Upload
octavia-weaver
View
214
Download
0
Tags:
Embed Size (px)
Citation preview
Virtual RealityAugmented Realities
Mixed Realities
Winter 03/102Week 8
Dept. Design|Media Arts
CHAR DAVIES Osmose 1995
Computers, sound synthesizers and processors, stereoscopic head-mounted display with 3-D localized sound, interface vest, motion-capture devices, video projector, silh
ouette screen Dimensions variable
Early VR
• Bell Helicopter Company used displays connected to a camera for flight simulation
• The system proved to give a satisfactory sense of realitiy to the user
• Similar systems were used for air pilot training until early 80s
• Ivan Sutherland took the idea and built the ”ultimate Display”, the first Head-Mounted Display (HMD) in 1966 (the image to the right: circa 1967)
• Reference can be found at: http://www.sun.com/960710/feature3/alice.html#pics
Evans &Sutherland• Founded in 1973 by two professors David Evan
s and Ivan Sutherland (see http://www.es.com/about_eands/history/index.asp)
• Specialized in graphic engines for real time interactive image generation
• Construction of a simulator capable of producing 20 images/second
• Resulted in the first flight simulator for the US Army
• Development of a VR helmet in the 70’s and 80’s by the US Army (secret project)
• Provided system for flight simulators for commercial aircraft all over the world
• Fastest real time graphics engine• As the cold war ends, became active in enterta
inment business
SENSORAMA by Morton Heilig (1960)Not interactive, but an immersive environment
Immersive environment:panorama, peepshow and stereoscope
Illusion of “being there”
Peepshow box and perspective prints
All sorts of stereoscopes….
3D cinema
Wider screen
The Cinerama Dome with its 316 hexagons and pentagons was built in sixteen weeks in 1963 and opened with Stanley Kramer's
"It's a Mad, Mad, Mad, Mad World."
Real time graphics(Dan Sandin’s Image Processor and other analog image synthesizer
s)
“Put-that-there”Voice and gesture at the graphics interface,
Negroponte et al, MIT, 1980
“Artificial Reality” Engineer/Artist Myron Krueger, 1983
Videoplace 1985
Modern Notion of Virtual Reality SystemsNASA AMES
• Around 1985, using DEC PDP 11-40 and E&S • 3-D head position measurement by Polhemus digitizer• Display as wireframe• Data glove added by Scott Fisher• First virtual sound system in 1988 by Scott Fisher and E.
Wenzel• Created the first system capable of synthesizing four virtual 3-D
sound sources• The sound sources were localized even if the head moves
Super Cockpit Tom Furness, Univ. of Washington
UNC Chapel Hill 1980s - CG, computer science, parallel processing, force
feedback, tactile display, new ideas and concepts…..(photo: concept model for X-ray viewing, 1990)
Late 1980s to Beginning of 1990s: VR as a phenomenon
Photo: NASA AMES 1990 Scott Fisher et al.
VR Comes to the Public’s Attention(Article on Dataglove, 1987)
Commercially available equipmentsVPL Dataglove, Datasuit
Jaron Lanier, CEO of VPLStands for "Visual Programming Language”, founded in 1984
FakeSpace Boom Display - early 1990s
MenagerieScott Fisher et al.
Dan Sandin Developed CAVE
CAVE: The concept developed from Art and Technology collaboration
• Developed around 1992 at the University of Illinois’ Electronic Visualization Laboratory (EVL) at Urbana Champaign, USA
• First version was based on a network of SGI Reality Engine machines to render images in real-time display
• The system is composed of three projection walls and one floor
• Use two 3-D magnetic trackers, Flock of Birds by Ascension Technology, to locate the head and the hand
Industrial Applications of VR
• Molecular modeling• Medical• Architecture : Walk through• Interior design: Kitchen• Industrial design: Car• Psychology• Training
Communication environmentEducation
The IMMERSADESKand other wide-screen formats
• IMMERSADESK: Developed at the EVL around 1995
• Is equivalent to a 3-D drafting table
• Uses the same interface as the CAVE : The wand tracks the hand and a head tracker
• Immersive environment with wide screens, semi-spherical screens emerge
Bush Soul by Rebecca Allen
VR for everyone:on PC and on the Web
• Introduction of VRML 1.0 in 1996
• Introduction of Performer library by SGI around 1996
• QTVR (Apple, 1992)• Commercial version of the
CAVE available in 1998 produced by Pyramid Systems
• Introduction of many high-speed graphic cards for PCs around 1998
• Introduction of VRML 2.0 in 1998
• PC CAVE
Artistic applications of VR Concept, context and new interface ideas
• Legible City: Jeffery Shaw• Home of the Brain: Monika Fleisc
hmann, Art+Com• Virtual tram ride in Karlsruhe: Mic
hael Naimark• Handsight: Agnes Hegedus• Menagerie: Scott Fisher, Susan A
mkraut, • Interactive Plant Growing, A-Volve:
Christa Sommerer, Laurent Mingonneau
• Living by Numbers: Luc Courschene
• Osmose, Ephemere: Char Davies• World Skin: Maurice Benayoun
VR interfaces(image below: Virtual YABUSAME, shooting arrows on horseback)
• Both input and output are needed in real time
• Vision • Sound• Detection: Sensors, video camer
as, microphones, etc.• Body tracking• Eye tracking• Pressures and force feedback (fr
om joystick to haptic display)
…. What else?
Force FeedbackPhysical interaction within a virtual environment
(image below: Virtual Chambara, Univ. Tokyo)
“As Much As You Love Me”(An artwork with force feedback using magnetic field)
Augmented Realitiesand
Mixed Realities
Augmented Realities
• Enhance the real environment by adding virtual visual/audible/tactile information
• Training in engineering, medical help• Visualization of data
• Enhance the virtual environment by bringing in real objects, vision, sound, or other information from the real world
• Add a sense of reality to virtual reality• Eliminate the sense of loss in the virtual world• Training, simuation
Augmented Realities and Augmented Virtualities: Why not Mixed Realities?
(image: from MR Lab, Japan)
Mixed Realities(image: Music on the Table, by Toshio Iwai)
• The hot field in VR studies• More “natural”• Tactile sensation is easier to
achieve• Wider possibilities• Easier to use• Needs to be calibrated
precisely, to much the real world and the virtual
• Became an active field in Japan: How is it related to the “sense of reality” in each culture?
QuickTime˛ Ç∆ÉtÉHÉg - JPEG êLí£ÉvÉçÉOÉâÉÄ
ǙDZÇÃÉsÉNÉ`ÉÉÇ å©ÇÈÇ…ÇÕïKóvÇ≈Ç∑ÅB