virtual reality augmented realities mixed realities winter 03/102 week 8 dept. design|media arts

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Virtual Reality Augmented Realities Mixed Realities Winter 03/102 Week 8 Dept. Design|Media Arts

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Page 1: Virtual Reality Augmented Realities Mixed Realities Winter 03/102 Week 8 Dept. Design|Media Arts

Virtual RealityAugmented Realities

Mixed Realities

Winter 03/102Week 8

Dept. Design|Media Arts

Page 2: Virtual Reality Augmented Realities Mixed Realities Winter 03/102 Week 8 Dept. Design|Media Arts

CHAR DAVIES Osmose 1995

Computers, sound synthesizers and processors, stereoscopic head-mounted display with 3-D localized sound, interface vest, motion-capture devices, video projector, silh

ouette screen Dimensions variable

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Early VR

• Bell Helicopter Company used displays connected to a camera for flight simulation

• The system proved to give a satisfactory sense of realitiy to the user

• Similar systems were used for air pilot training until early 80s

• Ivan Sutherland took the idea and built the ”ultimate Display”, the first Head-Mounted Display (HMD) in 1966 (the image to the right: circa 1967)

• Reference can be found at: http://www.sun.com/960710/feature3/alice.html#pics

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Evans &Sutherland• Founded in 1973 by two professors David Evan

s and Ivan Sutherland (see http://www.es.com/about_eands/history/index.asp)

• Specialized in graphic engines for real time interactive image generation

• Construction of a simulator capable of producing 20 images/second

• Resulted in the first flight simulator for the US Army

• Development of a VR helmet in the 70’s and 80’s by the US Army (secret project)

• Provided system for flight simulators for commercial aircraft all over the world

• Fastest real time graphics engine• As the cold war ends, became active in enterta

inment business

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SENSORAMA by Morton Heilig (1960)Not interactive, but an immersive environment

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Immersive environment:panorama, peepshow and stereoscope

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Illusion of “being there”

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Peepshow box and perspective prints

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All sorts of stereoscopes….

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3D cinema

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Wider screen

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The Cinerama Dome with its 316 hexagons and pentagons was built in sixteen weeks in 1963 and opened with Stanley Kramer's

"It's a Mad, Mad, Mad, Mad World."

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Real time graphics(Dan Sandin’s Image Processor and other analog image synthesizer

s)

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“Put-that-there”Voice and gesture at the graphics interface,

Negroponte et al, MIT, 1980

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“Artificial Reality” Engineer/Artist Myron Krueger, 1983

Videoplace 1985

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Modern Notion of Virtual Reality SystemsNASA AMES

• Around 1985, using DEC PDP 11-40 and E&S • 3-D head position measurement by Polhemus digitizer• Display as wireframe• Data glove added by Scott Fisher• First virtual sound system in 1988 by Scott Fisher and E.

Wenzel• Created the first system capable of synthesizing four virtual 3-D

sound sources• The sound sources were localized even if the head moves

Page 22: Virtual Reality Augmented Realities Mixed Realities Winter 03/102 Week 8 Dept. Design|Media Arts

Super Cockpit Tom Furness, Univ. of Washington

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UNC Chapel Hill 1980s - CG, computer science, parallel processing, force

feedback, tactile display, new ideas and concepts…..(photo: concept model for X-ray viewing, 1990)

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Late 1980s to Beginning of 1990s: VR as a phenomenon

Photo: NASA AMES 1990 Scott Fisher et al.

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VR Comes to the Public’s Attention(Article on Dataglove, 1987)

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Commercially available equipmentsVPL Dataglove, Datasuit

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Jaron Lanier, CEO of VPLStands for "Visual Programming Language”, founded in 1984

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FakeSpace Boom Display - early 1990s

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MenagerieScott Fisher et al.

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Dan Sandin Developed CAVE

Page 32: Virtual Reality Augmented Realities Mixed Realities Winter 03/102 Week 8 Dept. Design|Media Arts

CAVE: The concept developed from Art and Technology collaboration

• Developed around 1992 at the University of Illinois’ Electronic Visualization Laboratory (EVL) at Urbana Champaign, USA

• First version was based on a network of SGI Reality Engine machines to render images in real-time display

• The system is composed of three projection walls and one floor

• Use two 3-D magnetic trackers, Flock of Birds by Ascension Technology, to locate the head and the hand

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Industrial Applications of VR

• Molecular modeling• Medical• Architecture : Walk through• Interior design: Kitchen• Industrial design: Car• Psychology• Training

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Communication environmentEducation

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The IMMERSADESKand other wide-screen formats

• IMMERSADESK: Developed at the EVL around 1995

• Is equivalent to a 3-D drafting table

• Uses the same interface as the CAVE : The wand tracks the hand and a head tracker

• Immersive environment with wide screens, semi-spherical screens emerge

Page 40: Virtual Reality Augmented Realities Mixed Realities Winter 03/102 Week 8 Dept. Design|Media Arts

Bush Soul by Rebecca Allen

Page 41: Virtual Reality Augmented Realities Mixed Realities Winter 03/102 Week 8 Dept. Design|Media Arts

VR for everyone:on PC and on the Web

• Introduction of VRML 1.0 in 1996

• Introduction of Performer library by SGI around 1996

• QTVR (Apple, 1992)• Commercial version of the

CAVE available in 1998 produced by Pyramid Systems

• Introduction of many high-speed graphic cards for PCs around 1998

• Introduction of VRML 2.0 in 1998

• PC CAVE

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Artistic applications of VR Concept, context and new interface ideas

• Legible City: Jeffery Shaw• Home of the Brain: Monika Fleisc

hmann, Art+Com• Virtual tram ride in Karlsruhe: Mic

hael Naimark• Handsight: Agnes Hegedus• Menagerie: Scott Fisher, Susan A

mkraut, • Interactive Plant Growing, A-Volve:

Christa Sommerer, Laurent Mingonneau

• Living by Numbers: Luc Courschene

• Osmose, Ephemere: Char Davies• World Skin: Maurice Benayoun

Page 45: Virtual Reality Augmented Realities Mixed Realities Winter 03/102 Week 8 Dept. Design|Media Arts

VR interfaces(image below: Virtual YABUSAME, shooting arrows on horseback)

• Both input and output are needed in real time

• Vision • Sound• Detection: Sensors, video camer

as, microphones, etc.• Body tracking• Eye tracking• Pressures and force feedback (fr

om joystick to haptic display)

…. What else?

Page 46: Virtual Reality Augmented Realities Mixed Realities Winter 03/102 Week 8 Dept. Design|Media Arts

Force FeedbackPhysical interaction within a virtual environment

(image below: Virtual Chambara, Univ. Tokyo)

Page 47: Virtual Reality Augmented Realities Mixed Realities Winter 03/102 Week 8 Dept. Design|Media Arts

“As Much As You Love Me”(An artwork with force feedback using magnetic field)

Page 48: Virtual Reality Augmented Realities Mixed Realities Winter 03/102 Week 8 Dept. Design|Media Arts

Augmented Realitiesand

Mixed Realities

Page 49: Virtual Reality Augmented Realities Mixed Realities Winter 03/102 Week 8 Dept. Design|Media Arts

Augmented Realities

• Enhance the real environment by adding virtual visual/audible/tactile information

• Training in engineering, medical help• Visualization of data

• Enhance the virtual environment by bringing in real objects, vision, sound, or other information from the real world

• Add a sense of reality to virtual reality• Eliminate the sense of loss in the virtual world• Training, simuation

Page 50: Virtual Reality Augmented Realities Mixed Realities Winter 03/102 Week 8 Dept. Design|Media Arts

Augmented Realities and Augmented Virtualities: Why not Mixed Realities?

(image: from MR Lab, Japan)

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Mixed Realities(image: Music on the Table, by Toshio Iwai)

• The hot field in VR studies• More “natural”• Tactile sensation is easier to

achieve• Wider possibilities• Easier to use• Needs to be calibrated

precisely, to much the real world and the virtual

• Became an active field in Japan: How is it related to the “sense of reality” in each culture?

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