XR refers to augmented,
virtual, and extended reality
CONTENTS
Definition and Need for Virtual Reality
History
Taxonomy
Basic Virtual Reality
Advanced Virtual Reality
Applications
Conclusion
DEFINITION
Virtual Reality is the use of computer modeling and
simulation that enables a person to interact with
an artificial three-dimensional (3-D) visual or other
sensory environment.
Via seeing, hearing, smelling and feeling.
Common Features in todays world.
Virtual Reality will have some impact in almost
every field in the near future.
WHY VIRTUAL REALITY
Virtual reality is adopted by military, aviation,
sports like golf etc. as training ground in highly
realistic manner.
In military, soldiers can diffuse a bomb without any
real world risks.
In Medicine;
Earlier: Dissection and study using plastic models;
Now: Virtual Patients and Virtual Histology
They have lower operating costs and are safer to
use than real experiences.
HISTORY
Traditional square or rectangular screens
Pin cushion Distortion
Top and Bottom center of a projected image
appear to droop inward creating corners of
squares form elongated points, as in a cushion.
VITARAMA AND CINERAMA
VITARAMA: 11 Projectors and
dome shaped screen.
CINERMA: Simplified version of
Vitarama. Used as wide-
screen film format in 1939. It used three
projectors onto a deeply
curved screen, subtending 146°
of arc.
SENSORAMA
SENSORAMA: Built in 1962 and was
aimed at 4 senses. [See, Hear, Feel &
Smell] .But the machinery ended up
being too complex.
THE ULTIMATE DISPLAY: For the first
time, Virtual reality was experienced
via a Head-Mounted Display which
was created by Ivan Sutherland in
1965. It was the biggest break
through.
Degree of Freedom: Optimal results in 5 DoFs such as
update rate, latency, accuracy, resolution and range
Input Devices: Trackers,
Joysticks, Mice, Data Glove.
Data Glove:
Outfitted with sensors on the
fingers.
Enables natural interaction by
hand gesture recognition.
HARDWARE USED
HARDWARE USED
Output Devices: CRT monitor and LCD screens.
VR expanded from Basic to Immersive.
New devices like Power Wall, Head-Mounted
Display (HMD), Binocular Omni Oriented Monitors
(BOOM)
TECHNOLOGIES USED [SOFTWARE]
Virtual Reality Modeling Language(VRML):
It is a standard language to represent 3D graphics
within the World Wide Web.
Allows the creator to specify images and the rules
for their display.
Aspects of virtual world display, interaction and
internetworking can be specified using VRML
without being dependent on special gear like HMD.
TECHNOLOGIES USED [SOFTWARE]
Software packages:
Multiverse – Platform for Massively Multiplayer
Online Games.
Virtual Reality Studio – Creates virtual world in
Freespace.
Sense8 World Tool Kit (WTK)
Autodesk Cyberspace Development kit – Runs VR
programming from keystroke commands to glove-
helmet interaction.
KEY ELEMENTS OF A VR SYSTEM
Key elements of a Virtual Reality System are
Immersion: Active and Passive Immersion
Interactivity: Interact with a virtual object
while navigating through the environment.
Participants: New user and Experienced
user; One-to-one relationship and One-to-
many relationship.
Feedback: Gives ability to observe the results.
Very useful in aviation and medicine.
VIRTUAL REALITY ARCHITECTURE
INPUT PROCESSOR:
They’re responsible for the control of the input
devices. The object is to deliver the coordinate
data to the rest of the system with minimal time
lag.
SIMULATION PROCESSOR:
Core of a VR system.
Takes the user inputs along with any tasks
programmed and determines whether the actions
that will take place in the virtual world.
VIRTUAL REALITY ARCHITECTURE
RENDERING PROCESSOR:
Accepts the results from the simulation processor
and creates the sensations that act as output to
the user.
World Database (World Description Files):
Stores the objects that inhabit the world, scripts
that describe actions of those objects.
CLASSIFICATION
Type of Technology:
BASIC: Do not require special input or output
ENHANCED: Require additional input or
output devices to experience virtual reality.
Level of Mental Immersion:
BASIC: Lower lever of immersion
ENHANCED: Higher level of Immersion.
BASIC VR SYSTEMS
BASIC VR SYSTEMS:
The basic Virtual Reality systems have the least
level of immersion when compared to enhanced
systems.
They are screen-based and pointer-driven which
are presented by three-dimensional graphics.
These systems can be divided into subcategories,
such as the hand-based and the monitor-based
virtual reality systems.
HAND BASED VR SYSTEMS
HAND BASED VR SYSTEMS:
Hand-held devices, such as cell phones, ultra
mobile computers are used for VR experience.
Ex: Wikitude World Browser
Using a Digital Compass and a Camera on a smart
phone, recognizes
points of interests,
landmarks and
surroundings.
HAND BASED VR SYSTEMS
LEAP MOTION CONTROLLER:
No hand contact is required. A user can interact
with their computer by just using hand gestures.
Senses your hands and
fingers and follows their
every move.
Uses 150° field of view
and a Z-axis for depth,
enabling a user to
interact in 3D, as in real
world.
MONITOR BASED VR SYSTEMS
Basically, desktop based computers displaying
three-dimensional graphics on monitors.
Ex: Fish Tank Display
This display provides
projected stereo images
from users point of view
enabling the user to see
in three dimension on two
dimensional monitors.
MONITOR BASED VR SYSTEMS
HP ZVR:
Allows the user to contact with content on screen.
Uses four cameras to track the head and a stylus
to play with the content on
the screen.
The Z-view allows a user
to broadcast what a
person is looking at, on
a larger screen.
ENHANCED VR SYSTEMS
Enhanced VR systems are again divided into two
sub categories.
Partially Immersive : Wall projectors, Immersa
Desk and Monocular Head Based
Fully Immersive:
(a) Room based - Vehicle Simulation, CAVE
(b) Binocular head based
What is this?
Hologram: Typically, a hologram is a photographic
recording of a light field, rather than of an image
formed by a lens, and it is used to display a fully
three-dimensional image of the holographed subject,
which is seen without the aid of special glasses or
other intermediate optics. (From wiki)
Easier version (my opinion): a technique that can
display three dimensional images and users do not
need to use any other devices to view the outputs.
Why is it amazing?
Users do not to need wear any devices.
It looks real! Most of other virtual reality devices--
connect to computer and 3D models generated by
computer.
Interactive
We do have nice prototypes...
2:16 Life Sized Hologram
3:41 Hologram Presentation
3:46 3D earth
Presenter used a controler
About the prototype
A brand new way to present.
An awesome way to tele-communicate (skype, video
chat)
Possible better interactive methods--
hologram+kinect (hand pattern, Angela Chan)
Is it too far?
http://www.billboard.com/articl
es/events/bbma-
2014/6092040/michael-jackson-
hologram-billboard-music-
awards
1:20
2014 Billboard Music Awards
Future hologram
Long way to go…
Multi-angle to view
inside 3D images
Merchandise
standard interfaces
http://www.christiedigital.com/en-us/3d/sales-
process/request-pricing/pages/default.aspx
Virtual Fitting Room
Sometimes, we work hard to
make lazy life possible.
--Rui
Have you go shopping with your
girlfriend or wife?
My girlfriend can keep shopping
for 10 hours.
Video Games - Early Examples
Sega Heavyweight Champ
Had to move boxing gloves
Hang-On (Arcade Racing)
Leaned on bike
Nintendo Power Pad
Video Games - Early (continued)
Nintendo Power Glove
Hand motion detection
Duck Hunt
Light sensing guns
Sega ActivatorFull body motion detection
Sega VR and Nintendo Virtual Boy
3D headsets
Video Games - Return of VR
Motion Detection
Nintendo Wiimote
PS Move
Microsoft Kinect
Nintendo 3DS
3D and AR
Other
Wii Fit pad
Rock Band and
Guitar Hero
Video Games - Near Future
Augmented Reality
3DS, Hololens
VR Headsets
Oculus Rift, Project Morpheus
http://www.wareable.com/headg
ear/the-best-ar-and-vr-headsets
Motion Detection
Virtuix Omni
https://youtu.be/aTtfAQEeAJI?t=
11
Augmented Reality
Augmented Reality (AR): a real-world environment enhanced with computer-generated
information such as sound, video or graphics
‘Wearable Augmented Reality Devices” - Microsoft Hololens or Google Glass
“Wearable Augmented Reality Devices” capture and processes a user’s physical
environment and augments it with virtual objects
additional information, objects or abstract elements are blended into the users’ field of
vision
user is still able to notice, observe and participate with the real environment
Text, objects and elements are experienced as co-existent to the real surroundings but
can be interacted with by use sensor-functionalities in real time
Augmented Reality
Augmented Reality (AR) adds
new information on top of reality,
most often through a phone
screen or smart-glasses.
Augmented: made greater,
larger, or more complete
Augmented Reality
Snapchat and Instagram
Filters can also be thought
of as AR! They are putting
digital information on top
of the real world.
You don’t actually have a
dog tongue and ears.
CAVE VR Applications
http://news.ucsc.edu/2015/05/cave-lab.html
"This has applications for faculty in computing, game
design, psychology, the arts, and a wide range of
other fields.”
Can study cognitive processing, assess phobias,
visualize large data sets, etc,
Forest fire simulation presented by Dr. Harris
Medical Applications (continued)
Addiction Treatment
VR used for counseling
Display images in VR to use as Hypnotherapy
Meant to relax patient and encourage behavioral
changes
VR for the disabled
Allow the disabled to explore world as regular people
Test building accessibility for disabled before
construction
Prepare people who may have their disability cured for
tasks and skills they may be able to perform
Virtual Reality and Education
http://www.vrs.org.uk/virtual-reality-
education/index.html
Able to present large amounts of potentially
complex data.
Especially useful for scenarios
and places students cannot
experience or see immediately
(astronomy, surgery)
Can tailor to specific learning styles
Reality-Virtuality (RV) Continuum
VR Technology – Reality-Virtuality (RV) Continuum
Reality-virtuality continuum. The scale shows the transition between the real and virtual worlds.[*]
[*] Adapted by Gamper, H. (2019). Audio augmented reality in telecommunication.
Mixed Reality: “reality spectrum” ranging between pure “reality” (without computer intervention) and pure “Virtual Reality” (a
computer-generated environment). MR is any environment that incorporates aspects of both ends of this spectrum, such as
overlaying virtual objects on top of a user's field of view of a real space.
Milgram P., Kishino F. (1994), Taxonomy of mixed reality visual displays, IEICE Transactions on Information and Systems, pp. 1321-1329.
ADDITIONAL SLIDES
There are things we may not particularly like about
ourselves in normal life like not being tall, athletic
or creative as we’d like to be. But according to Brad
Paisley, you can be so much cooler online in the
virtual world. This is how: