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NEW TECHNOLOGY TRENDSNEW TECHNOLOGY TRENDS
Produced by: Msc., Eng. Javier DazaProduced by: Msc., Eng. Javier Daza
Source: web2.uwindsor.ca/courses/cs/aggarwal/cs60520/SeminarMaterial/VirtualReality.ppt / http://games.yahoo.com/braingames/brain-teasers-games/phantom-square-255 /CS6360 – Virtual Reality David Johnson
VIRTUAL REALITY - VRVIRTUAL REALITY - VR
Outline
 Introduction
 The history of VR
 Types of VR
 Technologies of VR
 Architecture of VR system
 Applications of VR
 Current problems & Future work
 Summary
 Reference
It is not augmented reality….
Introduction
What is Virtual Reality – VR?
“A high-end user-computer
interface that involves real-
time simulation and
interaction through multiple
sensorial channels.” (vision,
sound, touch, smell, taste)”
Introduction
Virtual Reality Triangle
Introduction
Sensorama Simulator, US Patent #3,050,870, 1962
Introduction
 is a simulated
environment.
 involves
computer-
generated
graphics.
 is 3-dimensional.
 is extremely
interactive.
 involves the
use of human
senses.
 exists in many
different
forms.
Characteristics VR
Introduction
Why VR?
VR is able to immerse you in a
computer-generated world of your own
making: a room, a city, the interior of
human body. With VR, you can explore
any uncharted territory of the human
imagination.
Introduction
Outline
 Introduction
 The history of VR
 Types of VR
 Technologies of VR
 Architecture of VR system
 Applications of VR
 Current problems & Future work
 Summary
 Reference
Early History
 Remarkably, VR concepts predate computer
graphics and modern VR (HMD, tracking,
etc.) arose simultaneously with computer
imagery.
The history of VR
The history of VR
Early History Cont’d…
• Prehistory
– Cave paintings
– Some researchers believe that the
images animate when shown with
flickering torch light!
• 3000BC - Egyptians
– First lenses
• 3000BC – Asian shadow play
• ~450BC – Mo Tzu
– Pinhole projection onto screen
• ~300BC – Euclid
– Writes The Optics
• 200AC in China or
1515 – Da Vinci
– Magic lantern projector?
From http://www.precinemahistory.net
The history of VR
• 1671 – Kircher
– Magic lantern
– A later example
• 1674 – de Chales
– Successive glass slides
• 1830s -Stroboscope
• 1838 – Wheatstone
– Stereo viewer
From http://www.precinemahistory.net
Early History Cont’d…
The history of VR
• 1860s – zoetrope
• 1879 –
– Zoopraxiscope
• Painted images on disc
• Movies
– 1888 – first movie
– 1895: Skladanowsky – Bioscop
– 1895: Lumiere –Cinematographe
– 1896: Edison – Vitascope
– 1902 – special effects
• A Trip to the Moon
– start 8:38
From http://www.precinemahistory.net
Early History Cont’d…
The history of VR
• 1916 – Pratt
– Head-mounted periscope
display and gun
– Augmented reality
precursor
Early History Cont’d…
The history of VR
• 1929 – Link
– Mechanical flight
simulator
Early History Cont’d…
The history of VR
• 1956 – Heilig
– Sensorama
• http://www.youtube.com/watch?v=vSINEBZNCks
– Multimodal display of a
motorcycle ride through
Brooklyn
• Sight
• Sound
• Smell
• Vibration
– 1957 HMD patent
Early History Cont’d…
The history of VR
• 1961 – Philco
– Telepresence with a
HMD
• Remote camera
– Magnetic head tracker
– Single CRT
Early History Cont’d…
The history of VR
Birth of Modern VR
• 1963 – Sutherland
– Interactive graphics
– Sketchpad
• 1965
– Ultimate display paper
• 1968
– A Head-mounted Three-
Dimensional Display
• 1970 – Krueger
– Videoplace - movie
• 1974 – Jim Clark
– Ph.D. on HMD’s
The history of VR
The Next Wave
• 1980’s – Scott
Fisher (NASA-
Ames)
– VIEW project –
– movies – start 2:05
• 1980’s – Jaron
Lanier
– “Virtual Reality”
• Tom Furness
– Super cockpit
The first complete system was
developed by NASA “Virtual
Visual Environmental Display”
(VIVED early 80s; they
prototyped the LCD HMD;
Became “Virtual Interface
Environment Workstation”
(VIEW) 1989
NASA … a pioneer in VR
The history of VR
NASA VIEW system (1992)
The history of VR
 Large simulation and training needs
 Could not send humans to other planets
 Relatively small budgets
Why NASA?
The history of VR
The first commercial VR systems appeared
in the late 80s produced by VPL Co.
(California):
The VPL “Data Glove” and
The VPL “Eye Phone” HMD
Towards Commercialization…
The history of VR
The history of VR
More displays
• 90s - Fakespace boom
– High resolution
– ergonomic
Force-feedback Interfaces
Haptic Display Grope III
© Fred Brooks, University of North Carolina
The Force-Feedback Project, which began in
1967, first focused on the development of a
system to support scientific visualization in
the area of molecular docking, the Docker
application. This application provides graphic
(wire-frame) representations of molecules and
their inter-atomic forces to allow a user to
adjust the relative position and orientation of
molecules while searching for minimum
energy binding sites.
A series of systems have been developed,
evolving from a 2-D system, through a 3-D
system and a 6-D system for a simple docking
task, to a full 6-D molecular docking system
called GROPE-III. These later systems have
employed a modified Model E-3 Argonne
Remote Manipulator (ARM).
The history of VR
The history of VR
Gloves
• 1977 – Sayre
– Light tube attenuation to
measure bend
• 1981 – Grimes (Bell)
– Bend, tactile sensors
• 1984 – VPL
– VPL DataGlove
• 1993 Utah/MIT
– Dextrous Hand Master
(Hollerbach)
Dextrous Hand Master, Exos
The VPL DataGlove (1987) cost $8,500
Gloves
The history of VR
The Matel PowerGlove (1989)
Gloves
The history of VR
The first commercial VR glove
for entertainment –
Mattel Power Glove $50 (1989)
Gloves
The history of VR
The history of VR
CAVE displays
• 1992 – EVL
– Users in a projected
room
– CAVE movie
CAVE displays
CyberSphere (1998)
The scientists Eyre and Eureka in
VR-Systems UK have been
researching a CyberSphere, a
device, which consists of a large,
translucent sphere containing the
user.
The images are distortion-
corrected and then projected on the
surface of the sphere, allowing the
user a full 360 degree field of
view.
It also allows the user to move
around in the world, by walking
inside the ball, which will move in
response to the users movements.
Movie © VR-Systems, United Kingdom
The history of VR
Companies
 1984 – VPL
 1987 – Polhemus
 1989 – Division
 Bought tech from UNC-CH
 1989 – Mattel
 Nintendo powerglove
 1990 – W
 VR arcade
The history of VR
The history of VR
Current Companies
• Sensics
• Intersense
• Raytheon
• Nintendo
• Track-IR
Summary
 Entertainment has often driven “immersive”
advances
 The dream of a VR space has a long history
 High-quality elements of VR are now
consumer products
The history of VR
Outline
 Introduction
 The history of VR
 Types of VR
 Technologies of VR
 Architecture of VR system
 Applications of VR
 Current problems & Future work
 Summary
 Reference
Types of VR System
 Windows on World(WoW)
 Also called Desktop VR.
 Using a conventional computer monitor to display
the 3D virtual world.
 Immersive VR
 Completely immerse the user's personal viewpoint inside
the virtual 3D world.
 The user has no visual contact with the physical word.
 Often equipped with a Head Mounted Display (HMD).
Types of VR
Types of VR System(Cont’d)
 Telepresence
 A variation of visualizing complete computer
generated worlds.
 Links remote sensors in the real world with the senses of a
human operator. The remote sensors might be located on a
robot. Useful for performing operations in dangerous
environments.
Types of VR
Types of VR System(Cont’d)
 Mixed Reality(Augmented Reality)
 The seamless merging of real space and virtual space.
 Integrate the computer-generated virtual objects into the
physical world which become in a sense an equal part of our
natural environment.
 Distributed VR
 A simulated world runs on several computers which are
connected over network and the people are able to interact
in real time, sharing the same virtual world.
Types of VR
VR Examples (Cont’d)
 Telepresence VR
Types of VR
40
VR Examples (Cont’d)
 Augmented VR
Types of VR
VR Examples (Cont’d)
 Distributed VR
Types of VR
Outline
 Introduction
 The history of VR
 Types of VR
 Technologies of VR
 Architecture of VR system
 Applications of VR
 Current problems & Future work
 Summary
 Reference
Technologies of VR--Hardware
 Head-Mounted Display (HMD)
− A Helmet or a face mask providing the visual
and auditory displays.
− Use LCD or CRT to display stereo images.
− May include built-in head-tracker and stereo
headphones
Technologies of VR
Technologies of VR--Hardware
 Binocular Omni-Orientation Monitor (BOOM)
− Head-coupled stereoscopic display device.
− Uses CRT to provide high-resolution display.
− Convenient to use.
− Fast and accurate built-in tracking.
Technologies of VR
Technologies of VR--Hardware
 Cave Automatic Virtual Environment (CAVE)
− Provides the illusion of immersion by projecting stereo
images on the walls and floor of a room-sized cube.
− A head tracking system continuously adjust the stereo
projection to the current position of the leading viewer.
Technologies of VR
Technologies of VR--Hardware
 Data Glove
 Outfitted with sensors on the fingers as well as an overall
position/orientation tracking equipment.
 Enables natural interaction with virtual objects by hand gesture
recognition.
Technologies of VR
Technologies of VR--Hardware
 Control Devices
 Control virtual objects in 3 dimensions.
Technologies of VR
Technologies of VR--Software
 Toolkits
 Programming libraries.
 Provide function libraries (C & C++).
 Authoring systems
 Complete programs with graphical interfaces for creating
worlds without resorting to detailed programming.
Technologies of VR
Technologies of VR--Software
 Software packages available in market
 Multiverse (Freeware)
 Virtual Reality Studio ($100)
 Sense8 World Tool Kit (WTK) (over $1000)
 Autodesk Cyberspace Development kit (over $1000)
Technologies of VR
Technologies of VR--Software
 VRML(Virtual Reality Modeling Language)
− Standard language for interactive simulation
within the World Wide Web.
− Allows to create "virtual worlds" networked via
the Internet and hyperlinked with the World
Wide Web.
− Aspects of virtual world display, interaction and
internetworking can be specified using VRML
without being dependent on special gear like
HMD.
 VR models can be viewed by Netscape or IE with a
browser plug-in.
Technologies of VR
Outline
 Introduction
 The history of VR
 Types of VR
 Technologies of VR
 Architecture of VR system
 Applications of VR
 Current problems & Future work
 Summary
 Reference
 Input Processor, Simulation Processor,
Rendering Processor and World
Database.
Input
Processor
Rendering
Processor
World Database
Simulation
Processor
visual,
auditory,
haptic,
touch…
Position &
Orientation
Architecture of VR system
Laboratory Hardware
Architecture of VR system
Components of VR System (Cont’d)
 Input Processor
 Control the devices used to input information
to the computer. The object is to get the
coordinate data to the rest of the system with
minimal lag time.
 Keyboard, mouse, 3D position trackers, a
voice recognition system, etc.
Architecture of VR system
 Simulation Processor
– Core of a VR system.
– Takes the user inputs along with any tasks
programmed into the world and determine
the actions that will take place in the virtual
world.
Architecture of VR system
Components of VR System (Cont’d)
 Rendering Processor
– Create the sensations that are output to
the user.
– Separate rendering processes are used for
visual, auditory, haptic and other sensory
systems. Each renderer take a description
of the world stat from the simulation
process or derive it directly from the World
Database for each time step.
Architecture of VR system
Components of VR System (Cont’d)
 World Database (World Description
Files)
– Store the objects that inhabit the world,
scripts that describe actions of those
objects.
Architecture of VR system
Components of VR System (Cont’d)
Outline
 Introduction
 The history of VR
 Types of VR
 Technologies of VR
 Architecture of VR system
 Applications of VR
 Current problems & Future work
 Summary
 Reference
Applications
 Entertainment
 More vivid
 Move exciting
 More attractive
Applications of VR
Applications (Cont’d)
 Medicine
− Practice performing
surgery.
− Perform surgery on a
remote patient.
− Teach new skills in a safe,
controlled environment.
Applications of VR
Applications (Cont’d)
 Manufacturing
 Easy to modify
 Low cost
 High efficient
Applications of VR
Applications (Cont’d)
 Education & Training
 Driving simulators.
 Flight simulators.
 Ship simulators.
 Tank simulators.
Applications of VR
 Military Training
Applications (Cont’d)
Applications of VR
Hank Simulator
Applications of VR
Outline
 Introduction
 The history of VR
 Types of VR
 Technologies of VR
 Architecture of VR system
 Applications of VR
 Current problems & Future work
 Summary
 Reference
 Cybersickness / simulator sickness
 Low-fidelity
 Expensive
 Lack of integration between application
packages
 High-fidelity system
 Cost-saving
 Collaborative
 High-level contact between participants in
distributed VR
Current problems & Future work
Outline
 Introduction
 The history of VR
 Types of VR
 Technologies of VR
 Architecture of VR system
 Applications of VR
 Current problems & Future work
 Summary
 Reference
 Visualization of complicated, large data is
helpful for understanding and analysis.
 VR offers us a new way to interact with
computer.
 VR enables us to experience the virtual world
that is impossible in real world.
 VR is changing our life, eventually VR will
increasingly become a part of our life.
Summary
Outline
 Introduction
 The history of VR
 Types of VR
 Technologies of VR
 Architecture of VR system
 Applications of VR
 Current problems & Future work
 Summary
 Reference
 [1] What is Virtual Reality?,
http://vr.isdale.com/WhatIsVR/frames/WhatIsVR4.1.html.
 [2] Augumented and Mixed Reality,
http://www.mic.atr.co.jp/~poup/research/ar/.
 [3] Virtual Reality Applications, http://vresources.jump-
gate.com/applications/applications.shtml.
 [4] K.-P. Beier. Virtual Reality: A short Introduction.
http://www-vrl.umich.edu/intro/
 [5] Franchi,J. Vertual Reality: An Overview. ERIC Digest,
June 1995
References
Textbook: Burdea and Coiffet,
Virtual Reality
Technology, 2nd
Edition, Wiley, 2003
References
Textbook web site:
www.vrtechnology.org
References
Textbook web site:
www.vrtechnology.org
References
74
Thank you!
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1. laboratory presentation virtual reality uninpahu_2019-1

  • 1. NEW TECHNOLOGY TRENDSNEW TECHNOLOGY TRENDS Produced by: Msc., Eng. Javier DazaProduced by: Msc., Eng. Javier Daza Source: web2.uwindsor.ca/courses/cs/aggarwal/cs60520/SeminarMaterial/VirtualReality.ppt / http://games.yahoo.com/braingames/brain-teasers-games/phantom-square-255 /CS6360 – Virtual Reality David Johnson VIRTUAL REALITY - VRVIRTUAL REALITY - VR
  • 2. Outline  Introduction  The history of VR  Types of VR  Technologies of VR  Architecture of VR system  Applications of VR  Current problems & Future work  Summary  Reference
  • 3. It is not augmented reality…. Introduction
  • 4. What is Virtual Reality – VR? “A high-end user-computer interface that involves real- time simulation and interaction through multiple sensorial channels.” (vision, sound, touch, smell, taste)” Introduction
  • 6. Sensorama Simulator, US Patent #3,050,870, 1962 Introduction
  • 7.  is a simulated environment.  involves computer- generated graphics.  is 3-dimensional.  is extremely interactive.  involves the use of human senses.  exists in many different forms. Characteristics VR Introduction
  • 8. Why VR? VR is able to immerse you in a computer-generated world of your own making: a room, a city, the interior of human body. With VR, you can explore any uncharted territory of the human imagination. Introduction
  • 9. Outline  Introduction  The history of VR  Types of VR  Technologies of VR  Architecture of VR system  Applications of VR  Current problems & Future work  Summary  Reference
  • 10. Early History  Remarkably, VR concepts predate computer graphics and modern VR (HMD, tracking, etc.) arose simultaneously with computer imagery. The history of VR
  • 11. The history of VR Early History Cont’d… • Prehistory – Cave paintings – Some researchers believe that the images animate when shown with flickering torch light! • 3000BC - Egyptians – First lenses • 3000BC – Asian shadow play • ~450BC – Mo Tzu – Pinhole projection onto screen • ~300BC – Euclid – Writes The Optics • 200AC in China or 1515 – Da Vinci – Magic lantern projector? From http://www.precinemahistory.net
  • 12. The history of VR • 1671 – Kircher – Magic lantern – A later example • 1674 – de Chales – Successive glass slides • 1830s -Stroboscope • 1838 – Wheatstone – Stereo viewer From http://www.precinemahistory.net Early History Cont’d…
  • 13. The history of VR • 1860s – zoetrope • 1879 – – Zoopraxiscope • Painted images on disc • Movies – 1888 – first movie – 1895: Skladanowsky – Bioscop – 1895: Lumiere –Cinematographe – 1896: Edison – Vitascope – 1902 – special effects • A Trip to the Moon – start 8:38 From http://www.precinemahistory.net Early History Cont’d…
  • 14. The history of VR • 1916 – Pratt – Head-mounted periscope display and gun – Augmented reality precursor Early History Cont’d…
  • 15. The history of VR • 1929 – Link – Mechanical flight simulator Early History Cont’d…
  • 16. The history of VR • 1956 – Heilig – Sensorama • http://www.youtube.com/watch?v=vSINEBZNCks – Multimodal display of a motorcycle ride through Brooklyn • Sight • Sound • Smell • Vibration – 1957 HMD patent Early History Cont’d…
  • 17. The history of VR • 1961 – Philco – Telepresence with a HMD • Remote camera – Magnetic head tracker – Single CRT Early History Cont’d…
  • 18. The history of VR Birth of Modern VR • 1963 – Sutherland – Interactive graphics – Sketchpad • 1965 – Ultimate display paper • 1968 – A Head-mounted Three- Dimensional Display • 1970 – Krueger – Videoplace - movie • 1974 – Jim Clark – Ph.D. on HMD’s
  • 19. The history of VR The Next Wave • 1980’s – Scott Fisher (NASA- Ames) – VIEW project – – movies – start 2:05 • 1980’s – Jaron Lanier – “Virtual Reality” • Tom Furness – Super cockpit
  • 20. The first complete system was developed by NASA “Virtual Visual Environmental Display” (VIVED early 80s; they prototyped the LCD HMD; Became “Virtual Interface Environment Workstation” (VIEW) 1989 NASA … a pioneer in VR The history of VR
  • 21. NASA VIEW system (1992) The history of VR
  • 22.  Large simulation and training needs  Could not send humans to other planets  Relatively small budgets Why NASA? The history of VR
  • 23. The first commercial VR systems appeared in the late 80s produced by VPL Co. (California): The VPL “Data Glove” and The VPL “Eye Phone” HMD Towards Commercialization… The history of VR
  • 24. The history of VR More displays • 90s - Fakespace boom – High resolution – ergonomic
  • 25. Force-feedback Interfaces Haptic Display Grope III © Fred Brooks, University of North Carolina The Force-Feedback Project, which began in 1967, first focused on the development of a system to support scientific visualization in the area of molecular docking, the Docker application. This application provides graphic (wire-frame) representations of molecules and their inter-atomic forces to allow a user to adjust the relative position and orientation of molecules while searching for minimum energy binding sites. A series of systems have been developed, evolving from a 2-D system, through a 3-D system and a 6-D system for a simple docking task, to a full 6-D molecular docking system called GROPE-III. These later systems have employed a modified Model E-3 Argonne Remote Manipulator (ARM). The history of VR
  • 26. The history of VR Gloves • 1977 – Sayre – Light tube attenuation to measure bend • 1981 – Grimes (Bell) – Bend, tactile sensors • 1984 – VPL – VPL DataGlove • 1993 Utah/MIT – Dextrous Hand Master (Hollerbach) Dextrous Hand Master, Exos
  • 27. The VPL DataGlove (1987) cost $8,500 Gloves The history of VR
  • 28. The Matel PowerGlove (1989) Gloves The history of VR
  • 29. The first commercial VR glove for entertainment – Mattel Power Glove $50 (1989) Gloves The history of VR
  • 30. The history of VR CAVE displays • 1992 – EVL – Users in a projected room – CAVE movie
  • 31. CAVE displays CyberSphere (1998) The scientists Eyre and Eureka in VR-Systems UK have been researching a CyberSphere, a device, which consists of a large, translucent sphere containing the user. The images are distortion- corrected and then projected on the surface of the sphere, allowing the user a full 360 degree field of view. It also allows the user to move around in the world, by walking inside the ball, which will move in response to the users movements. Movie © VR-Systems, United Kingdom The history of VR
  • 32. Companies  1984 – VPL  1987 – Polhemus  1989 – Division  Bought tech from UNC-CH  1989 – Mattel  Nintendo powerglove  1990 – W  VR arcade The history of VR
  • 33. The history of VR Current Companies • Sensics • Intersense • Raytheon • Nintendo • Track-IR
  • 34. Summary  Entertainment has often driven “immersive” advances  The dream of a VR space has a long history  High-quality elements of VR are now consumer products The history of VR
  • 35. Outline  Introduction  The history of VR  Types of VR  Technologies of VR  Architecture of VR system  Applications of VR  Current problems & Future work  Summary  Reference
  • 36. Types of VR System  Windows on World(WoW)  Also called Desktop VR.  Using a conventional computer monitor to display the 3D virtual world.  Immersive VR  Completely immerse the user's personal viewpoint inside the virtual 3D world.  The user has no visual contact with the physical word.  Often equipped with a Head Mounted Display (HMD). Types of VR
  • 37. Types of VR System(Cont’d)  Telepresence  A variation of visualizing complete computer generated worlds.  Links remote sensors in the real world with the senses of a human operator. The remote sensors might be located on a robot. Useful for performing operations in dangerous environments. Types of VR
  • 38. Types of VR System(Cont’d)  Mixed Reality(Augmented Reality)  The seamless merging of real space and virtual space.  Integrate the computer-generated virtual objects into the physical world which become in a sense an equal part of our natural environment.  Distributed VR  A simulated world runs on several computers which are connected over network and the people are able to interact in real time, sharing the same virtual world. Types of VR
  • 39. VR Examples (Cont’d)  Telepresence VR Types of VR
  • 40. 40 VR Examples (Cont’d)  Augmented VR Types of VR
  • 41. VR Examples (Cont’d)  Distributed VR Types of VR
  • 42. Outline  Introduction  The history of VR  Types of VR  Technologies of VR  Architecture of VR system  Applications of VR  Current problems & Future work  Summary  Reference
  • 43. Technologies of VR--Hardware  Head-Mounted Display (HMD) − A Helmet or a face mask providing the visual and auditory displays. − Use LCD or CRT to display stereo images. − May include built-in head-tracker and stereo headphones Technologies of VR
  • 44. Technologies of VR--Hardware  Binocular Omni-Orientation Monitor (BOOM) − Head-coupled stereoscopic display device. − Uses CRT to provide high-resolution display. − Convenient to use. − Fast and accurate built-in tracking. Technologies of VR
  • 45. Technologies of VR--Hardware  Cave Automatic Virtual Environment (CAVE) − Provides the illusion of immersion by projecting stereo images on the walls and floor of a room-sized cube. − A head tracking system continuously adjust the stereo projection to the current position of the leading viewer. Technologies of VR
  • 46. Technologies of VR--Hardware  Data Glove  Outfitted with sensors on the fingers as well as an overall position/orientation tracking equipment.  Enables natural interaction with virtual objects by hand gesture recognition. Technologies of VR
  • 47. Technologies of VR--Hardware  Control Devices  Control virtual objects in 3 dimensions. Technologies of VR
  • 48. Technologies of VR--Software  Toolkits  Programming libraries.  Provide function libraries (C & C++).  Authoring systems  Complete programs with graphical interfaces for creating worlds without resorting to detailed programming. Technologies of VR
  • 49. Technologies of VR--Software  Software packages available in market  Multiverse (Freeware)  Virtual Reality Studio ($100)  Sense8 World Tool Kit (WTK) (over $1000)  Autodesk Cyberspace Development kit (over $1000) Technologies of VR
  • 50. Technologies of VR--Software  VRML(Virtual Reality Modeling Language) − Standard language for interactive simulation within the World Wide Web. − Allows to create "virtual worlds" networked via the Internet and hyperlinked with the World Wide Web. − Aspects of virtual world display, interaction and internetworking can be specified using VRML without being dependent on special gear like HMD.  VR models can be viewed by Netscape or IE with a browser plug-in. Technologies of VR
  • 51. Outline  Introduction  The history of VR  Types of VR  Technologies of VR  Architecture of VR system  Applications of VR  Current problems & Future work  Summary  Reference
  • 52.  Input Processor, Simulation Processor, Rendering Processor and World Database. Input Processor Rendering Processor World Database Simulation Processor visual, auditory, haptic, touch… Position & Orientation Architecture of VR system
  • 54. Components of VR System (Cont’d)  Input Processor  Control the devices used to input information to the computer. The object is to get the coordinate data to the rest of the system with minimal lag time.  Keyboard, mouse, 3D position trackers, a voice recognition system, etc. Architecture of VR system
  • 55.  Simulation Processor – Core of a VR system. – Takes the user inputs along with any tasks programmed into the world and determine the actions that will take place in the virtual world. Architecture of VR system Components of VR System (Cont’d)
  • 56.  Rendering Processor – Create the sensations that are output to the user. – Separate rendering processes are used for visual, auditory, haptic and other sensory systems. Each renderer take a description of the world stat from the simulation process or derive it directly from the World Database for each time step. Architecture of VR system Components of VR System (Cont’d)
  • 57.  World Database (World Description Files) – Store the objects that inhabit the world, scripts that describe actions of those objects. Architecture of VR system Components of VR System (Cont’d)
  • 58. Outline  Introduction  The history of VR  Types of VR  Technologies of VR  Architecture of VR system  Applications of VR  Current problems & Future work  Summary  Reference
  • 59. Applications  Entertainment  More vivid  Move exciting  More attractive Applications of VR
  • 60. Applications (Cont’d)  Medicine − Practice performing surgery. − Perform surgery on a remote patient. − Teach new skills in a safe, controlled environment. Applications of VR
  • 61. Applications (Cont’d)  Manufacturing  Easy to modify  Low cost  High efficient Applications of VR
  • 62. Applications (Cont’d)  Education & Training  Driving simulators.  Flight simulators.  Ship simulators.  Tank simulators. Applications of VR
  • 63.  Military Training Applications (Cont’d) Applications of VR
  • 65. Outline  Introduction  The history of VR  Types of VR  Technologies of VR  Architecture of VR system  Applications of VR  Current problems & Future work  Summary  Reference
  • 66.  Cybersickness / simulator sickness  Low-fidelity  Expensive  Lack of integration between application packages  High-fidelity system  Cost-saving  Collaborative  High-level contact between participants in distributed VR Current problems & Future work
  • 67. Outline  Introduction  The history of VR  Types of VR  Technologies of VR  Architecture of VR system  Applications of VR  Current problems & Future work  Summary  Reference
  • 68.  Visualization of complicated, large data is helpful for understanding and analysis.  VR offers us a new way to interact with computer.  VR enables us to experience the virtual world that is impossible in real world.  VR is changing our life, eventually VR will increasingly become a part of our life. Summary
  • 69. Outline  Introduction  The history of VR  Types of VR  Technologies of VR  Architecture of VR system  Applications of VR  Current problems & Future work  Summary  Reference
  • 70.  [1] What is Virtual Reality?, http://vr.isdale.com/WhatIsVR/frames/WhatIsVR4.1.html.  [2] Augumented and Mixed Reality, http://www.mic.atr.co.jp/~poup/research/ar/.  [3] Virtual Reality Applications, http://vresources.jump- gate.com/applications/applications.shtml.  [4] K.-P. Beier. Virtual Reality: A short Introduction. http://www-vrl.umich.edu/intro/  [5] Franchi,J. Vertual Reality: An Overview. ERIC Digest, June 1995 References
  • 71. Textbook: Burdea and Coiffet, Virtual Reality Technology, 2nd Edition, Wiley, 2003 References