Virtual Reality

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Transcript Virtual Reality

VIRTUAL REALITY’S MOMENT David Kushner IEEE Spectrum January 2014

IS 376 August 21, 2014

VIRTUAL ENVIRONMENTS

BEGINNING WITH FLIGHT SIMULATORS, ADVANCING THROUGH SCIENTIFIC APPLICATIONS, AND INTO THE ENTERTAINMENT ARENA, VIRTUAL ENVIRONMENTS HAVE BEEN DEVELOPED TO PROVIDE AN IMMERSIVE SIMULATED EXPERIENCE WITHOUT THE EXPENSE AND RISK ASSOCIATED WITH THE REAL THING.

BOEING 787 FLIGHT SIMULATOR FROM ALTEON IS 376 August 21, 2014 MOLECULAR SIMULATION AT ARGONNE NATIONAL LABORATORY MATTEL POWER GLOVE, VECTREX 3D IMAGER, AND NINTENDO VIRTUAL BOY VIRTUAL REALITY’S MOMENT Page 2

DIGITAL 3D

ADVANCES IN DIGITAL PHOTOGRAPHY AND STEREOSCOPY HAVE ENABLED FILMMAKERS TO AFFORDABLY PRODUCE 3D FILMS AND THEATRE OWNERS TO AFFORDABLY SHOW THEM.

A 3D DIGITAL CAMERA RECORDS VIDEO, CIRCULARLY POLARIZING THE RIGHT VIEWPOINT USING RIGHT HANDED POLARIZATION...

...WHILE RECORDING THE LEFT VIEWPOINT USING LEFT-HANDED CIRCULAR POLARIZATION.

BOTH IMAGES ARE PROJECTED SIMULTANEOUSLY ONTO THE THEATRE SCREEN, IN A MANNER THAT GUARANTEES THAT THE VIEWPOINTS ARE SYNCHRONIZED.

THE MOVIEGOER WEARS POLARIZED GLASSES THAT ONLY ALLOW THE RIGHT-HANDED POLARIZED IMAGES TO PASS THROUGH THE RIGHT LENS AND THE LEFT-HANDED POLARIZED IMAGES TO PASS THROUGH THE LEFT LENS.

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VERGENCE VS. ACCOMMODATION

PROJECTING A 3D IMAGE ONTO A 2D SCREEN OR TELEVISION DISPLAY TENDS TO PLAY TRICKS WITH ONE’S VISUAL PERCEPTION.

IN THE REAL WORLD, WHEN A PERSON TRIES TO FOCUS ON A DISTANT OBJECT, THE EYES EXPERIENCE VERGENCE, WHERE THEY BOTH ROTATE ON THEIR OWN VERTICAL AXES UNTIL THEY BOTH POINT AT THE OBJECT.

IS 376 August 21, 2014 MEANWHILE, THE EYES EXPERIENCE ACCOMMODATION, WHERE THEY REFLEXIVELY FOCUS ON THE OBJECT IN ITS DISTANT POSITION, CAUSING NEARBY OBJECTS TO GO OUT OF FOCUS.

WITH 3D IMAGES, HOWEVER, THE EYES ROTATE SO THEY ARE POINTED TO WHERE THE OBJECT SEEMS TO BE, BUT THE REFLEXIVE FOCUS MUST ADJUST TO THE SCREEN’S ACTUAL LOCATION, ELIMINATING THE NATURAL BLURRING OF NEARBY OBJECTS.

THIS RESULTS IN SERIOUS EYESTRAIN AND HEADACHES FOR MANY 3D AUDIENCE MEMBERS.

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SIMULATOR SICKNESS

EFFORTS TO MAKE VR SIMULATIONS AS REALISTIC AS POSSIBLE FREQUENTLY HAVE UNPLEASANT SIDE EFFECTS.

FOR EXAMPLE, PROVIDING A VISUAL HEADBOB (LIKE THE ONE ILLUSTRATED AT RIGHT), WITHOUT AN ACCOMPANYING PHYSICAL MOTION, CAN RESULT IN MOTION SICKNESS AND NAUSEA.

IS 376 August 21, 2014 SIMILAR PROBLEMS TEND TO OCCUR WITH RAPID CHANGES IN ACCELERATION AND RAPID SHIFTS IN PERSPECTIVE.

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BALANCE & THE INNER EAR

THE SEMICIRCULAR CANALS WITHIN THE INNER EAR CONTAIN HAIR CELLS THAT REACT TO BODY MOVEMENTS. THESE REACTIONS ARE TRANSMITTED BY MEANS OF THE VESTIBULAR NERVE TO THE BRAIN, WHICH SUBCONSCIOUSLY SENDS MESSAGES TO THE BODY’S TRUNK AND LIMBS TO MAINTAIN BALANCE. WHEN THE EYES SEND THE BRAIN A DIFFERENT MESSAGE REGARDING THE BODY’S MOVEMENTS, THE BRAIN MAY REACT ADVERSELY, CAUSING A LOSS OF BALANCE. IS 376 August 21, 2014 VIRTUAL REALITY’S MOMENT Page 6

VR LATENCY

WHEN THE VR SYSTEM’S PROCESSING TIME IS EXCESSIVE, ITS REACTIONS TO THE USER’S ACTIONS WILL LAG BEHIND, WHICH DESTROYS THE ILLUSION OF IMMERSION WHEN IT BECOMES NOTICEABLE TO THE USER.

IS 376 August 21, 2014 LATENCY IS PARTICULARLY PROBLEMATIC IN “AUGMENTED REALITY” APPLICATIONS, WHERE VIRTUAL OBJECTS ARE OVERLAID ON THE USER’S REAL WORLD SETTING, SINCE THE VIRTUAL AND THE REAL SHOULD OSTENSIBLY BE INTERACTING.

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OCULUS RIFT

Camera (Tracks markers to record user’s head position) Head-Mounted Display (Coated in white markers) Head Straps IS 376 August 21, 2014 Circuit Board Screen Foam Padding (Fits to face) VIRTUAL REALITY’S MOMENT Lenses (Three pairs are provided to accommodate good, moderate, and heavy nearsightedness) Diopter Adjustment (Rotate to fine tune so eyeglasses aren’t needed) Page 8

VR HEADSETS

Oculus Rift 640x800 Resolution 90° Horizontal FOV 13.4 Ounces 7˝ Diagonal Display Liquid Crystal Display $300 Carl Zeiss Cinemizer 870x500 Resolution 30° Horizontal FOV 4.2 Ounces 0.39˝ Diagonal Display Organic Light-Emitting Diode $749 Silicon Micro Display ST1080 1920x1080 Resolution 39° Horizontal FOV 6.3 Ounces 0.74˝ Diagonal Display Liquid Crystal on Silicon $799 Sony HMZ-T2 1280x720 Resolution 45° Horizontal FOV 11.6 Ounces 0.7˝ Diagonal Display Organic Light-Emitting Diode $894 IS 376 August 21, 2014 VIRTUAL REALITY’S MOMENT Page 9

THE OCULUS RIFT EXPERIENCE

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FACEBOOK PAYS $2 BILLION FOR OCULUS

IS 376 August 21, 2014 “Our mission is to make the world more open and connected. For the past few years, this has mostly meant building mobile apps that help you share with the people you care about. We have a lot more to do on mobile, but at this point we feel we're in a position where we can start focusing on what platforms will come next to enable even more useful, entertaining and personal experiences… “After games, we're going to make Oculus a platform for many other experiences. Imagine enjoying a court side seat at a game, studying in a classroom of students and teachers all over the world or consulting with a doctor face-to-face -- just by putting on goggles in your home.

“This is really a new communication platform. By feeling truly present, you can share unbounded spaces and experiences with the people in your life. Imagine sharing not just moments with your friends online, but entire experiences and adventures.” VIRTUAL REALITY’S MOMENT Mark Zuckerberg March 25, 2014 Page 11

GOOGLE CARDBOARD

Google’s response to the $350 Oculus Rift Developer’s Kit is this do-it-yourself “Oculus Thrift” which turns Android devices into portable VR viewers, using an open source software developers kit.

Lenses ($10) IS 376 August 21, 2014 Magnets ($6) Cardboard ($2) Velcro ($3) Rubber Band (1¢) VIRTUAL REALITY’S MOMENT REMINDER: Next Thursday (8/28) is the deadline for the early draft of the first paper!

NEXT TIME: Professor Kapatamoyo speaks!

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