Bird’s-Eye View of VR Systems
Chapter 2 - Overview by Steven M.
LaValle
Overview of VR Systems
• Covers hardware, software, and human
perception aspects.
• Aims to provide a high-level understanding of
VR.
• Prepares for deeper exploration in later
chapters.
VR Hardware Components
• Includes VR headsets, sensors, and
input/output devices.
• Tracks user motion and adjusts stimuli
accordingly.
• Key parts: Displays, sensors (IMU, camera),
and computing devices.
User Interaction with VR
• VR system includes the user ('organism') and
physical surroundings.
• VR hardware replaces natural stimuli with
artificial ones.
• Interaction affects perception and must be
accurately rendered.
Software in VR
• Software defines the Virtual World Generator
(VWG).
• VWG handles inputs, rendering, and
simulation.
• Game engines like Unity and Unreal are used
for VR development.
Tracking and Locomotion
• Essential to track head and body motion
accurately.
• Mismatch in real and virtual motion can cause
discomfort.
• Strategies include teleportation and matched
zone management.
Human Physiology in VR
• VR interferes with evolved perceptual
systems.
• Key senses involved: vision, hearing, touch,
balance.
• Adaptation, vection, and VR sickness are
major concerns.
Psychophysics in VR
• Studies perception of physical stimuli.
• Concepts: Stevens’ Power Law, Just Noticeable
Difference (JND).
• Useful in optimizing user experience and
avoiding fatigue.
Conclusion
• Effective VR design requires understanding of
hardware, software, and human perception.
• User-centered testing is critical to success.
• VR systems must minimize sensory conflicts
and maximize realism.

Birds_Eye_View_VR_Presentakkkkkkkkkkktion.pptx

  • 1.
    Bird’s-Eye View ofVR Systems Chapter 2 - Overview by Steven M. LaValle
  • 2.
    Overview of VRSystems • Covers hardware, software, and human perception aspects. • Aims to provide a high-level understanding of VR. • Prepares for deeper exploration in later chapters.
  • 3.
    VR Hardware Components •Includes VR headsets, sensors, and input/output devices. • Tracks user motion and adjusts stimuli accordingly. • Key parts: Displays, sensors (IMU, camera), and computing devices.
  • 4.
    User Interaction withVR • VR system includes the user ('organism') and physical surroundings. • VR hardware replaces natural stimuli with artificial ones. • Interaction affects perception and must be accurately rendered.
  • 5.
    Software in VR •Software defines the Virtual World Generator (VWG). • VWG handles inputs, rendering, and simulation. • Game engines like Unity and Unreal are used for VR development.
  • 6.
    Tracking and Locomotion •Essential to track head and body motion accurately. • Mismatch in real and virtual motion can cause discomfort. • Strategies include teleportation and matched zone management.
  • 7.
    Human Physiology inVR • VR interferes with evolved perceptual systems. • Key senses involved: vision, hearing, touch, balance. • Adaptation, vection, and VR sickness are major concerns.
  • 8.
    Psychophysics in VR •Studies perception of physical stimuli. • Concepts: Stevens’ Power Law, Just Noticeable Difference (JND). • Useful in optimizing user experience and avoiding fatigue.
  • 9.
    Conclusion • Effective VRdesign requires understanding of hardware, software, and human perception. • User-centered testing is critical to success. • VR systems must minimize sensory conflicts and maximize realism.