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LESSON 1

INTRODUCTION TO
VIRTUAL REALITY
INTRODUCTION

STRUCTURE

1. Definitions.
1.1 Virtual Reality
1.2 Immersion and Presence
1.3 Components of a VR system
1.4 Interaction and navigation
1.5 Collaborative environments
1.6 Mixed realities.

2. Historical evolution.

3. Examples of applications.

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INTRODUCTION

1. Definitions
INTRODUCTION

1.1 Virtual Reality


INTRODUCTION
WHAT IS VIRTUAL REALITY?

Device-based definition are not good (virtual reality associated to


devices such as gloves and head mounted displays and not in
terms of functionality).

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INTRODUCTION
WHAT IS VIRTUAL REALITY?

In the 80s, VR generated a great expectation: it would create virtual


worlds that could not be distinguished from the physical world.

Expectation stopped, technology was not ready.

In last years, there has been a rebirth of virtual reality, thanks to the
development of systems such as Oculus Rift, PlayStation VR from Sony
and HTC Vive.

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INTRODUCTION
WHAT IS VIRTUAL REALITY?

VR uses technology to create 3D environments in which it is possible to


NAVIGATE and INTERACT

Research field that tries to create a synthetic experience in final users.

The experience is virtual, as long as the sense stimulation is generated


by the system.

VIRTUAL REALITY is a person-computer interface which implicates real time and


interaction through multiple sensorial channels. These sensorial modalities are sight,
sound, touch and smell.
Grigore Burdea Philippe Coiffet

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VR DEFINITIONS (Burdea G.)

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INTRODUCTION

1.2 Presence and


Immersion
INTRODUCTION
IMMERSION DEFINITION

Immersion is related with the 3D user interface configuration

Systems:
Immersive: head mounted display (isolates, cybersickness).
Semi-immersive: CAVE (natural interaction, cooperative work).
Non-immersive: videogame, PC screen (good graphics, sound, interaction).

Fidelity degree to artificially stimulate our senses (sight, sound, touch)

Psychological aspects of VR, sense of presence, complex term.

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INTRODUCTION
PRESENCE: THE KEY OF VR

The main goal of a VR system is to generate SENSE OF PRESENCE in


the user.

DEFINITION:

Presence is the subjective experience of being in one place, even when


physically located in another place.

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INTRODUCTION
VIRTUAL ENVIRONMENT

Conventional system

Virtual World

VR system

Virtual World

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INTRODUCTION
FACTORS THAT HAVE AN INFLUENCE ON PRESENCE

Sensorial
Fidelity
IMMERSION
Multimodal PRESENCE EXPERIENCE
(Form)
3D
Interaction

Memory
PSYCHOLOGICAL
Emotions ELEMENTS
(Content)
..
INMERSION: Technical capability of a system
to offer a surrounding and convincing
environment, allowing the user to interact.

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INTRODUCTION

1.3 Components of a VR
system
INTRODUCTION
COMPONENTS

Person
Computer
Virtual
Environment.
Shape, colour, Input devices.
hatches, textures, Output devices.
illumination, Network.
cameras,
behaviours.
3D model

Graphics, sound, haptics

Computer Head / eyes / hand


Tracking Person
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INTRODUCTION
SENSORIAL FEEDBACK

In a VR system, we can experience an imaginary reality with


several of our senses.

The VR system provides direct sensorial feedback to users based


on user position, movement and interaction.

Visual feedback, sound, tactile

In real time:
Potent computers.
User position tracking.

It is made by means of presentation devices (visual, sound,


haptic)

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INTRODUCTION
COMPONENTS

Virtual Environment

Output device
Computer
Network

Person

Input devices
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INTRODUCTION
INPUT DEVICES

Localization devices
They measure position and/or
orientation of an object in 3D space.

Control Devices
They allow users to communicate orders
to the system: navigation, interaction
or control

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INTRODUCTION
VISUAL CHANNEL

Head mounted displays

Projection
systems

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INTRODUCTION
SOUND CHANNEL

Loudspeakers systems Audio helmets

3D Spatial Sound
(i.e., PSFC Pioneer system)

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INTRODUCTION
HAPTIC CHANNEL

Gloves with force-


feedback

Application-specific devices
(surgical simulator)

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INTRODUCTION

1.4 Interaction and


Navigation
INTRODUCTION
INTERACTION AND NAVIGATION

Capacity of the system of answering to user actions.


Navigation: Capacity of the user of physically moving inside the
virtual world.
Manipulation: Modifying the aspect and features of the virtual world.
Control: Configuration of the different parameters of the environment.

The user can interact with the system using input devices.

Manipulation and navigation can be described by means of


metaphors: analogies of the real world (i.e., flying carpet).

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INTRODUCTION
INTERACTION AND NAVIGATION

Manipulation example:
Ray casting metaphor.

Navigation example:
Physical locomotion.

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INTRODUCTION

1.5 Collaborative
environments
INTRODUCTION
COLLABORATIVE ENVIRONMENTS

Multiple users interacting in


the same virtual world.

Users can interact with each


other.

They are represented by


means of avatars.

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INTRODUCTION

1.6 Mixed realities


INTRODUCTION
CONTINUOS REALITY - VIRTUALITY

In 1995, P. Milgram proposes the idea of a continuum reality-


virtuality.

It helps to classify different types of visualization technologies.

It classifies kinds of VR simulations with different degrees of


realism, presence and interactivity.

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INTRODUCTION
CONTINUOUS REALITY - VIRTUALITY
Augmented Reality: Integrates virtual elements over real scenes

Two main visualization systems:


See-Through displays (ST) : See-Through or Video-Through. Egocentric view

Window of World (WoW) : Exocentric view

Microsoft Hololens

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INTRODUCTION

2. Historical evolution
INTRODUCTION
VR Historical Evolution

1960 THE BEGINNINGS


First multisensorial systems
VR Father paper, Ivan Sutherland (The Ultimate Display)
First head mounted display is created

1970 FIRST EXPERIMENTS AND VR PERIPHERALS


Myron Krueger introduces the term artificial reality

1980 COMERCIAL AND RESEARCH BOOM


First useful VR systems: NASA and defense
Jaron Lanier introduces the term virtual reality
First commercial products

1990 COMPUTERS, CAVE


First commercial computer
CAVE is created

2000

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INTRODUCTION
VR historical evolution

2000 PC AND GRAPHIC BOARDS


PC graphic boards with high performance
Generalization of augmented reality applications

2010
LOW COST DEVICES, NEW VIRTUAL REALITY BOOM!!!
Oculus Rift, PlayStation VR, HTC Vive, Gear VR, Cardboard,
Daydream, Microsoft Hololens, Magic Leap, Virtuix Omni,
2020

2030

2040

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INTRODUCTION
2010 - .

2012 Kickstarter campaign (Palmer Luckey and John Carmck)


Oculus Rift Development Kit 1 (DK1)

2014 Faceboook buys Oculus VR $ 2billions.

25th June 2014: release date of google Cardboard


Sense of
27th November 2015: Samsung Gear VR released
Presence:
6th January 2016: Pre-orders of Oculus Rift The future of
Virtual Reality
28th March 2016: Shipment of first Oculus Rift units

30th March 2016: Development Edition of Microsoft Hololens

5th April 2016: HTC Vive released

13th October 2016: Lauch of PlayStation VR

10th November 2016: Daydream (Google)


INTRODUCTION

3. Examples of
applications
VIDEOGAMES

VR technology improves the videogame experience IMMERSION


Current games cannot simply be transferred to the new platforms.
New content has to be developed.
LIVE EVENTS

Watching live events in VR: be present in the event from best seat.
Sports, news, debates, concerts
VIDEO ENTERTAINMENT

IG Port: Japanese animated film production company, recent interest in VR content.

Pilot Virtual Reality Diver Ghost in the Shell, available in YouTube.


RETAIL

Partnership of Volvo with Microsoft goal: consumers can use HoloLens to


configure cars.

Demo of a virtual showroom


REAL ESTATE MARKET

Customers become part of the experience while touring homes.

Instead of looking at still photographs, VR allows prospective buyers and renters to


look inside the house from any point of view.

Matterport works with a 3D camera to capture full 360 panoramic views. Images
are processed and turned into immersive 3D models.
HEALTH CARE

VR/AR can help doctors in their tasks as a hands-free device.

Help in medical procedures.

Potential to treat phobias, anxiety disorders, rehabilitation.

Atheer makes an AR HMD (AiR Glasses) to provide rich information to doctors


without having to hold a computer

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