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Virtual Reality (VR) Introduction and Basic Applications

Virtual Reality (VR) Introduction and Basic Applications. Dr. Naji Shukri Alzaza Assist. Prof. of Mobile technology Dean of Community Service and Continuing Education University of Palestine, Alzahra City, Gaza, Palestine najishukri@hotmail.com, www.najishukri.wordpress.com.

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Virtual Reality (VR) Introduction and Basic Applications

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  1. Virtual Reality (VR) Introduction and Basic Applications Dr. NajiShukriAlzaza Assist. Prof. of Mobile technology Dean of Community Service and Continuing Education University of Palestine, Alzahra City, Gaza, Palestine najishukri@hotmail.com, www.najishukri.wordpress.com الواقع الافتراضي: مقدمة وتطبيقات

  2. 3 VR INPUT DEVICES

  3. Objectives Students should be able to understand the: • Classification of VR input devices • Discrete - Chord Keyboard, Soft Keyboard, Pinch Glove • Continuous - Mouse, Tracker, Data Glove • Hybrid - Ring mouse, Shape tape, Cubic mouse • Other VR input devices • Data suit • Locomotion Devices Dr. Naji Shukri Alzaza

  4. INPUTDEVICES • Input devices allow the user to communicate and control a VR application. Classification of VR input devices • Discrete • Continuous • Hybrid Dr. Naji Shukri Alzaza

  5. DISCRETEINPUTDEVICES • A discrete input device produces individual events when the user performs some action. • Keyboard is a typical discrete device – each key press signals the system to do something, and no input is produced unless a key is pressed. • In VR systems, keyboards may also be used, but often they are non-traditional keyboards, such as chord keyboards or soft keyboards. Discrete - clearly separate Dr. Naji Shukri Alzaza

  6. DISCRETEINPUTDEVICES 1. CHORD KEYBOARD • A one-handed device with a small number of keys that allows the user to input any symbol by pressing “chords” (multiple keys held down at once). Dr. Naji Shukri Alzaza

  7. DISCRETEINPUTDEVICES 2. SOFT KEYBOARD • Soft or virtual keyboards do not use a specialized input device at all, but instead use virtual keys presented in the environment. • The user selects these virtual keys to input symbols. Dr. Naji Shukri Alzaza

  8. DISCRETEINPUTDEVICES 3. PINCH GLOVE • Gloves with conductive cloth sewn into the fingertips, so that when two or more fingers touch one another, a signal is generated. • Have been used for a variety of different tasks in VEs, including navigation, manipulation, menus, and symbolic input. Dr. Naji Shukri Alzaza

  9. CONTINUOUS INPUT DEVICE • A continuous input device sends signals back to the host computer constantly with or without any action by the user. • The positional component of a mouse is a continuous input device used in desktop systems – it reports the X and Y positions of the mouse constantly. • In immersive VR systems, trackers and data gloves are two most common continuous input devices. Dr. Naji Shukri Alzaza

  10. CONTINUOUSINPUTDEVICE - TRACKER • Tracker is an important component of many types of VR systems. • A head tracker allows users to view the virtual world naturally using head motions, rather than indirect movements using a mouse or some other device. • Many VR applications also track users’ hands, bodies, or feet, or other physical objects (props). Dr. Naji Shukri Alzaza

  11. CONTINUOUSINPUTDEVICE - TRACKER • There are many different technologies used in tracking devices, including:- • Electromagnetic • Acoustic • Optical • Mechanical • Vision-based Dr. Naji Shukri Alzaza

  12. ELECTROMAGNETIC Wireless suit Dr. Naji Shukri Alzaza

  13. CONTINUOUSINPUTDEVICE - TRACKER • It is important to use tracking technologies that provide high precision, high update rates, and low levels of latency, or lag. • Latency is especially crucial for head-tracked immersive VR. • If the tracking system has too much latency, the virtual world will lag behind the user’s head movements, possibly causing simulator sickness. Dr. Naji Shukri Alzaza

  14. CONTINUOUSINPUTDEVICE - TRACKER • Data gloves continuously report on the posture of the user’s hand by measuring joint angles. • When combined with a tracker, data gloves allow the recognition of gestures (postures + orientation or motion). • This allows users to gesture naturally to interact with the VE, such as grabbing an object, waving to someone else, or giving a “thumbs-up” signal. Data glove Dr. Naji Shukri Alzaza

  15. HYBRIDINPUTDEVICES • Hybrid input devices combine both discrete and continuous inputs. • A large number of VR input devices are also hybrid in nature. • The most common example is a tracking device that also includes discrete buttons, so that it can be used something like a 3D mouse. Dr. Naji Shukri Alzaza

  16. HYBRIDINPUTDEVICES • Button device + tracker • Flex & pinch Glove • Ring mouse • Shape tape • Cubic mouse • Spaceball • Tracked Wands/Pens Dr. Naji Shukri Alzaza

  17. HYBRIDINPUTDEVICES CubicMouse Ring Mouse Flex & Pinch Glove Spaceball Tracked Wands TrackedPens Dr. Naji Shukri Alzaza

  18. OTHER INPUTDEVICES • Data suit (with many position sensors) Dr. Naji Shukri Alzaza

  19. OTHERINPUTDEVICES • Locomotion Devices • Tread mill, Stair Stepper • Skates, walking in place • Bicycle, Unicycle • Tilt platform (skate/snow board) Bicycle snow board Stair Stepper

  20. TREADMILL Dr. Naji Shukri Alzaza

  21. LOCOMOTIONDEVICES Locomotion Devices without vestibular* feedback Dr. Naji Shukri Alzaza

  22. Dr. Naji Shukri Alzaza

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