immersive displays the other senses…. 1962… classic human sensory systems sight (visual) hearing...

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Immersive Displays The other senses…

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Page 1: Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)

Immersive DisplaysThe other senses…

Page 2: Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)

1962…

Page 3: Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)

Classic Human Sensory SystemsSight (Visual)Hearing

(Aural)Touch (Tactile)Smell

(Olfactory)Taste

(Gustatory)

Page 4: Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)

Relevance to VR#1 – Sight#2 – Hearing#3 – Touch#4 – Smell #5 – Taste

1,2,3 are well studied but still have plenty of research left

4 and 5 are incredibly difficult, but some examples exist

Page 5: Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)

Other relevant sensorsTemperature SensorsProprioceptive sensors (gravity) Stretch sensors found in muscles,

skin, and jointsVestibular (inner ear) sensors

Which can we control in VR?◦Cue conflicts cause nausea, vomiting

Page 6: Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)

Audio (Sound Rendering)Easiest way to improve a VR

system◦Think of watching a movie without

sound

Easy to use (Sound APIs)

Cheap to produce great results (headphones) <$100

Page 7: Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)

Audio DisplaysAn arrangement of speakers

◦Spatially Fixed – Loudspeakers (many types)◦Head-Mounted – Headphones (many types)

Speaker quality affects your ability to generate sound wave frequencies, loudness◦Amplifiers very important for good results

Page 8: Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)

Immersive AudioOur hearing system can sense the 3D source of

a sound◦ A VR system should be able to produce what the

ears should hear from a 3D sourceBinaural recordings in real life (like stereoscopic

video)3D sound rendering in the virtual world (like

stereoscopic rendering)◦ Works best with headphones

Page 9: Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)

Head Related Transfer Function (HRTF)In the frequency domain,

at frequency f◦H(f) = Output (f) / Input (f)

HRTF is dependent on spatial position, X,Y,Z, or in the far field, direction.

Complex HRTF caused by the Pinnae of the ears◦Unique to each person

HRTF learned by each person from childhood to sense 3D source

Page 10: Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)

3D sound renderingIn the API (what you program)

◦position, velocity, intensity of source◦position, velocity, *orientation* of listener

Dependent on your renderer capabilities◦HRTF of actual listener for best results

Measure with molds or in-ear microphones Default HRTF is identity (basically you only get

left-right distinction)

◦Reverb (echoing) or other effects◦Speaker arrangement (usually defined in OS)

Page 11: Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)

Sound APIOpenAL and DirectSound are popular

◦Sort of like OpenGL and Direct3DAPI for talking to a 3D renderer (usually

hardware)◦Similar to the idea of OpenGL

Allows you to load sounds (utility toolkit), specify 3D sound properties, and specify listener properties. ◦Must use single-channel sound files! Multi-

channel sound files do not make sense. The renderer “generates” multi-channel sound.

Example

Page 12: Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)

Haptics (Touch rendering)Reproduction of forces exerted on the

human body◦Striking a surface (e.g. hitting a ball)◦Holding an object◦Texture of a surface

Lack of touch rendering is the #1 problem in VR systems◦Enormous actuation area

The entire surface of the human body

Existing solutions are encumbering and task specific

Page 13: Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)

Categories of Haptic DisplaysPassive vs Active

◦Passive – Can stop motion but cannot create it

◦Active – Can generate motionFixed vs Sourceless

◦Fixed – Mounted to the environment (e.g. a wand)

◦Sourceless – Mounted to the user (e.g. a glove)

Forces, torques, vibrations◦Types of output a Haptic device can be

capable of

Page 14: Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)

Haptic RenderingSpecify forces, torques,

rotations at actuation points◦Most commonly one

APIs are available◦From manufacturer◦OpenHL?

Very similar to physics rendering, except much more difficult◦Requires extremely high update

rates (1000hz for imperceptibility)