vi t l e i tvirtual environments: introduction
TRANSCRIPT
Vi t l E i tVirtual Environments: Introduction
Anthony Steed Simon JulierAnthony Steed, Simon JulierDepartment of Computer ScienceUniversity College LondonUniversity College London
http://www cs ucl ac uk/teaching/VEhttp://www.cs.ucl.ac.uk/teaching/VE
Outline
• What are Virtual Environments?– Working definition– Constituents of the environment
T h l i f VE• Technologies for VEs– What are the toolbox of parts?
• Describing and Measuring a VEImmersiveness– Immersiveness
– Levels of virtualisation– Presence
Defining Virtual Environments
• What are Virtual Environments?– Working definition– Constituents of the environment
T h l i f VE• Technologies for VEs– What are the toolbox of parts?
• Describing and Measuring a VEImmersiveness– Immersiveness
– Levels of virtualisation– Presence
Device-Driven Definitions of Virtual EnvironmentsEnvironments• Virtual Reality is 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)realistic three-dimensional situations. (Coates, 1992)
• Virtual Reality is an alternate world filled with computer-generated images that respond to human movements. These simulated environments are usually i it d ith th id f i d t it hi h f t t h ivisited with the aid of an expensive data suit which features stereophonic
video goggles and fiber-optic data gloves. (Greenbaum, 1992) • The terms virtual worlds, virtual cockpits, and virtual workstations were used to
d ib ifi j t I 1989 J L i CEO f VPL i d thdescribe specific projects.... In 1989, Jaron Lanier, CEO of VPL, coined the term virtual reality to bring all of the virtual projects under a single rubric. The term therefore typically refers to three-dimensional realities implemented with stereo viewing goggles and reality gloves (Krueger 1991 p xiii)stereo viewing goggles and reality gloves. (Krueger, 1991, p. xiii)
“Defining Virtual Reality: Dimensions Determining Telepresence”, Steueur, 1992
Device-Driven Definitions of Virtual EnvironmentsEnvironments
User
User
Computer
Synthetic Environment
Interface Devices
Thi i h t kReal
Environment
This is what makes this a VE
Limitations of Device-Driven Definition
• “VR” and “not-VR” systems are defined by presence / absence of hardware alonepresence / absence of hardware alone– Previous definitions highly image oriented
• Lack of theoretical dimensions for parameterising characteristics of VR– How can different VR systems be compared?– How can VR be compared with different media?
A VE is an Immersive, Mediated Communication MediumCommunication Medium
User
User
Environment
Synthetic Environment
Interface Devices
MediatedReal
Environment
Mediated Medium
Components of the Environment
Contents: Geometry:Actors and
ObjectsDimensions, Metrics and
Extent
Dynamics:Interaction Rules
“Virtual Environments andEnvironment
Virtual Environments and Environmental Instruments”, S. Ellis, 1996
Contents
• Environment is made up of discrete items known as objects and actorsas objects and actors
• ObjectsDi t d id tifi bl– Discrete and identifiable
– Described by property vectors• Actors are objects that initiate interactions• The self is a special kind of actor with a point-of-p p
view
Geometry
• Description of the environmental field of actionC t i• Contains:– Dimensionality: The degree of freedom of the position
vectorvector– Metric: The basic mathematical rules for defining order,
distance etcdistance, etc.– Extent: The range of possible values of the position
vectorvector
Dynamics
• These are the rules of interaction among the contentscontents
• These can be:– Differential equations of Newtonian dynamics toDifferential equations of Newtonian dynamics to
describe kinematic and dynamic relationships– Grammatical rules for pattern-matched triggered actions
• For comfortable use, relationship between proprioceptive information and sensory data requires consistency, predictability, and completeness
VE Technologies
• What are Virtual Environments?– Working definition– Constituents of the environment
T h l i f VE• Technologies for VEs– What are the toolbox of parts?
• Describing and Measuring a VEImmersiveness– Immersiveness
– Levels of virtualisation– Presence
Components of a VE System
• Display / Rendering SystemU I t• User Input
• Tracking• Database - no time to talk about this
Visual Display Systems
Headmounted DisplayHeadmounted Display
FishTankVR: VR on a Monitor
Headmounted Display
CAVE = Cave Automatic Virtual Environment
Cruz-Neira, C., Sandin, D.J., DeFanti, T.A. (1993) Surround-Screen Projection-Based Virtual Reality: The Design and Implementation of the CAVE ComputerBased Virtual Reality: The Design and Implementation of the CAVE, Computer Graphics (SIGGRAPH) Proceedings, Annual Conference Series, 135-142.
Olfactory Display Systems
“Projection-Based Olfactory Display with Nose Tracking” Y. Yanagida, S. Kawato, H. Noma, A., and N. Tetsutani, IEEE VR 2004, Chicago
Tracking Systems
Inside Out hybrid camera inertialInside-Out hybrid camera inertial system
Outside-In camera-based tracking system
Describing and Measuring VEs
• What are Virtual Environments?– Working definition
C tit t f th i t– Constituents of the environment
• Technologies for VEsg– What are the toolbox of parts?
D ibi d M i VE• Describing and Measuring a VE– Immersiveness– Levels of virtualisation– Presence
Why Study VEs?
• VEs are tools to try to maximise information between the computer and userbetween the computer and user
• Input – Responds to the user through 3D controls– Responds to the user through 3D controls– Possibly speech controlled
• OutputOutput– High-fidelity surrounding graphics– High quality spatialised soundHigh quality spatialised sound
• The input / output configuration needs to maximise the information flowmaximise the information flow
Optimising the Performance of a VE
• “I define a virtual reality experience as any in which the user is effectively immersed inin which the user is effectively immersed in a responsive virtual world. This implies user dynamic control of viewpoint ” Professordynamic control of viewpoint. - Professor Fred Brooks, UNC Chapel Hill, USA
• But what does “effectively immersed” mean?
Optimising the Performance of a VE
• The best performance occurs when:– the user loses awareness of the real world props thatthe user loses awareness of the real world props that
support the perceptual illusions; and– Actions are successfully supported in the environment
• In other words, the user experiences presence• Presence is achieved in several steps:p
Immersion Virtualisation PresenceImmersion Virtualisation Presence
Immersion
• Immersion is a description of the technology– Inclusive – sensory experience from VE onlyy p y– Extensive – more sensory modalities– Surrounding – from all directions– Vivid – high fidelity– Egocentric – first person point of view
Plot things are happening and the VE responds to the user– Plot – things are happening and the VE responds to the user– Proprioceptive match – between sensory data and
proprioception
Virtualisation
• Immersion supports the process of virtualisation
• Virtualisation – “the process by which a viewer interprets patterned sensory impressions to represent objects in an environment other than that from which the impressions originate”.
Levels of Virtualisation
• Virtual Space – see a 3D object when looking at something inscribed on a flat sheet– Perspective cues, lighting, shading
• Virtual Image – perception of an object with depth– Stereo disparity
• Virtual Environment – perception of a surrounding environment– head-slaved parallax, accommodation and
vergence, surrounding display
Virtual Environment
• Requires (almost) full immersion because of the requirements for head-related and egocentric display
• At this point, user can ti l l thactively explore the
(visual) environment by moving naturallymoving naturally
Some Presence Definitions
• ‘The sense of “being there”’ (Held & Durlach, Sheridan, Zeltzer: premier issue of PRESENCE, 1992)1992)
• ‘A perceptual illusion of nonmediation’ (Lombard and Ditton 1997)Ditton, 1997)
• ‘A mental state in which a user feels physically present within the computer-mediated environment’(Draper & Kaber, 1998)
• ‘The subjective experience of being in one place or environment even when one is physically situated inenvironment, even when one is physically situated in another’ (Witmer & Singer, 1998)
Presence Operationally
• Successful substitution of real sense data by computer generated sense datacomputer generated sense data
• ‘Successful’ – response is similar to expected response in everyday realityresponse in everyday reality
• ‘Response’ –L l l h i l i l hi h l l iti d– Low level physiological → high level cognitive and emotionalIncludes verbal responses about ‘being there’– Includes verbal responses about being there
– Response includes potential for interaction
Impact of Virtual Environments
• Meehan M B Insko M Whitton and F P Brooks Jr (2002)Meehan, M., B. Insko, M. Whitton and F. P. Brooks Jr. (2002). "Physiological Measures of Presence in Stressful Virtual Environments." ACM Transactions on Graphics 21(3): 645-652. (Proceedings of ACM SIGGRAPH 2002, San Antonio , Texas ).
Summary
• A working definition of VEs– Mediated communication environments
• A very brief overview of the technology behind virtual environmentsbehind virtual environments
• Levels of virtualisation Critical role of immersion in affording• Critical role of immersion in affording proprioceptively correct changes in sensors datadata
• Presence as the human response