Introduction: - Multimedia University

Download Report

Transcript Introduction: - Multimedia University

INTRODUCTION
 Definition of VR
(Siti Mahfuzah Sarif – 98100500)
Various Term: VE, CVE, Shared VE
 Misconception of VR
 History of VR
 Overview of VR Applications
 Example of VR on WWW
(Nor Azdalina Adam – 98100312)

(Raisyan Auni – 98100448)
(Filzah Mohd Othman)
(S. Shushmita Jahan – 1991149587)
(Kim Bok Hee – 1011173654)
Definition of VR

Most popular definitions – reference to
technological systems/hardware. Eg:
– VR is electronic simulations of environments experienced
via head mounted eye goggles and wired clothing enabling
the end user to interact in realistic 3-D situations. (Coates,
1992)
– VR is an alternate world filled with computer-generated
images that respond to human movements. These
simulated environments are usually visited 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 describe 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)
Definition (cont)
In common : electronically simulated
environments + ‘gloves ‘n’ goggles’
systems
 Larger images + interactive more
complex = perception of ‘reality’ 

Definition (cont)

a simulation of a real/imagined
environment that can be experienced
visually in the 3 dimensions of width,
height, and depth and may additionally
provide an interactive experience
visually in full real-time motion with
sound and possibly with other forms of
feedback
Definition (cont)

Virtual reality can be divided into:
The simulation of real environments such as the
interior of a building or a spaceship often with
the purpose of training or education
The development of an imagined environment,
typically for a game or educational adventure”
(Taken from www.whatis.com websites)
Virtual Environment

Computer-simulated world consisting of
mathematical and software representations of
real (or imagined) agents, objects and processes
as well as a human-computer interface for
displaying and interacting with these objects.
 Users are able to see,hear and touch data beyond
the range of their senses.
 3 important components:• 1) Interactive
• 2) Immersive
• 3)Real-time rendering.

Interactive : Users are able to manipulate/modify objects in
the world using any hardware input devices.

Immersive : Users really feel like they have been transported
to a virtual world.

Real-time rendering : users are able to see the same
object in the world even after it has been modified by any of
them.


VE is the most effective form of information technology for
providing multi-sensory experience.
The perceived experience is interpreted as being real and
makes it likely that skills learned in the VE will be transferred to
a real world.
Collaborative Virtual Environment
(CVE)

Use distributed virtual technology to support group work.

Necessary condition : the provision of simultaneous multi-user
access to a virtual reality system.

The system must consider and support the needs of users who
wish to work together.

Users are explicitly represented to each other within a shared
space.
– Free to move around the space, encountering each other
and also object and information of common interest.

All users see the
same VE from their
respective points of
view. Each user is
presented as a
virtual human
(avatar) to the other
participants.

Users can see each
other,communicate
with each other and
interact with the
virtual world as a
team.
Misconception of VR

VR is only meant to be 3-D
– 4th component of VR – ‘time’

VR applications must include HMD
(difficult to put on, prone to breakage &
created hygiene risks)
– Window VR – fully integrated
Misconception (cont)

VR files are huge
– They can be small – consists mostly of
vector graphics
– Irrelevant issue with high bandwidth

VR only covers entertainment
– Possible use of VR in business & medical
field
History of Virtual Reality

In late 1950s - Douglas Engelbart connects
computer to screen so that digital info can be
viewed.
 In early 1960s - Morton Heilig created
“Sensorama Simulator”, a virtual workstation
that utilized 3-D video, obtained with three 35
mm cameras mounted on the cameraman.
The setup included stereo sound, integrated
with the full 3-D camera views.
History (cont)

In 1966 - Ivan Sutherland continued by using
two Cathode Ray Tubes mounted near the
ears to simulate the three dimensional
experience. Sutherland started the idea of the
graphics accelerator, an integral part in
modern virtual simulation.
 This invention lead to pivotal evolution in
areas of data simulation, military and war
games, and entertainment.
History : Data Simulation

US military commission a radar defense
system – process info. for human
interpretation
 In 1962 Ivan Sutherland developed a light
pen with which images could be sketched on
a computer. Sutherland's first computer-aided
design program, called Sketchpad.
 In 1970 Sutherland also produced the first
pointing device called ‘mouse’
History : Military

In late 1960s US military created flight
simulators consisted of mock cockpits built on
motion platforms that pitched and rolled, but
poor visual feedback.
 By the 1970s, computer-generated graphics
had replaced videos and models and flight
simulations were operating in real time.
 By the early 1980s, better software,
hardware, and motion-control platforms
enabled pilots to navigate through highly
detailed virtual worlds.
History : Entertainment

In 1976, blockbuster science fiction movie
Star Wars used computer-generated special
effects were released.
 In early 1980s, the video game business
boomed.
 Later, data glove is created, a computer
interface device that detects hand
movements. It was invented to produce music
by linking hand gestures to a music
synthesizer.
Recent pivotal events & VR tools that
evolved simultaneously with VR world.

During 1990s, the evolution of display
technology has played a vital role in the
advancement of the VR paradigm.
 They are Liquid Crystal Display(LCD) and
Cathode Ray Tube(CRT) display devices,
high performance image generation systems,
and tracking systems.
 Modern advances in graphic resolution and
processor speed have allowed adaptive real
time drawing of polygons in the computer
interface.





1st came the flight helmets developed by the
military to replace costly real combat
simulations.
Then, 3-D position sensors were developed to
successfully translate a view into graphics with
a Cartesian 3 coordinate system.
Then, these sensors have evolved into
potentiometers, using low frequency magnetic
fields, ultrasound, radar, or infrared cameras to
detect motion.
Then, emerged the invention of the trackball
mouse to control object.
Finally, the most famous VR tool is the sensory
glove is created. A movement of index finger
might simulate a button click, or forward
propulsion in the VE.
Overview of VR Applications
(Past, Present, Future)
Flight Simulators
Overview of VR Applications
(Past, Present, Future)
Stereoscopic-3D
Overview of VR Applications
(Past, Present, Future)
Sensorama
Overview of VR Applications
(Past, Present, Future)
Virtual Interface Environment
Workstation
Overview of VR Applications
(Past, Present, Future)
Helmets
Overview of VR Applications
(Past, Present, Future)
Instrumented Gloves
Overview of VR Applications
(Past, Present, Future)

Tele-robotics
Example of Virtual World on
WWW
1.www.kovi.com
2.www.vrimpact.com
3.www.bestez.com
www.kovi.com
www.vrimpact.com
• Sample
Apartment:
Culture Assets:
www.bestez.com
• Stock Market