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VIRTUAL REALITY
CS 620 – Human Computer Interaction
Professor - Dr.Dascalu
Presented by – Sankeerth, Rui Wu, Walker.
CONTENTS
 Definition and Need for Virtual Reality
 History
 Taxonomy
 Basic Virtual Reality
 Advanced Virtual Reality
 Applications
 Conclusion
DEFINITION
 Virtual Reality is the use of computer modeling and
simulation that enables a person to interact with
an artificial three-dimensional (3-D) visual or other
sensory environment.
 Via seeing, hearing, smelling and feeling.
 Common Features in todays world.
 Virtual Reality will have some impact in almost
every field in the near future.
WHY VIRTUAL REALITY
 Virtual reality is adopted by military, aviation,
sports like golf etc. as training ground in highly
realistic manner.
 In military, soldiers can diffuse a bomb without any
real world risks.
 In Medicine;
Earlier: Dissection and study using plastic models;
Now: Virtual Patients and Virtual Histology
 They have lower operating costs and are safer to
use than real experiences.
HISTORY
 Traditional square or rectangular screens
 Pin cushion Distortion
 Top and Bottom center of a projected image
appear to droop inward creating corners of
squares form elongated points, as in a cushion.
VITARAMA AND CINERAMA
 VITARAMA: 11 Projectors and
dome shaped screen.
 CINERMA: Simplified version of
Vitarama. Used as wide-
screen film format in 1939. It used three
projectors onto a deeply
curved screen, subtending 146°
of arc.
SENSORAMA
SENSORAMA: Built in 1962 and was
aimed at 4 senses. [See, Hear, Feel &
Smell] .But the machinery ended up
being too complex.
THE ULTIMATE DISPLAY: For the first
time, Virtual reality was experienced
via a Head-Mounted Display which
was created by Ivan Sutherland in
1965. It was the biggest break
through.
Degree of Freedom: Optimal results in 5 DoFs such as
update rate, latency, accuracy, resolution and range
Input Devices: Trackers,
Joysticks, Mice, Data Glove.
Data Glove:
 Outfitted with sensors on the
fingers.
 Enables natural interaction by
hand gesture recognition.
HARDWARE USED
HARDWARE USED
Output Devices: CRT monitor and LCD screens.
 VR expanded from Basic to Immersive.
 New devices like Power Wall, Head-Mounted
Display (HMD), Binocular Omni Oriented Monitors
(BOOM)
TECHNOLOGIES USED [SOFTWARE]
Virtual Reality Modeling Language(VRML):
 It is a standard language to represent 3D graphics
within the World Wide Web.
 Allows the creator to specify images and the rules
for their display.
 Aspects of virtual world display, interaction and
internetworking can be specified using VRML
without being dependent on special gear like HMD.
TECHNOLOGIES USED [SOFTWARE]
Software packages:
 Multiverse – Platform for Massively Multiplayer
Online Games.
 Virtual Reality Studio – Creates virtual world in
Freespace.
 Sense8 World Tool Kit (WTK)
 Autodesk Cyberspace Development kit – Runs VR
programming from keystroke commands to glove-
helmet interaction.
KEY ELEMENTS OF A VR SYSTEM
Key elements of a Virtual Reality System are
 Immersion: Active and Passive Immersion
 Interactivity: Interact with a virtual object
while navigating through the environment.
 Participants: New user and Experienced
user; One-to-one relationship and One-to-
many relationship.
 Feedback: Gives ability to observe the results.
Very useful in aviation and medicine.
VIRTUAL REALITY ARCHITECTURE
 Input Processor, Simulation Processor, Rendering
Processor and World Database.
VIRTUAL REALITY ARCHITECTURE
INPUT PROCESSOR:
 They’re responsible for the control of the input
devices. The object is to deliver the coordinate
data to the rest of the system with minimal time
lag.
SIMULATION PROCESSOR:
 Core of a VR system.
 Takes the user inputs along with any tasks
programmed and determines whether the actions
that will take place in the virtual world.
VIRTUAL REALITY ARCHITECTURE
RENDERING PROCESSOR:
 Accepts the results from the simulation processor
and creates the sensations that act as output to
the user.
World Database (World Description Files):
 Stores the objects that inhabit the world, scripts
that describe actions of those objects.
CLASSIFICATION
The classification is
based on two factors:
 Type of technology
used.
 Level of mental
immersion.
CLASSIFICATION
Type of Technology:
 BASIC: Do not require special input or output
 ENHANCED: Require additional input or
output devices to experience virtual reality.
Level of Mental Immersion:
 BASIC: Lower lever of immersion
 ENHANCED: Higher level of Immersion.
BASIC VR SYSTEMS
BASIC VR SYSTEMS:
 The basic Virtual Reality systems have the least
level of immersion when compared to enhanced
systems.
 They are screen-based and pointer-driven which
are presented by three-dimensional graphics.
 These systems can be divided into subcategories,
such as the hand-based and the monitor-based
virtual reality systems.
HAND BASED VR SYSTEMS
HAND BASED VR SYSTEMS:
 Hand-held devices, such as cell phones, ultra
mobile computers are used for VR experience.
 Ex: Wikitude World Browser
 Using a Digital Compass and a Camera on a smart
phone, recognizes
points of interests,
landmarks and
surroundings.
HAND BASED VR SYSTEMS
LEAP MOTION CONTROLLER:
 No hand contact is required. A user can interact
with their computer by just using hand gestures.
 Senses your hands and
fingers and follows their
every move.
 Uses 150° field of view
and a Z-axis for depth,
enabling a user to
interact in 3D, as in real
world.
MONITOR BASED VR SYSTEMS
 Basically, desktop based computers displaying
three-dimensional graphics on monitors.
 Ex: Fish Tank Display
 This display provides
projected stereo images
from users point of view
enabling the user to see
in three dimension on two
dimensional monitors.
MONITOR BASED VR SYSTEMS
HP ZVR:
 Allows the user to contact with content on screen.
 Uses four cameras to track the head and a stylus
to play with the content on
the screen.
 The Z-view allows a user
to broadcast what a
person is looking at, on
a larger screen.
ENHANCED VR SYSTEMS
 Enhanced VR systems are again divided into two
sub categories.
 Partially Immersive : Wall projectors, Immersa
Desk and Monocular Head Based
 Fully Immersive:
(a) Room based - Vehicle Simulation, CAVE
(b) Binocular head based
HOLOGRAM & VIRTUAL
FITTING ROOM
Rui Wu
Expectation in Movie Star Wars
What is this?
 Hologram: Typically, a hologram is a photographic
recording of a light field, rather than of an image
formed by a lens, and it is used to display a fully
three-dimensional image of the holographed subject,
which is seen without the aid of special glasses or
other intermediate optics. (From wiki)
 Easier version (my opinion): a technique that can
display three dimensional images and users do not
need to use any other devices to view the outputs.
Why is it amazing?
Users do not to need wear any devices.
It looks real! Most of other virtual reality devices--
connect to computer and 3D models generated by
computer.
Interactive
We do have nice prototypes...
2:16 Life Sized Hologram
3:41 Hologram Presentation
3:46 3D earth
Presenter used a controler
About the prototype
 A brand new way to present.
 An awesome way to tele-communicate (skype, video
chat)
 Possible better interactive methods--
hologram+kinect (hand pattern, Angela Chan)
Is it too far?
http://www.billboard.com/articl
es/events/bbma-
2014/6092040/michael-jackson-
hologram-billboard-music-
awards
1:20
2014 Billboard Music Awards
Is it just for rich people?
Future hologram
Long way to go…
 Multi-angle to view
 inside 3D images
 Merchandise
 standard interfaces
http://www.christiedigital.com/en-us/3d/sales-
process/request-pricing/pages/default.aspx
Virtual Fitting Room
 Sometimes, we work hard to
make lazy life possible.
--Rui
 Have you go shopping with your
girlfriend or wife?
 My girlfriend can keep shopping
for 10 hours.
Virtual Fitting Room
En… Maybe this will work.
But not 100% fit.
Feeling of the materials.
How does it work?
Key: Kinect, powerful device. Skeleton Detection + 3D
models
OTHER VR APPLICATIONS
AND EXAMPLES
Walker Spurgeon
Video Games - Early Examples
 Sega Heavyweight Champ
Had to move boxing gloves
 Hang-On (Arcade Racing)
Leaned on bike
 Nintendo Power Pad
Video Games - Early (continued)
Nintendo Power Glove
Hand motion detection
Duck Hunt
Light sensing guns
Sega ActivatorFull body motion detection
Sega VR and Nintendo Virtual Boy
3D headsets
Video Games - Return of VR
Motion Detection
Nintendo Wiimote
PS Move
Microsoft Kinect
Nintendo 3DS
3D and AR
Other
Wii Fit pad
Rock Band and
Guitar Hero
Video Games - Near Future
Augmented Reality
3DS, Hololens
VR Headsets
Oculus Rift, Project Morpheus
http://www.wareable.com/headg
ear/the-best-ar-and-vr-headsets
Motion Detection
Virtuix Omni
https://youtu.be/aTtfAQEeAJI?t=
11
Augmented Reality Applications
https://www.youtube.com/watch?v=QRQv74J7oSk
Games
Design
Training
Visualization
CAVE VR Applications
http://news.ucsc.edu/2015/05/cave-lab.html
"This has applications for faculty in computing, game
design, psychology, the arts, and a wide range of
other fields.”
Can study cognitive processing, assess phobias,
visualize large data sets, etc,
Forest fire simulation presented by Dr. Harris
Military Applications
http://www.vrs.org.uk/virtual-reality-
military/index.html
Flight Simulation
Battlefield Simulation
Medic Training
Vehicle Simulation
Virtual Boot Camp
Medical Applications
http://www.vrs.org.uk/virtual-reality-healthcare/index.html
Surgical Fields - Training on models
instead of real people
Diagnostic tool, Robotic surgery
PTSD and Phobia Treatment
Place patients in controlled environments
Cognitive Behavioral Therapy – Transform negative
beliefs into positive action
Patients may be more comfortable talking in virtual
environment
Medical Applications (continued)
Addiction Treatment
VR used for counseling
Display images in VR to use as Hypnotherapy
Meant to relax patient and encourage behavioral
changes
VR for the disabled
Allow the disabled to explore world as regular people
Test building accessibility for disabled before
construction
Prepare people who may have their disability cured for
tasks and skills they may be able to perform
Virtual Reality and Education
http://www.vrs.org.uk/virtual-reality-
education/index.html
Able to present large amounts of potentially
complex data.
Especially useful for scenarios
and places students cannot
experience or see immediately
(astronomy, surgery)
Can tailor to specific learning styles
Other Virtual Reality Applications
Fashion
Virtual Heritage Sites (Stonehenge, Archaeological
digs, etc.)
Sports - Performance analysis, equipment design
Engineering - Design, AR-assisted Maintenance
Business - Training, 360-degree product view
Construction - Building construction, disaster test
Art
QUESTIONS
THANK YOU
ADDITIONAL SLIDES
 There are things we may not particularly like about
ourselves in normal life like not being tall, athletic
or creative as we’d like to be. But according to Brad
Paisley, you can be so much cooler online in the
virtual world. This is how:

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  • 1. VIRTUAL REALITY CS 620 – Human Computer Interaction Professor - Dr.Dascalu Presented by – Sankeerth, Rui Wu, Walker.
  • 2. CONTENTS  Definition and Need for Virtual Reality  History  Taxonomy  Basic Virtual Reality  Advanced Virtual Reality  Applications  Conclusion
  • 3. DEFINITION  Virtual Reality is the use of computer modeling and simulation that enables a person to interact with an artificial three-dimensional (3-D) visual or other sensory environment.  Via seeing, hearing, smelling and feeling.  Common Features in todays world.  Virtual Reality will have some impact in almost every field in the near future.
  • 4. WHY VIRTUAL REALITY  Virtual reality is adopted by military, aviation, sports like golf etc. as training ground in highly realistic manner.  In military, soldiers can diffuse a bomb without any real world risks.  In Medicine; Earlier: Dissection and study using plastic models; Now: Virtual Patients and Virtual Histology  They have lower operating costs and are safer to use than real experiences.
  • 5. HISTORY  Traditional square or rectangular screens  Pin cushion Distortion  Top and Bottom center of a projected image appear to droop inward creating corners of squares form elongated points, as in a cushion.
  • 6. VITARAMA AND CINERAMA  VITARAMA: 11 Projectors and dome shaped screen.  CINERMA: Simplified version of Vitarama. Used as wide- screen film format in 1939. It used three projectors onto a deeply curved screen, subtending 146° of arc.
  • 7. SENSORAMA SENSORAMA: Built in 1962 and was aimed at 4 senses. [See, Hear, Feel & Smell] .But the machinery ended up being too complex. THE ULTIMATE DISPLAY: For the first time, Virtual reality was experienced via a Head-Mounted Display which was created by Ivan Sutherland in 1965. It was the biggest break through.
  • 8. Degree of Freedom: Optimal results in 5 DoFs such as update rate, latency, accuracy, resolution and range Input Devices: Trackers, Joysticks, Mice, Data Glove. Data Glove:  Outfitted with sensors on the fingers.  Enables natural interaction by hand gesture recognition. HARDWARE USED
  • 9. HARDWARE USED Output Devices: CRT monitor and LCD screens.  VR expanded from Basic to Immersive.  New devices like Power Wall, Head-Mounted Display (HMD), Binocular Omni Oriented Monitors (BOOM)
  • 10. TECHNOLOGIES USED [SOFTWARE] Virtual Reality Modeling Language(VRML):  It is a standard language to represent 3D graphics within the World Wide Web.  Allows the creator to specify images and the rules for their display.  Aspects of virtual world display, interaction and internetworking can be specified using VRML without being dependent on special gear like HMD.
  • 11. TECHNOLOGIES USED [SOFTWARE] Software packages:  Multiverse – Platform for Massively Multiplayer Online Games.  Virtual Reality Studio – Creates virtual world in Freespace.  Sense8 World Tool Kit (WTK)  Autodesk Cyberspace Development kit – Runs VR programming from keystroke commands to glove- helmet interaction.
  • 12. KEY ELEMENTS OF A VR SYSTEM Key elements of a Virtual Reality System are  Immersion: Active and Passive Immersion  Interactivity: Interact with a virtual object while navigating through the environment.  Participants: New user and Experienced user; One-to-one relationship and One-to- many relationship.  Feedback: Gives ability to observe the results. Very useful in aviation and medicine.
  • 13. VIRTUAL REALITY ARCHITECTURE  Input Processor, Simulation Processor, Rendering Processor and World Database.
  • 14. VIRTUAL REALITY ARCHITECTURE INPUT PROCESSOR:  They’re responsible for the control of the input devices. The object is to deliver the coordinate data to the rest of the system with minimal time lag. SIMULATION PROCESSOR:  Core of a VR system.  Takes the user inputs along with any tasks programmed and determines whether the actions that will take place in the virtual world.
  • 15. VIRTUAL REALITY ARCHITECTURE RENDERING PROCESSOR:  Accepts the results from the simulation processor and creates the sensations that act as output to the user. World Database (World Description Files):  Stores the objects that inhabit the world, scripts that describe actions of those objects.
  • 16. CLASSIFICATION The classification is based on two factors:  Type of technology used.  Level of mental immersion.
  • 17. CLASSIFICATION Type of Technology:  BASIC: Do not require special input or output  ENHANCED: Require additional input or output devices to experience virtual reality. Level of Mental Immersion:  BASIC: Lower lever of immersion  ENHANCED: Higher level of Immersion.
  • 18. BASIC VR SYSTEMS BASIC VR SYSTEMS:  The basic Virtual Reality systems have the least level of immersion when compared to enhanced systems.  They are screen-based and pointer-driven which are presented by three-dimensional graphics.  These systems can be divided into subcategories, such as the hand-based and the monitor-based virtual reality systems.
  • 19. HAND BASED VR SYSTEMS HAND BASED VR SYSTEMS:  Hand-held devices, such as cell phones, ultra mobile computers are used for VR experience.  Ex: Wikitude World Browser  Using a Digital Compass and a Camera on a smart phone, recognizes points of interests, landmarks and surroundings.
  • 20. HAND BASED VR SYSTEMS LEAP MOTION CONTROLLER:  No hand contact is required. A user can interact with their computer by just using hand gestures.  Senses your hands and fingers and follows their every move.  Uses 150° field of view and a Z-axis for depth, enabling a user to interact in 3D, as in real world.
  • 21. MONITOR BASED VR SYSTEMS  Basically, desktop based computers displaying three-dimensional graphics on monitors.  Ex: Fish Tank Display  This display provides projected stereo images from users point of view enabling the user to see in three dimension on two dimensional monitors.
  • 22. MONITOR BASED VR SYSTEMS HP ZVR:  Allows the user to contact with content on screen.  Uses four cameras to track the head and a stylus to play with the content on the screen.  The Z-view allows a user to broadcast what a person is looking at, on a larger screen.
  • 23. ENHANCED VR SYSTEMS  Enhanced VR systems are again divided into two sub categories.  Partially Immersive : Wall projectors, Immersa Desk and Monocular Head Based  Fully Immersive: (a) Room based - Vehicle Simulation, CAVE (b) Binocular head based
  • 25. Expectation in Movie Star Wars
  • 26. What is this?  Hologram: Typically, a hologram is a photographic recording of a light field, rather than of an image formed by a lens, and it is used to display a fully three-dimensional image of the holographed subject, which is seen without the aid of special glasses or other intermediate optics. (From wiki)  Easier version (my opinion): a technique that can display three dimensional images and users do not need to use any other devices to view the outputs.
  • 27. Why is it amazing? Users do not to need wear any devices. It looks real! Most of other virtual reality devices-- connect to computer and 3D models generated by computer. Interactive
  • 28. We do have nice prototypes... 2:16 Life Sized Hologram 3:41 Hologram Presentation 3:46 3D earth Presenter used a controler
  • 29. About the prototype  A brand new way to present.  An awesome way to tele-communicate (skype, video chat)  Possible better interactive methods-- hologram+kinect (hand pattern, Angela Chan)
  • 30. Is it too far? http://www.billboard.com/articl es/events/bbma- 2014/6092040/michael-jackson- hologram-billboard-music- awards 1:20 2014 Billboard Music Awards
  • 31. Is it just for rich people?
  • 32. Future hologram Long way to go…  Multi-angle to view  inside 3D images  Merchandise  standard interfaces http://www.christiedigital.com/en-us/3d/sales- process/request-pricing/pages/default.aspx
  • 33. Virtual Fitting Room  Sometimes, we work hard to make lazy life possible. --Rui  Have you go shopping with your girlfriend or wife?  My girlfriend can keep shopping for 10 hours.
  • 34. Virtual Fitting Room En… Maybe this will work. But not 100% fit. Feeling of the materials.
  • 35. How does it work? Key: Kinect, powerful device. Skeleton Detection + 3D models
  • 36. OTHER VR APPLICATIONS AND EXAMPLES Walker Spurgeon
  • 37. Video Games - Early Examples  Sega Heavyweight Champ Had to move boxing gloves  Hang-On (Arcade Racing) Leaned on bike  Nintendo Power Pad
  • 38. Video Games - Early (continued) Nintendo Power Glove Hand motion detection Duck Hunt Light sensing guns Sega ActivatorFull body motion detection Sega VR and Nintendo Virtual Boy 3D headsets
  • 39. Video Games - Return of VR Motion Detection Nintendo Wiimote PS Move Microsoft Kinect Nintendo 3DS 3D and AR Other Wii Fit pad Rock Band and Guitar Hero
  • 40. Video Games - Near Future Augmented Reality 3DS, Hololens VR Headsets Oculus Rift, Project Morpheus http://www.wareable.com/headg ear/the-best-ar-and-vr-headsets Motion Detection Virtuix Omni https://youtu.be/aTtfAQEeAJI?t= 11
  • 42. CAVE VR Applications http://news.ucsc.edu/2015/05/cave-lab.html "This has applications for faculty in computing, game design, psychology, the arts, and a wide range of other fields.” Can study cognitive processing, assess phobias, visualize large data sets, etc, Forest fire simulation presented by Dr. Harris
  • 44. Medical Applications http://www.vrs.org.uk/virtual-reality-healthcare/index.html Surgical Fields - Training on models instead of real people Diagnostic tool, Robotic surgery PTSD and Phobia Treatment Place patients in controlled environments Cognitive Behavioral Therapy – Transform negative beliefs into positive action Patients may be more comfortable talking in virtual environment
  • 45. Medical Applications (continued) Addiction Treatment VR used for counseling Display images in VR to use as Hypnotherapy Meant to relax patient and encourage behavioral changes VR for the disabled Allow the disabled to explore world as regular people Test building accessibility for disabled before construction Prepare people who may have their disability cured for tasks and skills they may be able to perform
  • 46. Virtual Reality and Education http://www.vrs.org.uk/virtual-reality- education/index.html Able to present large amounts of potentially complex data. Especially useful for scenarios and places students cannot experience or see immediately (astronomy, surgery) Can tailor to specific learning styles
  • 47. Other Virtual Reality Applications Fashion Virtual Heritage Sites (Stonehenge, Archaeological digs, etc.) Sports - Performance analysis, equipment design Engineering - Design, AR-assisted Maintenance Business - Training, 360-degree product view Construction - Building construction, disaster test Art
  • 50. ADDITIONAL SLIDES  There are things we may not particularly like about ourselves in normal life like not being tall, athletic or creative as we’d like to be. But according to Brad Paisley, you can be so much cooler online in the virtual world. This is how: