PowerPoint Presentation Virtual Reality



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Betwixt the Two

  • ‘sit upon’ games
      • motorbike (bike moves)
      • ski (wind, skis move, etc.)
      • simple controls
  • go within
      • virtual roller coaster
      • aircraft cockpit
      • ship’s bridge

Inside VR

      • scenes projected on walls
      • realistic environment
      • hydraulic rams!
      • real controls
      • other people

Applications

  • simulate dangerous/expensive situations
      • command and control, virtual tourism
      • practicing medical procedures, treatment of phobias
  • see hidden real world features
      • virtual wind tunnel
  • visualize complex information
  • fun !!!
  • Engagement
      • visual realism, 3D effects: shadows, etc.
  • feeling part of the virtual world
  • Engage the senses
  • sight:
  • sound:
      • surround sound, sub-seat woofers, etc.
  • touch:
      • haptic and force feedback,
  • and more…wind, … burning rubber!
  • Engage the body
  • realistic devices
  • movement in the environment
  • interaction and control of object
  • rapid feedback - more important than photo realism
  • Collaborative virtual environments
  • virtual worlds
  • multi-participant
  • able to communicate (text, audio, video)
  • embodied - avatars

Pros and Cons

      • great leveler
      • anonymity - accountability?
      • hides disability (email even better).
  • Pros:
  • Cons:
      • no body language
      • limited communication
      • SAD !!!

Learning

  • virtual universities
      • traditional distance learning + CD ROM, video
      • email, bulletin boards
      • IRC/TCQ/chat
      • CuSeeMe, video conferencing
      • virtual worlds …
  • virtual classroom [video]

Of real and virtual …

      • video image on screen
      • computer tools
      • video of room/work in progress
  • augmented reality

Immersive Virtual Reality: A Short Introduction

  • In immersive VR, the user becomes fully immersed in an artificial, three-dimensional world that is completely generated by a computer.
  • The head-mounted display (HMD) was the first device providing its wearer with an immersive experience. 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's head 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.
  • A variety of input devices like data gloves, joysticks, and hand-held wands allow the user to 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.

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-through capabilities 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

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