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.