Professional Documents
Culture Documents
001introduction of Virtual Reality 1
001introduction of Virtual Reality 1
Mixed Reality
Real World + Virtual World
Virtual Reality (VR)
Augmented Reality (AR)
Virtual Reality Devices
Oculus Rift VR
Reference: https://www.oculus.com
HTC Vive
Reference: https://www.vive.com
Virtual Reality Devices
Cardboard &
Oculus Rift VR Samsung Gear VR
Reference: https://www.oculus.com Reference: https://www.androidcentral.com/google-
cardboard-vs-samsung-gear-vr
HTC Vive
https://youtu.be/SyTEe2WvkYs
Reference: https://www.icaros.com
What Can We Do With VR?
What Can We Do With VR?
Psychology research - conduct psych studies in VR
Games - create an immersive game
Training and Education - train or learn a skill in VR
Art - Interactive Art exhibit
Data Visualization - navigate multi-dimensional data
Telepresence - present the user in an another time or
location (e.g. teleconference)
Phobia Treatment - exposure therapy to fear
(e.g. fear of heights)
Architectural and Design evaluation –
explore a 3d model of a structure
VR Journalism
What is Virtual Reality?
Grigore C. Burdea, Rutgers:
Virtual reality is a high-end user-computer interface
that involves real-time simulation and interactions
through multiple sensorial channels. These sensorial
modalities are visual, auditory, tactile, smell, and
taste. Virtual Reality Technology, Burdea, G.C.
Reference:
https://www.researchgate.net/publication/220518370_Wh
at's_Real_About_Virtual_Reality
Ivan Sutherland’s Image by Ivan Sutherland
Ivan Sutherland
Turing Award Winner, 1988
“father of computer graphics”
Reference: (Wikipedia)
https://en.wikipedia.org/wiki/Ivan_Sutherland
Ivan Sutherland’s
The Ultimate Display (1960’s)
Sword of Damocles
https://youtu.be/NtwZXGprxag
A Brief History of Virtual Reality
Image from slide from the EE-267 virtual reality course taught at Stanford University by Gordon Wetzsten, Spring 2016.
A Brief History of Virtual Reality
Image from slide from the EE-267 virtual reality course taught at Stanford
University by Gordon Wetzsten, Spring 2016.
Nintendo Virtual Boy
770,000 units sold, commercial failure
– judge for yourself
180 usd at 1995
Image from slide from the EE-267 virtual reality course taught at Stanford University by Gordon Wetzsten, Spring 2019.
Activities at SIGGRAPH 2018
VR @ 50
Key Elements of Virtual Reality Experience
1. Virtual World
– content of a given medium
2. Immersion
– sensation of being in an environment
3. Sensory Feedback
– information about the virtual
4. Interactivity
– the virtual world responds to the
user’s actions. Walking Experiment at
UNC – Chapel Hill
VR Usually Implies
Immersive Technology
Real-time first person view
Environment responds to you
(at least at the level of head-motion)
Immersive Technology Virtual Research V8
Head-mounted Display
Optical System
Image Source (CRT or LCD)
Mounting Apparatus
Earphones
Position Tracker
https://humansystems.arc.nasa.gov/groups/
acd/projects/hmd_dev.php
Image from NASA:
26
Immersive Technology Image from Halarnkar, Pallavi N. et al.
“A Review on Virtual Reality.” (2012).
Data Glove
Outfitted with sensors on the fingers as well as
an overall position/orientation tracking
equipment.
Enables natural interaction with virtual objects Image from
https://www.d10d3.net/diy-wearables-data-glove
Leap Motion
https://youtu.be/0WQw4GmFGVg
Immersive Technology
Haptics Devices
https://www.youtube.com/watch?time_continue=20&v=TJA7psWM8sY
Immersive Technology
Moving platform
“Slidemills” systems
Virtuix Omni, KatVR, …