Underlying Technologies Part One: Hardware Mark Green School of Creative Media

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Transcript Underlying Technologies Part One: Hardware Mark Green School of Creative Media

Underlying Technologies
Part One: Hardware
Mark Green
School of Creative Media
Introduction
 Take
a look at the hardware technologies
that make it all work
 an overview, survey or what’s available,
may come back to details later
 two types of hardware:


output
input
Output Technologies
 Numerous




modes:
visual
sound
tactile/force
smell
 examine
both commercial and research
technologies
Visual
 We
tend to concentrate on visual, this is
our dominant sense
 aim: fill our visual field of view with
computer generated graphics
 standard monitor doesn’t work, only
covers a portion of the visual field, still a
useful tool
Head Mounted Display
 Started
with Head Mounted Display (HMD)
 two display screens, one for each eye,
mounted on head
 images change as user moves
 display responds to user’s motions, move
head to view complete 3D environment
 not perfect: heavy, low resolution, etc
Projection Based Displays
 A number
of display technologies based
on projection
 active area of research:


rapidly evolving projection technology
rapid decrease in price
 easier
to use and higher quality than HMD,
but requires more space
Projectors
 Three



main projection technologies:
CRT
LCD
DLP
 CRT
is the oldest technology, based on
three CRT tubes: red, green and blue
 low brightness, around 240 lumens
CRT Projectors
 Main



benefits:
high resolution
very fast
very flexible
 Problems:



hard to maintain, heavy
dead technology, no evolution
expensive
LCD Projectors
 LCD
panel with bright projection lamp
 LCD panel: grid of cells containing liquid
crystal
 when voltage applied to cell crystals
change optical properties, produces image
 main problem: crystals don’t change fast
enough
 brightness: 600 - 2400 lumens
LCD Projectors
 Benefits:



cheap
small, light, easy to maintain
reasonably bright
 Problems:


not very fast, 20 - 30 Hz
fixed resolution
DLP Projectors
 Digital
light processor: micro-mirrors built
on a chip, voltage applied to mirror causes
it to tilt
 shine light on DLP, mirror direction
controls how much light is reflected
 a developing technology
 brightness: 2,000 - 10,000 lumens
DLP Projectors
 Benefits:



very bright
reasonably fast and easy to maintain
developing technology, will get better and
cheaper
 Problems:


currently quite expensive
fixed resolution
Front Vs. Back Projection
 Projector
can be in front or behind the
screen
 back projection: viewers don’t shadow the
screen, but requires a lot of space
 front projection: saves a lot of space, but
viewers can shadow the screen
 a space Vs quality trade off
Throw Distance
 Distance
from projector to screen for best
quality image
 varies with projector and optics, rough
estimate: twice the largest dimension of
the image
 can be reduced by using mirrors, fold the
optical path, need high quality mirrors and
accurate placement
CAVE
 CAVE:
room with projected stereo
graphics on walls, user position tracked
 Why?




Very high resolution
less to wear
multiple users
access to real world objects
Walls
 Project
onto a single wall, either flat or
curved
 may use multiple projectors to give higher
resolution, need edge blending
 can be quite large, over 25’ long
 usually stereo, but not head tracked
 used extensively in oil industry
Desks
 Back
project onto a table top, usually
stereo with head tracking
 good for fine manipulations
 restricted to a few users, can’t do good
stereo with more than 2 users
 single projector, so cheaper than a wall or
cave
Sound
 Before
we can discuss sound hardware
we need to understand how we hear
 there are a number of cues that we use to
locate sound sources
 one is the volume, sound volume
decreases with the square of distance
 for many sounds we know how loud they
normally are, can estimate distance
Sound
 Another
sound cue is based on comparing
results for our two ears
 unless the sound is directly in front or
behind us, there will be a time difference
between the ears
 there will also be a slight difference in
volume
 the main idea behind stereo sound
Sound
 The
most important cue comes from the
shape of our outer ear
 the outer ear filters sound, filtering
depends upon sound direction
 we learn the filtering performed by our ear,
can then judge where sounds are located
 we only need one ear for this, two ears
really aren’t that important
Sound
 Outer
ear filtering called HRTF - headrelated transfer function
 HRTF can be measured by placing a small
microphone in the ear, measure sound
intensities for sound coming from different
directions
 use HRTF to filter sound, feed to each ear
separately using headphones
Sound
 If
the listener and sound source are
moving relative to each other get Doppler
effect
 sounds moving towards us increase in
frequency, sounds moving away decrease
in frequency
 this is noticeable at around 30 km/h, so its
something we could expect in our virtual
environment
Sound
 How
do we implement this?
 Drop HRTF, the rest is fairly easy for
simple acoustic environments
 given listener position in VE, and positions
of sound sources, only need to do some
simple filtering, either CPU or sound card
 output then goes to headphones
Sound
 If
using speakers its more complex
 need to know the position of listener in
physical space, plus position of speakers
 generate separate audio feed for each
speaker
 typically needs at least 4 speakers, but
depends upon size of real environment
Sound
 For
HRTF we need to use headphones,
also need to have HRTF for listener,
generic HRTF can be used
 can be done on modern computers without
much problem
 assume simple acoustic environment, no
walls, no sound reflection, etc
Sound
 Simulating
acoustical environments is
more difficult
 typically need special purpose hardware
for real-time, usually multiple DSPs
 restricted to a small number of sound
sources and a small number of sound
reflectors
Tactile and Force
 Related
sensations, both involve hands
and touch
 force involves objects acting on the user’s
hands, basically a push against the hand
 the user must be holding the device that
provides force output, typically both an
input and output device
 force feedback joystick
Force
 Force
feedback joystick, like a normal
joystick, except motors attached to the
stick
 stick can be moved under computer
control
 react to user’s motion, if the hand strikes a
wall stick stops moving
 stick shakes when gun fires, etc
Tactile
 Sense
of touch, mainly research
 try to stimulate tactile sense organs in
fingers and hand
 usually some form of vibration:


film in front of loud speaker
array of small pins, each pin can vibrate or
move slightly
Smell
 Both
easy and hard, not a standard
technology!
 Fairly easy to generate smells, just need
the right chemical in small vials
 to generate smell, open the vial and use a
small fan to push smell towards the user
 opening and closing vial under computer
control
Smell
 Real
problem is stopping the smell
 need some way of getting rid of smell
when no longer needed
 could use a large fan, probably interferes
with the experience, may make too much
noise
 also need some way of mixing smells
predictably
Input
 To
interact with a virtual environment there
needs to be some way of sensing our
actions
 VEs are 3D, so we need to be able to
enter 3D data:


position
orientation
 we
also want to manipulate objects, so
there are other things we might want
3D Data
 There
are a number of devices for 3D data
 an important sub-class are trackers, used
to determine position and orientation of
body parts
 trackers are used by most output devices,
so we will start with them
 first look at some important properties,
then look at hardware
Trackers
 Latency:
most important property
 time from when user moves until position
reported to computer
 system latency: time from when user
moves until motion reflected in display
 must be kept less than 0.1 second,
otherwise users become very sick
Trackers
 Noise:
when the tracker is held still is there
a variation in its output
 large amounts of noise decrease usability
 Accuracy: does the tracker accurately
report its position
 warped spaces are hard to work in, handeye coordination is hard if devices aren’t
accurate
Electromagnetic Trackers
 Source
emits an electromagnetic field,
sensor detects field
 computes position and orientation from
field measurements
 reasonably accurate, but expensive
 limited range, problems with metal objects
 sometimes add buttons for interaction
Hybrid Trackers
 Based
on combining two existing tracking
technologies
 Inertia trackers are very fast, based on
measuring accelerations
 Perform very well over short time periods,
several seconds, but drift over longer
periods
Hybrid Trackers
 Ultrasound
is slow and requires many
sound sources for accuracy
 Combine the two technologies:


Use inertia tracking over short time periods
Use ultrasound tracking to correct the inertia
tracker periodically
 Produces
system
a fast and accurate tracking
Hybrid Trackers
 Advantages:



Fast
Accurate
Low noise
 Problems:

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Expensive
Immature technology, still needs some work
Video Tracking
 Based
on using one or more video
cameras to determine user’s position
 Full 3D requires multiple cameras, can do
some things with a single camera
 General approach involves multiple
cameras in different locations, capture an
image from all of the cameras
Video Tracking
 In
each image find the user and then the
points on the user being tracked
 Identifying tracked positions is hard, may
not even be visible
 Special optical markers often used to help
identify tracked positions
 Extract position information from image,
this is usually 2D data
Video Tracking
 Combine
the information from all of the
cameras to get 3D position
 Hard to do in real time, especially with
high accuracy
 Quite often simplify the problem by using
special backgrounds, special lighting, etc
Video Tracking
 Single
camera systems can be used in
special situations
 Face tracking: know what we are looking
at and over a limited range
 With standard webcam can do a good job
of determining positions of facial features
Optical Tracker
 Problem:
suit-up for interaction, must wear
devices, cables on floor, etc
 casual use is difficult, just walk into Cave
and use it, nothing to wear
 observations:


really a 2D problem, users don’t change
height
high accuracy not necessary for casual
interaction
Optical Tracker
 Floor
level laser beam
 camera with filter, tuned to laser frequency
 camera mainly sees laser light, doesn’t
see graphics
 user’s legs interrupt laser beam:


position of break gives one axis
height of break give the other
 under
$400 to build
Optical Tracker
3D Data
 A number
of devices can be used for
position and orientation, but aren’t trackers
 A good example of this is a 3D joystick
 Twisting the control stick is used as the
third dimension
 Reasonably good, but all 3 dimensions
aren’t treated equally
Pucks
 Similar
to joysticks, but easier to use in 3D
 round flat puck instead of control stick, can
be moved in x, y and z as well as rotated
 about the same price as a joystick, hasn’t
really caught on as a game device, so not
as easy to find
Mechanical Trackers
 Looks
like a robot arm
 user controls the end of the arm, can
move it freely in 3D space
 end of arm looks and feels like a pencil
 move the end like a pencil, can draw in 3D
space
 can trace out small 3D objects
Mechanical Trackers
Body Gestures
 Trackers
give us a few points on the body,
but don’t give complete gesture
information
 To grasp a virtual object would like to
move hand to the object and grab it
 Need to know what the hand is doing, are
the fingers grasping the object
 Several approaches, none are satisfactory
Gloves
 The
“Hollywood” VR device
 not extensively used now, more of a niche
device
 hard to accurately recognize gestures
 gloves tend to get dirty and can’t be
washed
 takes time to put on
 very expensive
Body Suits
 Similar
technology to gloves, but cover the
entire body, look like diving suit
 Several attempts, but never quite worked
 Difficult to get on
 Hard to calibrate, determine what the body
is doing
 Large amounts of data that is hard to deal
with
Video
 Video
techniques have been used for
hand gestures
 Work well if hand doesn’t move, much
more difficult if user can move around
 Stationary user: one or two cameras can
determine most hand gestures in real time
Speech
 Hands
free interaction, extra channel of
communications
 Good quality low cost speech recognition,
accuracy > 95%
 Some attempts to use in VR, with limited
success
 Speech recognition works best in a quiet
environment
Speech
 Unfortunately,
many VR systems are not
quiet enough
 Main problem is fan noise, doesn’t bother
us much, but causes problems for speech
recognition
 Would like to use wireless microphone,
also causes problems for speech
recognition