This document provides an introduction to virtual reality (VR) including its history, components, applications, and research areas. It defines VR as a synthetically generated 3D environment experienced through sensory feedback from input devices. The basic components of a VR system are computing, displays, tracking, and input. Input devices discussed include mice, joysticks, data gloves, and motion capture. Output devices render visual, audio, and haptic feedback. Requirements for an effective VR system include high frame rates, low latency, data size, processing power, and networking capabilities. Current research focuses on improving realism, response times, tracking, field of view, audio, and hardware.
2. Contents
What is Virtual Reality?
What is Augmented Reality?
History
Applications of Virtual Reality
Advantages and Disadvantages
3. • Synthetically generated environment
– Computers, 3D, real-time
• Sensory feedback
– I/O devices
• Interaction, moving
– In time
– In space
– In scale
• Immersion
– Being there
Properties of VR
4. • Computing
• Displays (visual, audio, haptics, etc)
• Tracking
• Input
The Basic Components of VR
6. • The ways to transfer information from the user to the computer
• Mouse, keyboard
• Trackball, joystick, mouse, ...
• Position tracking
• Orientation tracking
• Datagloves
• Exoskeleton (external hardware on hands etc.)
• Data suit
• Motion capture (tracking of body)
• Eye tracking
• Videoanalysis
• Brainwaves (EEG), EMG, EOG
• …
VR Input Devices
7. • Transfering data from the computer to the senses of the user
• Fooling of ALL(?) senses?
– Displays
• Monitors, projectors, HMDs, etc.
– Localized audio
• Loudspeakers, headphones
– Tactile & haptic
• Force feedback
– Smell, balance, etc.
VR Output Devices
8. • Real time, >25 frames/s
– So the environment is smooth
• Latency < 50 ms
– Processing power
– Input devices
• Big data size
– Enough memory & hard disk space
• 3D speed, as much polygon/s as possible
– PC: new and powerful graphics cards
– If not enough power in GPU, fps drops or details drop
• CPU processing power for other calculations & simulations
• Fast networking
• VR may be expensive, or low-cost…
Requirements for the System
10. A modern PC
with a modern
Display adapter
Gamepad /
Joystick/
Mouse/
Keyboard
Monitor,
Loudspeakers,
Gamepad vibrations
The Player
A computer game with realistic
3D-graphics
+
Internet connection to other players
around the world
To play
A very common VR System
Architecture
11. • A lot to develop and apply
• Realism
• The goal: perfect illusion
• Real time, < 20 ms
• Tracking accuracy and latency
• Tracking range
• Full field of view, resolution
• Audio channel and resolution
• Proprietary hardware
• Faster graphics
• Parallel computing
VR research areas