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Virtual Reality Tom Allenbaugh Keegan Donnelly Daniel Frecka David Hazlett Erik Shilling

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Virtual RealityTom Allenbaugh Keegan Donnelly Daniel Frecka

David Hazlett Erik Shilling

Overview

● Augmented Reality vs Virtual Reality● History of Virtual Reality● Oculus Rift● Full Immersion● Uses of Virtual Reality● The Future of Virtual Reality

Virtual Reality: A Definition

● Virtual: “near”● Reality: “what we experience as human

beings”

● “Virtual Reality”: “a three-dimensional, computer generated environment which can be explored and interacted with by a person”

Augmented vs Virtual Reality

Augmented Reality● Extension of reality● Interact with existing

environment● Many possible different

interfaces/views

http://blogs.solidworks.com/solidworksblog/wp-content/uploads/sites/2/6a00d83451706569e2017ee8115a91

970d.jpg

Augmented vs Virtual Reality

Virtual Reality● Replacement for reality● Imagining wholly new

environments● Total control of sensory

input (ideally)

http://cdn.business2community.com/wp-content/uploads/2013/12/virtual-reality-3.jpg

Augmented vs Virtual Reality

The History: An Idea

● Douglas Engelbart envisioned computers as tools for digital display

● Radar defense systems were first “real-time” simulation of data

● Ivan Sutherland developed a light pen in 1962

http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/Images/radar.gif

The History: Flight Simulators

● Millions of dollars spent by military into flight simulation research

● In 1970s, videos and models replaced by computer graphics

● Head-mounted displays tested in 1979

http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/Images/flight3.gif

The History: Head-mounted Displays

● Differing images produced for each eye

● Head movements are tracked by device to update perspective

● Block out surrounding environment

● Most weigh several pounds

http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/Images/HMD.gif

The History: Interface Devices

● DataGlove was invented to produce music

● NASA used DataGlove to experiment with virtual environments

● PowerGlove was used to control video games

● Wands used to change an objects position and orientation http://archive.ncsa.illinois.

edu/Cyberia/VETopLevels/Images/glove.gif

The Virtual Boy

● Launched in 1995 by Nintendo

● 32-bit CPU● Used red LEDs to display

images● Differing images shown

to both eyes to create depth

http://thegamingpixelshow.com/wp-content/uploads/2013/06/200px-Virtual-Boy-Set.png

The Failure of the Virtual Boy

● Initial reception was poor● Only 800,000 sold● Many reported

headaches after prolonged use

● Stopped production in less than a year

http://static.gamesradar.com/images/mb/GamesRadar/us/Features/2011/03/Best%20Virtual%20Boy%20games/marioclash--article_image.jpg

The Oculus Rift: Short History

● Founders met on a forum dedicated to 3D stereoscopy and virtual reality (MTBS3D)○ Co-founder had the largest personal

collection of head-mounted displays in the world

● Being developed by Oculus VR with the support of $91 million and thousands of software developers

The Oculus Rift: Kickstarter

● Demonstrated a prototype at E3 2012○ a Kickstarter campaign followed

● Able to make goal of $250k in 4 hours● Eventually made a total of $2.4 million

from the campaign● Beta versions of the Rift or “dev kits” sold

to raise money○ $300/kit

The Oculus Rift: Hardware

● Head-mounted display (HMD)

● The initial version was a duct taped unit featuring:○ high speed IMU○ 5.6-inch LCD display○ dual lenses to provide a 90°

horizontal and 110° vertical stereoscopic 3D perspective

http://images.eurogamer.net/2012/articles//a/1/4/9/0/6/0/9/R0012829.jpg.jpg

The Oculus Rift: Beta

● Oculus determined that the 5.6” panel was not sufficiently available, so they changed their design to use a 7” screen

● Bigger screen makes the stereoscopic 3D no longer 100% overlapping○ mimics human vision http://media.tumblr.

com/76cf31f507bc786d239b07b2a7722ef7/tumblr_inline_msc0vqNxyP1qz4rgp.png

The Oculus Rift: Beta

● Resolution is 1280×800 (16:10 aspect ratio), or 640×800 per eye (4:5 aspect ratio)

● Each eye is projected a barrel distorted image corrected by pincushion effect by the lenses ○ generates a spherical-mapped

image for each eye http://dslrfilmschool.com/wp-content/uploads/2013/01/Lens-Distortion.png

The Oculus Rift: Motion

● Oculus incorporates a 1000 Hz Adjacent Reality Tracker○ much lower latency than any

other tracker○ a combination of 3-axis:

■ gyros■ accelerometers■ magnetometers

http://i.imgur.com/Pxptu.jpg

The Oculus Rift: Software

● SDK included with beta kit○ code○ samples○ documentation

● Integration first with smartphones and PCs○ consoles to come in the future

● Drivers exist to play big name games through the Rift such as Bioshock, Portal 2, Skyrim

http://img843.imageshack.us/img843/7545/screenshot1364649455.jpg

The Oculus Rift: Issues

● Screen door effect○ lines separating the pixels

become visible on the screen because projector resolution higher than projected image’s res

● Motion sickness● Physical strain

http://i.imgur.com/MxOKLvK.jpg

Demo

Full Immersion● Tactical

○ performing tactile operations that involve skill.

● Strategic ○ more cerebral, associated with mental challenge.

● Narrative○ players become invested in a story.

● Spatial○ player feels the simulated world is perceptually

convincing.

Full Immersion● Panoramic 3D displays (visual)● Surround sound acoustics

(auditory)● Haptics and force feedback

(tactile)● Smell replication (olfactory)● Taste replication (gustation)

http://static.ddmcdn.com/gif/virtual-reality-8.jpg

Simulated Experience

● Induce sensations directly into nervous system.○ cybernetics/nanobots○ radiation○ quantum computers

● Blue Brain Project● Strong AI

Virtual Cocoon

● All five senses are engaged

● Simulated environments○ Pre-programmed○ Second device

● In developmenthttp://i.dailymail.co.uk/i/pix/2009/03/04/article-1159206-

03BDCD80000005DC-170_468x364.jpg

Virtuix Omni

● Omnidirectional treadmill

● Requires Oculus Rift● Allows:

○ Running○ Jumping○ Strafing○ Sitting

https://s3.amazonaws.com/ksr/projects/476061/photo-main.jpg?1370329539

Uses of Virtual Reality

Practical● Physical/Mental therapy● Medical diagnostics● Job training and

immersive education● Psychological research● Scientific visualization● Project simulation● VPL research

Recreational● Video games● Virtual tourism/events● Athletics● “Holodeck” style CAVE

(“CAVE Automatic Virtual Environment”)

Physical Therapy● Controlling games with

limbs and motion instead of hand-held controllers

● VR as exercise, sensory stimulation, and therapy

● Driven by research institutions and companies like GestureTek Health

● CSE 5911 Capstone Design - Software Applications project

● Higher quality of life for the infirm and disabled http://community.ashworthcollege.edu/servlet/JiveServlet/showImage/2-192839-30428/bethAbraham.jpg

Mental Therapy

● Exposure therapy● Treating PTSD in

soldiers● Overcoming

phobias

http://psychnews.psychiatryonline.org/data/Journals/PN/4163/img_0230.jpeg

http://www.vrphobia.com/spiders2.jpg

Virtual Training

● Training for surgeons, pilots, etc.

● Consequence-free experiences for precision-based careers

● Replacement for expensive brain-surgery cadavers http://www.wired.

com/images_blogs/wiredscience/2009/08/drwietimg_4481.jpg

Example: Virtual Sinus Surgery

Other Examples Data Tours and Visualization

http://www.ufz.de/export/data/1/19719_CMS_IMAGE.png

Virtual Design and Construction

http://www.exponent.com/files/Uploads/Images/construction%20consulting/virtual%20design/virtual%20design%203.jpg

Other Examples

http://static.worldviz.com/_wp/wp-content/uploads/2012/09/vizard-ide-1024x609.png

Virtual Tourism

http://www.tonycharters.com/images/TourforceEd43/virtual.JPG

http://www.urenio.org/wp-content/uploads/2012/02/augmented-reality-travel-tourism-apps-2.jpg

Virtual Motivation

http://scienceroll.files.wordpress.com/2014/01/7853758_orig-786x305.png?w=629&h=244

CAVE Automatic Virtual Environment

http://i1.wp.com/www.roadtovr.com/wp-content/uploads/2013/01/sony-cave-great-films-fill-rooms.jpg

Future of Virtual Reality: Oculus

● Consumer version of Oculus Rift expected in late 2014 or early 2015 but no confirmation yet

● Consumer version aiming to feature:○ improved head and

positional tracking○ 1080p resolution○ wireless operations

http://i.kinja-img.com/gawker-media/image/upload/iimr6qqpsr4nzjz48mxm.jpg

Future of Virtual Reality: Morpheus

● Project Morpheus● 1080p resolution● 90° field of view● Stereoscopic sound● Developed by Sony

to work with the Playstation 4 http://blogs-images.forbes.

com/insertcoin/files/2014/03/morpheus.jpg

The Future...In Theory

● Direct neural interface○ Bionic Eye○ Possible innovations