LECTURE 1: INTRODUCTION
TO VIRTUAL SYSTEM
Syeda Mariyum
Lecturer
Department of IT
Lahore Garrison University(LGU)
Mariyum.nizami@lgu.edu.pk
Google Cardboard
• Buy a cardboard viewer or compatible viewer ($10+)
Unity3D
• Who has Unity3D Experience?
Ivan Sutherland (1963)
• Sketchpad – first interactive graphics program
Ivan Sutherland Sketchpad Demo
• https://www.youtube.com/watch?v=DWAIp3t6SLU
An Invisible Interface
Holodeck (1974)
• First shown in Star Trek; The Animated Series
HoloDeck Video
• https://www.youtube.com/watch?v=oZwtVz7z0wM
Trend Towards Invisible Interfaces
• Trend from room scale to invisible
computing
• Making Computers Invisible
• hide the computer in the real world
• Ubiquitous Computing
• put the user inside the computer
• Virtual Reality
Making Interfaces
Invisible
Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented
interaction with real world environments. In Proceedings of the 8th Annual ACM Symposium on
User interface and Software Technology. UIST '95. ACM, New York, NY, 29-36.
Graphical User
Interfaces
• Separation between real and digital
worlds
• WIMP (Windows, Icons, Menus, Pointer)
metaphor
Ubiquitous
Computing
• Computing and sensing embedded in real
world
• Particle devices, RFID, motes, arduino, etc
Virtual
Reality
• 1985
…
Virtual
Reality
• ImmersiveVR
• Head mounted display,
gloves
• Separation from the real
world
What is Virtual Reality?
VR Goggles and Gloves
• https://www.youtube.com/watch?v=Ak-Bt7IM8Jc
Types of VR
Other Definitions
Virtual reality is..
a computer technology that replicates an environment, real
or imagined, and simulates a user's physical presence and
environment to allow for user interaction. (Wikipedia)
electronic simulations of environments experienced via
head mounted eye goggles and wired clothing enabling the
end user to interact in realistic three-dimensional situations.
(Coates, 1992)
an alternate world filled with computer-generated images
that respond to human movements. (Greenbaum, 1992)
an interactive, immersive experience generated by a
computer (Pimental 1995)
Key Characteristics for VR
• Virtual Reality has three key characteristics
• 3D stereoscopic display
• Wide field of view display
• Low latency head tracking
• When these three things are combined they
provide a compelling immersive experience
Defining Characteristics
• https://www.youtube.com/watch?v=FPcbBJbGhmk
VR Experience
• “This is so real..”
• https://www.youtube.com/watch?v=pAC5SeNH8jw
Defined in Terms of Presence
• Presence is the key to defining VR in terms of experience
• Presence is defined as the sense of being in an environment
• Telepresence is defined as the experience of presence in an
environment by means of a communication medium.
• A “virtual reality” is defined as a real or simulated environment
in which a perceiver experiences telepresence.
David Zeltzer’s AIP Cube
Autonomy – User can to
react to events and stimuli.
Interaction – User can
interact with objects and
environment.
Presence – User feels
immersed through sensory
input and output channels
Interaction
Zeltzer, D. (1992). Autonomy, interaction, and presence. Presence: Teleoperators
& Virtual Environments, 1(1), 127-132.
Autonomy
Presence
VR
Defined in Terms of User Experience
Inducing targeted behavior in an organism by using artificial
sensory stimulation, while the organism has little or no
awareness of the interference. (LaValle 2016)
• Targeted Behavior: Having an experience designed by
another person.
• Organism: Person or other life form
• Artificial Sensory Stimulation: One or more sensors
replaced by artificial means
• Awareness: Organism unaware of the interface
Virtuix Omni – Human on VR Treadmill
• https://www.youtube.com/watch?v=aTtfAQEeAJI
Fly on Treadmill – Insect VR
• Fruit fly on treadmill and VR display
• https://www.youtube.com/watch?v=1ezL8nGo--I
Augmented
Reality
1977 – Star Wars
Augmented Reality
Definition
•Defining Characteristics [Azuma
97]
• Combines Real andVirtual Images
• Both can be seen at the same time
• Interactive in real-time
• The virtual content can be interacted
with
• Registered in 3D
• Virtual objects appear fixed in space
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
2008 -
CNN
https://www.youtube.com/watch?v=v7fQ_EsMJMs
• PutAR pictures
here
Augmented Reality Examples
Pokemon GO..
AR vs
VR
Making Interfaces
Invisible
Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented
interaction with real world environments. In Proceedings of the 8th Annual ACM Symposium on
User interface and Software Technology. UIST '95. ACM, New York, NY, 29-36.
From Reality toVirtual
Reality
Ubiquitous Computing Augmented Reality Virtual Reality
Milgram’s Reality-Virtuality
continuum
Reality - Virtuality (RV) Continuum
Real
Environment
Augmented
Reality (AR)
Augmented
Virtuality (AV)
Virtual
Environment
"...anywhere between the extrema of the virtuality continuum."
Mixed Reality
P
. Milgram and A. F
. Kishino, T
axonomy of Mixed Reality Visual Displays
IEICE Transactions on Information and Systems, E77-D(12), pp. 1321-1329, 1994.
Augmented
Virtuality
•VR with windows into the real
world
Other Context: The
Metaverse
• Neal Stephenson’s “SnowCrash”
• The Metaverse is the
convergence of:
• 1) virtually enhanced physical reality
• 2) physically persistent virtual space
• Metaverse Roadmap
• http://metaverseroadmap.org/
Metaverse
Dimensions
• Augmentation technologies that layer
information onto our perception of the
physical environment.
• Simulation refers to technologies that
model reality
• Intimate technologies are focused inwardly,
on the identity and actions of the individual or
object;
• External technologies are focused
outwardly, towards the world at large;
Metaverse
Components
• Four Key
Components
• VirtualWorlds
• Augmented Reality
• Mirror Worlds
• Lifelogging
MirrorWorlds
• Mirror worlds are informationally-enhanced
virtual models of the physical world.
• Google Earth, MS StreetView, Google Maps
Mark’s House in New
Zealand
LifeLoggi
ng
• Technologies record and report the
intimate states and life histories of
objects and users
• Nokia LifeBlog, Nike+, FitBit
Narrative
Clip
• Wearable camera
• Automatic picture capture - 2
pics/minute
• http://getnarrative.com
Summar
y
• Virtual Reality can be defined in a number of
ways
• In terms of technology
• From a Presence perspective
• In terms of User Experience
• VR can also be classified with other
technologies
• Invisible Interfaces
• Milgram’s Mixed Reality continuum
• MetaVerse
Q@A
The End..

Lecture#01.pptx

  • 1.
    LECTURE 1: INTRODUCTION TOVIRTUAL SYSTEM Syeda Mariyum Lecturer Department of IT Lahore Garrison University(LGU) Mariyum.nizami@lgu.edu.pk
  • 2.
    Google Cardboard • Buya cardboard viewer or compatible viewer ($10+)
  • 3.
    Unity3D • Who hasUnity3D Experience?
  • 4.
    Ivan Sutherland (1963) •Sketchpad – first interactive graphics program
  • 5.
    Ivan Sutherland SketchpadDemo • https://www.youtube.com/watch?v=DWAIp3t6SLU
  • 6.
  • 7.
    Holodeck (1974) • Firstshown in Star Trek; The Animated Series
  • 8.
  • 9.
    Trend Towards InvisibleInterfaces • Trend from room scale to invisible computing • Making Computers Invisible • hide the computer in the real world • Ubiquitous Computing • put the user inside the computer • Virtual Reality
  • 10.
    Making Interfaces Invisible Rekimoto, J.and Nagao, K. 1995. The world through the computer: computer augmented interaction with real world environments. In Proceedings of the 8th Annual ACM Symposium on User interface and Software Technology. UIST '95. ACM, New York, NY, 29-36.
  • 11.
    Graphical User Interfaces • Separationbetween real and digital worlds • WIMP (Windows, Icons, Menus, Pointer) metaphor
  • 12.
    Ubiquitous Computing • Computing andsensing embedded in real world • Particle devices, RFID, motes, arduino, etc
  • 13.
  • 14.
    Virtual Reality • ImmersiveVR • Headmounted display, gloves • Separation from the real world
  • 15.
  • 16.
    VR Goggles andGloves • https://www.youtube.com/watch?v=Ak-Bt7IM8Jc
  • 17.
  • 18.
    Other Definitions Virtual realityis.. a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction. (Wikipedia) electronic simulations of environments experienced via head mounted eye goggles and wired clothing enabling the end user to interact in realistic three-dimensional situations. (Coates, 1992) an alternate world filled with computer-generated images that respond to human movements. (Greenbaum, 1992) an interactive, immersive experience generated by a computer (Pimental 1995)
  • 19.
    Key Characteristics forVR • Virtual Reality has three key characteristics • 3D stereoscopic display • Wide field of view display • Low latency head tracking • When these three things are combined they provide a compelling immersive experience
  • 20.
  • 21.
    VR Experience • “Thisis so real..” • https://www.youtube.com/watch?v=pAC5SeNH8jw
  • 22.
    Defined in Termsof Presence • Presence is the key to defining VR in terms of experience • Presence is defined as the sense of being in an environment • Telepresence is defined as the experience of presence in an environment by means of a communication medium. • A “virtual reality” is defined as a real or simulated environment in which a perceiver experiences telepresence.
  • 23.
    David Zeltzer’s AIPCube Autonomy – User can to react to events and stimuli. Interaction – User can interact with objects and environment. Presence – User feels immersed through sensory input and output channels Interaction Zeltzer, D. (1992). Autonomy, interaction, and presence. Presence: Teleoperators & Virtual Environments, 1(1), 127-132. Autonomy Presence VR
  • 24.
    Defined in Termsof User Experience Inducing targeted behavior in an organism by using artificial sensory stimulation, while the organism has little or no awareness of the interference. (LaValle 2016) • Targeted Behavior: Having an experience designed by another person. • Organism: Person or other life form • Artificial Sensory Stimulation: One or more sensors replaced by artificial means • Awareness: Organism unaware of the interface
  • 25.
    Virtuix Omni –Human on VR Treadmill • https://www.youtube.com/watch?v=aTtfAQEeAJI
  • 26.
    Fly on Treadmill– Insect VR • Fruit fly on treadmill and VR display • https://www.youtube.com/watch?v=1ezL8nGo--I
  • 27.
  • 28.
    Augmented Reality Definition •Defining Characteristics[Azuma 97] • Combines Real andVirtual Images • Both can be seen at the same time • Interactive in real-time • The virtual content can be interacted with • Registered in 3D • Virtual objects appear fixed in space Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
  • 29.
  • 30.
  • 31.
  • 32.
  • 33.
    Making Interfaces Invisible Rekimoto, J.and Nagao, K. 1995. The world through the computer: computer augmented interaction with real world environments. In Proceedings of the 8th Annual ACM Symposium on User interface and Software Technology. UIST '95. ACM, New York, NY, 29-36.
  • 34.
    From Reality toVirtual Reality UbiquitousComputing Augmented Reality Virtual Reality
  • 35.
    Milgram’s Reality-Virtuality continuum Reality -Virtuality (RV) Continuum Real Environment Augmented Reality (AR) Augmented Virtuality (AV) Virtual Environment "...anywhere between the extrema of the virtuality continuum." Mixed Reality P . Milgram and A. F . Kishino, T axonomy of Mixed Reality Visual Displays IEICE Transactions on Information and Systems, E77-D(12), pp. 1321-1329, 1994.
  • 36.
  • 37.
    Other Context: The Metaverse •Neal Stephenson’s “SnowCrash” • The Metaverse is the convergence of: • 1) virtually enhanced physical reality • 2) physically persistent virtual space • Metaverse Roadmap • http://metaverseroadmap.org/
  • 38.
    Metaverse Dimensions • Augmentation technologiesthat layer information onto our perception of the physical environment. • Simulation refers to technologies that model reality • Intimate technologies are focused inwardly, on the identity and actions of the individual or object; • External technologies are focused outwardly, towards the world at large;
  • 39.
    Metaverse Components • Four Key Components •VirtualWorlds • Augmented Reality • Mirror Worlds • Lifelogging
  • 41.
    MirrorWorlds • Mirror worldsare informationally-enhanced virtual models of the physical world. • Google Earth, MS StreetView, Google Maps
  • 42.
    Mark’s House inNew Zealand
  • 43.
    LifeLoggi ng • Technologies recordand report the intimate states and life histories of objects and users • Nokia LifeBlog, Nike+, FitBit
  • 44.
    Narrative Clip • Wearable camera •Automatic picture capture - 2 pics/minute • http://getnarrative.com
  • 45.
    Summar y • Virtual Realitycan be defined in a number of ways • In terms of technology • From a Presence perspective • In terms of User Experience • VR can also be classified with other technologies • Invisible Interfaces • Milgram’s Mixed Reality continuum • MetaVerse
  • 46.