Download - All about Virtual Reality & Oculus Rift
ALL ABOUT VIRTUAL REALITY & OCULUS RIFT
WHAT IS VIRTUAL REALITY?
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels.
Virtual Reality means feeling an imaginary (virtual) world, rather than the real one. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
Virtual Reality allows a user to interact with a computer-simulated environment, be it a real or imagined one.
HISTORY OF VIRTUAL REALITY
1950’s visionary cinematographer Morton Heilig built a single user console called Sensorama. This enabled the user watch television in three dimensional ways.
In 1961, Philco Corporation engineers developed the first HMD known as the Headsight.
It was in 1965 IVAN SUTHERLAND envisioned what he called the “Ultimate Display.”
In 1988, commercial development of VR began. In 1991, first commercial entertainment VR
system "Virtuality" was released.
DEVICES USED IN VIRTUAL REALITY
HEAD MOUNTED DISPLAY (HMD)
CAVE AUTOMATIC VIRTUAL ENVIRONMENT (CAVE)
DATA GLOVES DATA SUIT
Applications Education & Training
- Driving simulator - Flight simulator- Ship simulator- Shooting simulator
Applications Movies - Virtual reality is applied in 3-D movies to try and
immerse the viewer into the movie and/or virtual setting and environments.
Video Games - Virtual reality is evident in video games. Now you can physically interact with a game by using your body and motions to control characters and other elements of the game that years ago people would only imagine.
Education and training – Training and education is done through virtual reality because it can prepare you for many dangerous jobs and put the worker in real scenarios without the risk of them being hurt. Doing this enables them to fully train and educate themselves in almost any situation possible so that they’re ready and well equipped for the job. Virtual reality can give them the experience they need without actually putting them or others in danger.
Business:
Virtual reality is being used in a number of ways by the business community which include:
Virtual tours of a business environment. Training of new employees. A 360 view of a product.
Training:
Virtual reality environments have been used for training simulators.
Examples include flight simulators, battlefield simulators for soldiers,paratrooping.
VIRTUAL ENVIRONMENTS
BEGINNING WITH FLIGHT SIMULATORS, ADVANCING THROUGH SCIENTIFIC
APPLICATIONS, AND INTO THE ENTERTAINMENT ARENA, VIRTUAL
ENVIRONMENTS HAVE BEEN DEVELOPED TO PROVIDE AN IMMERSIVE SIMULATED
EXPERIENCE WITHOUT THE EXPENSE AND RISK ASSOCIATED WITH THE REAL
THING.
BOEING 787
FLIGHT SIMULA
TOR FROM
ALTEON
MOLECULAR SIMULATION AT ARGONNE
NATIONAL LABORATORY
Engineering and Design:
VR is widely used in engineering and designing process.
It gives better understanding of the design and facilitates changes wherever necessary
It helps to reduce the time and cost factor.Examples: Building construction, car designing.
Medical:
Healthcare is one of the biggest adopters of virtual reality which encompasses surgery simulation, phobia treatment, robotic surgery and skills training.
VR finds its application in nursing, dentistry, health issues for the disabled.
Entertainment:
The entertainment industry is one of the most enthusiastic advocates of virtual reality, most noticeably in games and virtual worlds.
Virtual Museum, e.g. interactive exhibitions Gaming Virtual theme parks
DIGITAL 3D
ADVANCES IN DIGITAL PHOTOGRAPHY AND STEREOSCOPY HAVE ENABLED FILMMAKERS TO AFFORDABLY PRODUCE 3D FILMS AND THEATRE
OWNERS TO AFFORDABLY SHOW THEM.A 3D DIGITAL CAMERA RECORDS VIDEO, CIRCULARLY POLARIZING THE RIGHT VIEWPOINT USING RIGHT-HANDED POLARIZATION...
...WHILE RECORDING THE LEFT VIEWPOINT USING LEFT-HANDED
CIRCULAR POLARIZATION.
BOTH IMAGES ARE PROJECTED SIMULTANEOUSLY ONTO THE THEATRE SCREEN, IN A MANNER THAT GUARANTEES THAT THE VIEWPOINTS ARE SYNCHRONIZED.
THE MOVIEGOER WEARS POLARIZED GLASSES THAT
ONLY ALLOW THE RIGHT-HANDED POLARIZED IMAGES
TO PASS THROUGH THE RIGHT LENS AND THE LEFT-HANDED POLARIZED IMAGES TO PASS
THROUGH THE LEFT LENS.
VERGENCE VS. ACCOMMODATION
PROJECTING A 3D IMAGE ONTO A 2D SCREEN OR TELEVISION
DISPLAY TENDS TO PLAY TRICKS WITH ONE’S VISUAL
PERCEPTION.IN THE REAL WORLD, WHEN A PERSON TRIES TO FOCUS ON A
DISTANT OBJECT, THE EYES EXPERIENCE VERGENCE, WHERE
THEY BOTH ROTATE ON THEIR OWN VERTICAL AXES UNTIL THEY BOTH POINT AT THE
OBJECT.
MEANWHILE, THE EYES EXPERIENCE
ACCOMMODATION, WHERE THEY REFLEXIVELY FOCUS ON THE OBJECT IN ITS DISTANT POSITION, CAUSING NEARBY
OBJECTS TO GO OUT OF FOCUS.
WITH 3D IMAGES, HOWEVER, THE EYES ROTATE SO THEY
ARE POINTED TO WHERE THE OBJECT SEEMS TO BE, BUT THE
REFLEXIVE FOCUS MUST ADJUST TO THE SCREEN’S
ACTUAL LOCATION, ELIMINATING THE NATURAL
BLURRING OF NEARBY OBJECTS.
THIS RESULTS IN SERIOUS
EYESTRAIN AND HEADACHES FOR
MANY 3D AUDIENCE MEMBERS.
Oculus Rift
Oculus Rift was invented by a virtual reality enthusiast named Palmer Luckey.
The Oculus Rift is a virtual reality head mounted display, being developed by Oculus VR, a division of Facebook.
The Oculus Rift is a virtual reality headset that lets players step inside their favorite games and virtual worlds.
How it works
It uses a 7 inch LCD display screen with a resolution of 1280 by 800 pixels.
Screen is divided into 640 by 800 pixels per eye, with a fixed distance between lens centers.
User can view the screen through two lens cup.
How it works
Back view of Oculus Rift.
[5]
OCULUS RIFT
Head-Mounted Display
(Coated in white markers)
Camera(Tracks markers to record user’s head
position)
Head Straps
Circuit BoardScreen
Diopter Adjustment
(Rotate to fine tune so
eyeglasses aren’t needed)
Lenses(Three pairs are provided
to accommodat
e good, moderate, and heavy
nearsightedness)
Foam Padding(Fits to face)
How it works
A control box is used to hook the headset up to your computer.
Control box includes HDMI port, mini USB port, DVI pot and DC power connection port.
Control box also contains five buttons for controlling contrast, brightness and power.
How it works
Control box.
[6]
Developer Version
In August 2012, Oculus announced the "dev kit" version of the Oculus Rift.
In March 2014, Oculus announced the upcoming Devkit 2 (DK2) which they expected to begin shipping in July 2014.
Consumer Version
A consumer version of the Rift is in development, which will be aimed at a general market and feature improved components.
Improved positional tracking, higher resolution, and wireless operation are some of the features under consideration.
THE OCULUS RIFT EXPERIENCE
Problems
Resolution is currently too low. Not glasses friendly yet. Heavy weight design. Users experiences motion sickness.
SIMULATOR SICKNESSEFFORTS TO MAKE VR SIMULATIONS AS REALISTIC AS
POSSIBLE FREQUENTLY HAVE UNPLEASANT SIDE
EFFECTS.FOR EXAMPLE, PROVIDING A
VISUAL HEADBOB (LIKE THE ONE
ILLUSTRATED AT RIGHT), WITHOUT
AN ACCOMPANYING
PHYSICAL MOTION, CAN RESULT IN
MOTION SICKNESS AND NAUSEA.
SIMILAR PROBLEMS TEND TO OCCUR WITH RAPID CHANGES IN
ACCELERATION AND RAPID SHIFTS IN PERSPECTIVE.
BALANCE & THE INNER EAR
THE SEMICIRCULAR CANALS WITHIN THE INNER EAR CONTAIN HAIR
CELLS THAT REACT TO BODY
MOVEMENTS.
THESE REACTIONS ARE TRANSMITTED BY MEANS OF THE
VESTIBULAR NERVE TO THE BRAIN, WHICH
SUBCONSCIOUSLY SENDS MESSAGES
TO THE BODY’S TRUNK AND LIMBS
TO MAINTAIN BALANCE.
WHEN THE EYES SEND THE BRAIN A DIFFERENT MESSAGE
REGARDING THE BODY’S MOVEMENTS, THE BRAIN MAY
REACT ADVERSELY, CAUSING A LOSS OF BALANCE.
VR LATENCY
WHEN THE VR SYSTEM’S PROCESSING TIME IS
EXCESSIVE, ITS REACTIONS TO THE
USER’S ACTIONS WILL LAG BEHIND, WHICH
DESTROYS THE ILLUSION OF IMMERSION WHEN IT
BECOMES NOTICEABLE TO THE USER.
LATENCY IS PARTICULARLY
PROBLEMATIC IN “AUGMENTED
REALITY” APPLICATIONS,
WHERE VIRTUAL OBJECTS ARE OVERLAID ON THE USER’S
REAL WORLD SETTING, SINCE
THE VIRTUAL AND THE REAL
SHOULD OSTENSIBLY BE INTERACTING.
VR HEADSETS
Oculus Rift Carl Zeiss Cinemizer
Silicon Micro Display ST1080
Sony HMZ-T2640x800
Resolution870x500
Resolution1920x1080 Resolution
1280x720 Resolution90° Horizontal
FOV30° Horizontal
FOV39° Horizontal
FOV45° Horizontal
FOV13.4 Ounces 4.2 Ounces 6.3 Ounces 11.6 Ounces7˝ Diagonal
Display0.39˝ Diagonal
Display0.74˝ Diagonal
Display0.7˝ Diagonal
DisplayLiquid Crystal Display
Organic Light-Emitting Diode
Liquid Crystal on Silicon
Organic Light-Emitting Diode$300 $749 $799 $894
FACEBOOK PAYS $2 BILLION FOR OCULUS
“Our mission is to make the world more open and connected. For the past few years, this has mostly meant building mobile apps that help you share with the people you care about. We have a lot more to do on mobile, but at this point we feel we're in a position where we can start focusing on what platforms will come next to enable even more useful, entertaining and personal experiences…“After games, we're going to make Oculus a platform for many other experiences. Imagine enjoying a court side seat at a game, studying in a classroom of students and teachers all over the world or consulting with a doctor face-to-face -- just by putting on goggles in your home.“This is really a new communication platform. By feeling truly present, you can share unbounded spaces and experiences with the people in your life. Imagine sharing not just moments with your friends online, but entire experiences and adventures.”
Mark ZuckerbergMarch 25, 2014
GOOGLE CARDBOARD
Cardboard($2)
Lenses($10)
Magnets
($6)
Velcro($3)
Rubber Band(1¢)
Google’s response to the $350 Oculus Rift
Developer’s Kit is this do-it-yourself “Oculus
Thrift” which turns Android devices into portable VR viewers, using an open source software developers
kit.
CONCLUSION
• Virtual Reality is a growing industry.• PC and specialized hardware are getting better, faster and
cheaper because of development in VR.• In the past, computing power has doubled approximately
every 18 months. If this is the case then we should have a computer powerful enough to run immersive VR programs in our own homes by the year 2037.
THANK YOU…
QUESTIONS???