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Introduction to Virtual Environments User Interfaces and Usability Fall 09

Introduction to Virtual Environments User Interfaces and Usability Fall 09. John Quarles. http://www.youtube.com/watch?v=ctnY2hcHDKc. Virtual Reality Definition. What is virtual reality? Virtual – being in essence or effect, but not in fact Example VRAM Reality –

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Introduction to Virtual Environments User Interfaces and Usability Fall 09

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  1. Introduction to Virtual EnvironmentsUser Interfaces and UsabilityFall 09 John Quarles http://www.youtube.com/watch?v=ctnY2hcHDKc

  2. Virtual Reality Definition • What is virtual reality? • Virtual – • being in essence or effect, but not in fact • Example VRAM • Reality – • the state or quality of being real. Something that exists independently of ideas concerning it. Something that constitutes a real or actual thing as distinguished from something that is merely apparent.” • What was the first VR?

  3. What was the first VR?

  4. Progression • Story telling • What did this rely on? • User’s imagination! • Multi-sensory • Images • Sounds • Control • Events • View • What do these things have in common? • Immersion

  5. Define VR • Burdea: • Virtual reality is a high-end user-computer interface that involves real-time simulation and interactions through multiple sensorial channels. These sensorial modalities are visual, auditory, tactile, smell, and taste.

  6. Burdea’s 3 I’s of VR • Interactivity – user impacts world • Define • Channels • Immersion – believing you are there • Define • What contributes to it? • Imagination – user ‘buying’ into the experience • Examples • Why is this necessary?

  7. Ivan Sutherland’s The Ultimate Display “Don’t think of that thing as a screen, think of it as a window, a window through which one looks into a virtual world. The challenge to computer graphics is to make that virtual world look real, sound real, move and respond to interaction in real time, and even feel real.”

  8. Our definition (from Brooks’ What’s Real About Virtual Reality) • Virtual Reality Experience – the user is effectively immersed in a responsive virtual world. • Implies -> user dynamic control of viewpoint • Control becomes an important element of VR systems. • Differentiates VR from books and movies (or watching movies in HMD) • Why is control more important?

  9. Key Elements of Virtual Reality Experience • Virtual World - content of a given medium • screen play, script, etc. • actors performing the play allows us to experience the virtual world • Immersion – sensation of being in an environment • mental immersion – suspension of disbelief • physical immersion – bodily entering the medium • Related to presence – (mentally immersed) the participant’s sensation of being in the virtual environment (Slater) • http://www.youtube.com/watch?v=h8c6U7dpI7g Walking Experiment at UNC – Chapel Hill

  10. Key Elements of Virtual Reality Experience • Sensory Feedback – information about the virtual world is presented to the participant’s senses • Visual (most common) • Audio • Touch • Interactivity – the virtual world responds to the user’s actions. • Computer makes this possible • Real-time Walking Experiment at UNC – Chapel Hill

  11. Given these points… are these VR experiences? • Virtual World • Immersion • Sensory Feedback • Interactivity • Create a table and decide how these items stack up as VR or not: • ZORK • Choose Your Own Adventure • Fallout 3 • Transformers (the 2007 movie) • 747 Flight Simulator • Microsoft Flight Simulator 2004 (on a PC) • Hitchhikers Guide to the Galaxy (the book)

  12. Other Definitions (from book) • Artificial Reality – synthetic environments in which a user may interactively participate • Virtual – not real. representations of physical objects. • Virtual World, Virtual Reality, Virtual Environments – used interchangeably. • Brooks – we aren’t even close to creating realities yet. • Cyberspace – location that exists only in the mind of the participants. DO NOT OVERUSE or lower letter grades will result! (kidding)

  13. Virtual Environments • Augmented Reality (Mixed Reality) • Telepresence • Artificial Reality • Classical Simulation Environments • Virtual Reality All Virtual Objects All Real Objects

  14. Augmented (Mixed) Reality • A combination of a real scene viewed by a user and a virtual scene generated by a computer that augments the scene with additional information. Ultrasound Visualization Research at UNC – Chapel Hill All Virtual Objects All Real Objects

  15. Telepresence • The use of various technologies to produce the effect of placing the user in another location. All Virtual Objects All Real Objects

  16. Artificial Reality (Myron Kruger) Responsive Environment • Is an environment where human behavior is perceived by a computer which interprets what it observes and responds through intelligent visual and auditory displays • http://www.youtube.com/watch?v=dqZyZrN3Pl0 All Virtual Objects All Real Objects

  17. Classical Simulation • Classical simulation is a mix of real objects and computer generated stimuli. • http://www.youtube.com/watch?v=ZyLgrKUBfJo • http://www.youtube.com/watch?v=4fKf-JBCFqE All Virtual Objects All Real Objects

  18. Virtual Reality • Ideal for VR is that everything you experience is computer-generated. All Virtual Objects All Real Objects

  19. VR usually implies • Immersive Technology • Remember definition • Real-time first person view • Environment responds to you (at least at the level of head-motion)

  20. Immersive Technology • Head-mounted Display • Optical System • Image Source (CRT or LCD) • Mounting Apparatus • Earphones • Position Tracker

  21. Immersive Technology • Multi-screen Projection of stereoscopic images (CAVE)

  22. Immersive Technology • Single large stereoscopic display • Projection-based • Head-tracked • Possible tracking of hands and arms. • Brings virtual objects into the physical world

  23. Other Characteristics • Head and body tracking implies that visual content is always computed and rendered in “real time” (10-60 frames/second). • In virtual reality you have a sense of, and interact with, three-dimensional things as opposed to pictures or movies of things.

  24. What are the primary intellectual components that create a virtual environment? • Hardware / Technology • User’s Perspective (the environment that is experienced) • System Software Design • Interaction Techniques

  25. User’s perspective • Setting • Objects in world • Other participants • Active/Passive • Factory Simulation • Architectural Walkthrough

  26. What is my computation environment? How many active users do I wish to accommodate? What display modalities and technologies will I use? What sensor modalities and technologies will I use? Hardware / Technology

  27. System Software Design • Software structures that run the virtual environment • Rendering group • Graphics, audio, haptic • Sensor polling group • Separately poll each sensor hardware subsystem • Computation group • Manage the state of the environment

  28. Interaction Techniques • Do I interact with the environment? • How do I interact with the environment? • Not the same as what devices I use

  29. Applications? Most current applications: • Special Purpose • Interaction simple and/or infrequent • Sidestep limitations of graphics and haptics • A few expensive systems are sold to a few rich people • http://video.google.com/videoplay?docid=-1997633508821626439&ei=C-XUSuXvJJjqqwLHqqnKCg&q=flight+simulator&hl=en&client=firefox-a#

  30. Entertainment

  31. Design Visualization http://www.youtube.com/watch?v=tISLizgcbLk http://video.google.com/videoplay?docid=-1657678101266526279&ei=bC3XSsC6KYLkrAKO4PmgCg&q=virtual+manufacturing&hl=en&client=firefox-a#docid=-2214506601835298077

  32. Training (NASA) http://www.imdb.com/video/wab/vi1541472793/

  33. Clinical Virtual Reality The direct use of VR as a tool in the treatment or assessment of psychological and physical disorders. Hunter Hoffman HITLab – University of Washington http://www.virtuallybetter.com/environments.html

  34. Why VR? • In groups – develop a set of guidelines for when to apply VR to a problem • Give three examples of applications that fit your definition, and three examples of common misconceptions.

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