality.
The most powerful and complex type of virtual reality is interactive. Here, you can explorethe environment and, most importantly, interact with and change it. For instance, in the
virtual car interior, if you "touch" a radio button on the car control panel while wearing adata glove, the computer will generate a sound like a radio station. In the virtual chemical
plant, students can operate controls to change reactor conditions.
Uses of virtual reality
There are many common applications for virtual reality. They fall into the main categories
of training, education, simulation, visualization, conceptual navigation, design andentertainment but there is much overlap between these categories:
Training applications include allowing users to practice a process repeatedly in a
no-risk environment. For example, users might dig an archaeological site trying outdifferent strategies without the risk of destroying important evidence.
Educational applications include virtual visits and simulations. For example, a
virtual visit to a museum that is too far away to visit or does not exist in the realworld. Or historic battles may be simulated allowing users to see "what would have
happened if?"
Visualisation examples include an architect's design for a building or the
reconstruction of ancient buildings from archaeological evidence. Such models alsoallow users to explore something too large or too small to explore in reality and can
bring historical time-lines to life.
Applications of virtual reality forconceptual navigation enable, for example, usersof a library or archive to find the information they need at a logical or physical
level.
Virtual reality allows designs to be visualized and tested. For example, a designapplication might allow a choreographer to see a dance in action.
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Entertainment applications include virtual art galleries and games. Virtual reality
may also be considered as an art form in its own right.
Collaborative Virtual Environments (CVEs) allow users to interact with eachother in a Virtual world allowing the development of virtual communities adding a
new dimension to virtual reality.
Today, 'Virtual Reality' is used in a variety of ways and often in a confusing andmisleading manner. Originally, the term referred to 'Immersive Virtual Reality.' In
immersive VR, the user becomes fully immersed in an artificial, three-dimensional world
that is completely generated by a computer.
Head-Mounted Display (HMD)
The head-mounted display (HMD) was the first device providing its wearer with an
immersive experience. Evans and Sutherland demonstrated a head-mounted stereo display
already in 1965. It took more then 20 years before VPL Research introduced acommercially available HMD, the famous "Eye Phone" system (1989).
A head-mounted display (HMD):
A typical HMD houses two miniature display screens and an optical system that channels
the images from the screens to the eyes, thereby, presenting a stereo view of a virtual
world. A motion tracker continuously measures the position and orientation of the user'shead and allows the image generating computer to adjust the scene representation to the
current view. As a result, the viewer can look around and walk through the surrounding
virtual environment.
Various Displays available are:
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The helmet is only part of the VR equation. In order for the computer to adjust the display
it had to know your head's position. Specifically it needs to know the position of your headin space and the orientation of your head.
Ascention Flock of Birds Motion Tracker
Actually if you are sitting still in a chair and you turn your head around without getting up
the position information isn't as important as the orientation information. So this magic is
accomplished by devices called position trackers. Position trackers are not cheap. They
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typically cost several thousand dollars. They work using a variety of technologies each
with advantages and disadvantages. There are links to lots of these devices on theVR
Hardware page.
Getting back to basics though, if you're sitting in front of a computer with a helmet on and
the helmet has a position tracker attached (a typical setup) you now have an immersive VRsystem. The computer graphics scene generated from the computer will be routed to the
helmet and the position information of your head, will be routed via the position tracker tothe computer. Often the position information can be communicated via a simple serial port,
just like your modem. Although that is not the fastest way, which would be via a dedicated
interface card in the computer.
To overcome the often uncomfortable intrusiveness of a head-mounted display, alternative
concepts (e.g., BOOM and CAVE) for immersive viewing of virtual environments were
developed.
BOOM
The BOOM (Binocular Omni-Orientation Monitor) from Fakespace is a head-coupledstereoscopic display device. Screens and optical system are housed in a box that is attached
to a multi-link arm. The user looks into the box through two holes, sees the virtual world,
and can guide the box to any position within the operational volume of the device. Headtracking is accomplished via sensors in the links of the arm that holds the box.
The BOOM, a head-coupled display device:
CAVE
The CAVE (Cave Automatic Virtual Environment provides the illusion of immersion by
projecting stereo images on the walls and floor of a room-sized cube. Several persons
wearing lightweight stereo glasses can enter and walk freely inside the CAVE. A headtracking system continuously adjust the stereo projection to the current position of the
leading viewer.
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CAVE system (schematic principle):
Input Devices and other Sensual Technologies
A variety of input devices like data gloves, joysticks, and hand-held wands allow the userto navigate through a virtual environment and to interact with virtual objects. Directional
sound, tactile and force feedback devices, voice recognition and other technologies are
being employed to enrich the immersive experience and to create more "sensualized"interfaces.
A data glove allows for interactions with the virtual world:
The new 5DT Glove features advanced fiber-optic flex sensors to generate finger-bend
data. Move easily through your virtual world by combining hand gestures with the pitchand roll of your hand. Breakthrough pricing, new features, open architecture and software
support have made it the glove of choice.
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5DT Glove Cyber Glove P5 Glove Pinch Glove
CyberGlove is a low-profile, lightweight glove with flexible sensors which accurately and
repeatably measure the position and movement of the fingers and wrist. CyberGlove's
award-winning design incorporates the latest high-precision joint-sensing technology.
CyberGlove is state-of-the-art in instrumented gloves.
Pinch Glove is a remarkable new system for interacting with 3D simulation. This pair ofstretch-fabric gloves contain sensors in each fingertip which detect contact between the
digits of your hand. You can use these gestures for a wide range of control and interactive
functions customized to your specifications. Any combination of single or multiple
contacts between two or more digits can be programmed to have specific meanings,ranging from simple on/off to multi-part, multi-action commands. The gestures are not
dependent on individual hand geometry - the Pinch never requires calibration.
Ok so now we have a computer-generated scene which adjusts to the viewers head
position. The next thing we need is the ability to interact with the scene. To touch stuff in
the scene. This is where the infamous gloves come in. VR glove devices, also not cheap,are devices that are specialized position, orientation sensors. Specialized software reads the
position of the hand along with the positions of the figures to let you make gestures of
various sorts to let you fly around a scene, select objects, manipulate controls and so on.
The final component for a good immersive VR system is spatialized sound. Often thehelmets you get have earphones. The computing environment can have sounds associated
directly with objects or people floating around in the virtual world. Attaching sounds and
getting the sensation of object locations via sound cues is an effective technique to hightenthe immersive effect.
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Characteristics of Immersive VR
The unique characteristics of immersive virtual reality can be summarized as follows:
Head-referenced viewing provides a natural interface for the navigation in three-
dimensional space and allows for look-around, walk-around, and fly-throughcapabilities in virtual environments.
Stereoscopic viewing enhances the perception of depth and the sense of space.
The virtual world is presented in full scale and relates properly to the human size.
Realistic interactions with virtual objects via data glove and similar devices allow
for manipulation, operation, and control of virtual worlds.
The convincing illusion of being fully immersed in an artificial world can be
enhanced by auditory, haptic, and other non-visual technologies.
Networked applications allow for shared virtual environments.
Shared Virtual Environments
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In the example illustrated below, three networked users at different locations (anywhere in
the world) meet in the same virtual world by using a BOOM device, a CAVE system, and a
Head-Mounted Display, respectively. All users see the same virtual environment from theirrespective points of view. Each user is presented as a virtual human (avatar) to the other
participants. The users can see each other, communicated with each other, and interact with
the virtual world as a team.
Non-immersive VR
Today, the term 'Virtual Reality' is also used for applications that are not fully immersive.
The boundaries are becoming blurred, but all variations of VR will be important in thefuture. This includes mouse-controlled navigation through a three-dimensional
environment on a graphics monitor, stereo viewing from the monitor via stereo glasses,
stereo projection systems, and others. Apple's QuickTimeVR,for example, usesphotographs for the modeling of three-dimensional worlds and provides pseudo look-
around and walk-trough capabilities on a graphics monitor.
VRML
Most exciting is the ongoing development of VRML (Virtual Reality Modeling Language)
on the World Wide Web. In addition to HTML (HyperText Markup Language), that has
become a standard authoring tool for the creation of home pages, VRML provides three-dimensional worlds with integrated hyperlinks on the Web. Home pages become home
spaces. The viewing of VRML models via a VRML plug-in for Web browsers is usuallydone on a graphics monitor under mouse-control and, therefore, not fully immersive.
However, the syntax and data structure of VRML provide an excellent tool for the
modeling of three-dimensional worlds that are functional and interactive and that can,ultimately, be transferred into fully immersive viewing systems
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Rendering of Escher's Penrose Staircase
VR-related Technologies
Other VR-related technologies combine virtual and real environments. Motion trackers are
employed to monitor the movements of dancers or athletes for subsequent studies inimmersive VR. The technologies of 'Augmented Reality' allow for the viewing of realenvironments with superimposed virtual objects. Telepresence systems (e.g., telemedicine,
telerobotics) immerse a viewer in a real world that is captured by video cameras at a distant
location and allow for the remote manipulation of real objects via robot arms and
manipulators.
VIRTUAL REALITY: Applications for Grand Challenges
As the technologies of virtual reality evolve, the applications of VR become literally
unlimited. It is assumed that VR will reshape the interface between people and information
technology by offering new ways for the communication of information, the visualizationof processes, and the creative expression of ideas.
Note that a virtual environment can represent any three-dimensional world that is eitherreal or abstract. This includes real systems like buildings, landscapes, underwater
shipwrecks, spacecrafts, archaeological excavation sites, human anatomy, sculptures, crime
scene reconstructions, solar systems, and so on. Of special interest is the visual and sensual
representation of abstract systems like magnetic fields, turbulent flow structures, molecularmodels, mathematical systems, auditorium acoustics, stock market behavior, population
densities, information flows, and any other conceivable system including artistic and
creative work of abstract nature. These virtual worlds can be animated, interactive, shared,and can expose behavior and functionality.
Real and abstract virtual worlds (Stadium, Flow Structure):
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Useful applications of VR include training in a variety of areas (military, medical,
equipment operation, etc.), education, design evaluation (virtual prototyping), architecturalwalk-through, human factors and ergonomic studies, simulation of assembly sequences and
maintenance tasks, assistance for the handicapped, study and treatment of phobias (e.g.,fear of height), entertainment, and much more.
Grand Challenge research is employing high-performance computing and communications
to build more energy-efficient cars and airplane, to design better drugs, to improve military
surveillance systems and environmental monitoring, to create new materials. The 34 GrandChallenge projects now underway range from explorations of molecules to studies on the
origins of galaxies.
Cosmology
One of the largest, 3-dimensional simulations of the universe is helping scientists
refine theories about the origins of galaxies. By digitally altering the mix of stellar
gas, ordinary matter, and dark matter created soon after the Big Bang, cosmologists
are searching for the correct formula for replicating the universe as it exists.Knowing how the structures we see today emerged from the fireball of creation will
reveal much about the future of the cosmos.
Material sciences
Researchers are modeling the more than 400 different hydrogen-nitrogen chemical
reactions in an internal combustion engine to design cooler, more efficient carengines. Other researchers are analyzing the properties of compounds in a race to
discover the next generation of superconducting material. The winner willrevolutionize power transmission and transportation.
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Molecular biosciences
VR models of some of life's smallest structures are helping scientists decipher the
precise mechanisms through which proteins communicate with each other, forinstance, to bind antibody to antigen or signal a cell membrane to dilate.
Knowledge of this kind is speeding the development of biological and industrialcatalysts as well as therapeutic drugs.
Relativity
By simulating the gravitational ripples that would be generated if two black holescollided, researchers hope to confirm the existence of these elusive objects
predicted as a consequence of Einstein's famous General Theory of Relativity.
Should the simulated ripples precisely match gravitational waves detected by LIGO,an array of sensing devices that will become operational in 2000, not only could
the existence of black holes be confirmed but also Einstein's 80-year-old theory
finally will be vindicated.
Weather forecasting
When Hurricane Emily approached the Atlantic coast in 1993, a new hurricane
model accurately predicted 48 hours in advance that the hurricane would turn
sharply back out to sea off Cape Hatteras without making landfall. Predicting long-
term weather patterns is one of the outcomes of the new monitoring andinstrumentation tools being developed at part of the HPCC.
Atmospheric scientists are also turning to advanced computing tools and virtual
environments like the CAVE to calculate the behavior of more local disturbances,
particularly thunderstorms that spawn tornados
Modeling. We create mental and physical models to better understand our world. Virtual
reality allows you to experience and manipulate more complex and sophisticated modelsthan you might otherwise be able to create. Here are just a few examples:
The chemical plant tour and other virtual reality programs developed at the U-M
Virtual Reality in Chemical Engineering Lab allow chemical engineering students
to study chemical reactions, chemical plant safety, crystal structures, and fluid flow
velocity profiles. Beier's virtual car interior will eventually replace a physical mockup for the
analysis of design aspects such as layout; visibility of instruments, controls, and
mirrors; reachability and accessibility; and human performance. Researchers in the U-M College of Engineering's Virtual Reality Laboratory
created a virtual prototype of a cargo ship for a manufacturing company with such
detailed and realistic three-dimensional interior and exterior representations that if
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the design had been put on the Virtual Reality Laboratory Web page, competitors
could have copied the hull design.
Some medical schools use immersive, interactive visualizations of body parts andsystems that students can see in a 360-degree fly-through to help them better
understand concepts.
Communication. Under the best of circumstances, effective communication is difficult to
achieve. The models created using virtual reality can improve communication. Virtualreality can also be used to create virtual meetings that participants attend via the Internet.
Meeting attendees can access virtual meeting rooms, see demonstrations in virtual
laboratories, and converse in real time with other attendees.
Control. Virtual reality can help you organize, manage, and control large, complex
information systems. For example, in the past, it was impossible to model a complex cargoship in sufficient detail to reveal all potential design flaws. However, when Virtual Reality
Laboratory researchers created a virtual prototype of a cargo ship at U-M and conducted a
virtual walk-through, severe design flaws were immediately revealed. These findingsavoided significant extra manufacturing costs.
Virtual reality technology can also be used by people with severe physical handicaps to
gain more control and independence. Using only their eyes, people wearing head-mounted
displays can manipulate computers that direct robots to perform tasks.
Arts, leisure, and entertainment. Virtual reality applications are most numerous and
growing most rapidly in the arts, leisure, and entertainment. Video games are one of thelargest markets in computer technology. In virtual museums, you can view art by "walking"
through virtual galleries; in a virtual design studio, you can interact with remote production
teams and examine the design object; in a virtual music room, you can see how to play
instruments. Children can build structures using virtual blocks and then enter the structurescreated.
CAVE
The CAVE (CAVE Automatic Virtual Environment) is the cadillac of virtual reality
systems. The CAVE is a 10 x 10 x 10 foot wholly immersive environment which allowsfor peripheral vision, multi-person use, and has full sound and visualization capabilities. A
CAVE environment consists of a projectable floor and three rear-projection screen walls.
Graphics in the CAVE are produced by a Silicon Graphics Onyx supercomputer thathouses multiple Reality Engine graphics CPUs. Each Reality Engine is responsible for
rendering a single wall. Two views are produced for each wall, one for the left eye and one
for the right eye. Stereo glasses are used while in the CAVE in order to view the virtualenvironment in 3D. These shuttered LCD glasses are synchronized to the screen at an
update rate of 96 Hz. The two halves of the stereo image are seen 48 times per second by
each eye separately. The brain then combines these two views into one 3-dimensional
image.
To exploit the hardware capabilities of the CAVE, visualization software must be
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developed with calls to the functions of the CAVE software library. This software may be
developed and tested on any SGI computer using CAVE simulator mode. The CAVE
simulator provides two-fold benefits to the CAVE software development process. First, itfrees up the CAVE by allowing multiple developers to simultaneously develop and debug
CAVE software on relatively inexpensive workstations. Secondly, it provides less
expensive alternatives for organizations that may find the cost of the CAVE prohibitive.The Reactor Engineering Division has explored two such options. A personal desktop VR
system has been developed by adding an emitter to an SGI Octane workstation. For group
use, a single wall CAVE capability has been developed in the Advanced Simulations andControl Laboratory.
Four examples that we have studied so far are: visualization of CAD data, computationalcrashworthiness and computational combustion.
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Virtual Reality Visualization of CAD Data
CAD/CAM software plays an integral role in nuclear power plant design. However,
CAD/CAM software leaves some major issues in the design process unaddressed. We seekto fill the gap through the use of a virtual reality representation of the plant. Through the
use of virtual reality, we plan to investigate the integration of components duringconstruction. Unforeseen problems during construction often require field changes that
introduce delays. In addition, virtual reality can be used for the training of plantmaintenance personnel. The model we are using for proof-of-concept is a CAD generated
model of the AP600 plant. The original AUTOCAD dxf file was passed through a filter to
produce a data file compatible with our VR software. We have also developed amethodology for producing virtual models from PRO/E.
BFHS
Pro/Engineer CAD Model
Mechanical components placed inside a hot cell must be carefully designed for
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maintenance. Once placed inside the hot cell, they are only accessible indirectly through
devices such as glove boxes, master slave manipulators and robots. The design of these
components must take these restrictions into account. Through a virtual prototype,designers and plant operators can rehearse maintenance procedures and identify potential
problems before equipment is built and placed into a hot cell.
Computational Crashworthiness
In early 1999, the Transportation Research Center at Argonne hosted research from the
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National Crash Analysis Center (NCAC) at George Washington University (GWU). The
NCAC is interested in collaborating with Argonne. The specific research issues that we
would explore in the course of our collaboration are studying deformations in regions ofthe car that are difficult to instrument and observe in physical experiments. A pilot project
was subsequently launched to provide an initial proof-of-concept demonstration.
Crashworthiness simulation results were received from the NCAC. The correspondingfinite element model consisted of 81 frames each with 47856 elements and 49574 nodes.
The model included an airbag and driver.
Underhood Thermal Management
Next - generation automobiles need to meet stringent government standards for emissionsand fuel economy. Increased attention has been turned towards high performance
computing and simulation as tools to enable engine designers to reach these goals. Inaddition, these future vehicles will have expensive electronics modules for controlling
vehicle behavior in response to road conditions and driving style. A novel issue in the
design of these vehicles will be locating these modules away from extreme heat. Themodel we are using is from a 3 million-cell computation using STAR-CD on the IBM SP
computer system. The capabilities that will be demonstrated are the visualization of
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temperature fields as well as particle tracking in three dimensions.