Virtual Environments Including Virtual Reality
Virtual EnvironmentsVirtual reality Augmented realitySituational awareness
Virtual RealityExamplesArchitecture actually walk into building and look around (instead of more traditional direct manipulation looking at it from various directions and perspectives)Possible - medicineOn the boundary real flight simulator
Example: Firefighter Training This system will simulate the progress of a fire in a single family dwelling will respond to actions made by the user to rescue occupants and put the fire out. The user of the VE will be a Fire Company Officer being trained or evaluated for his/her skills at commanding a fire crew. In the VE, the user will speak commands that are translated by an operator into a predetermined animation sequence in the virtual environment. As the fire company officer issues commands, the virtual fire crew will go through animations reflecting these commands, fire burns in response to virtual crew actions.
Example: Meditation Chamber The goal of this research is design and build an immersive virtual environment that uses visual, audio, and tactile cues to create, guide, and maintain a patient's guided relaxation and meditation experience. The use of meditation and guided imagery is well established as helpful in the treatment and prevention of a number of diseases The possibility of increasing the effectiveness and repeatability of this type of therapy This project is aimed at creating a working prototype of this system
Example: Virtual Geographic Information SystemVGIS (Virtual Geographic Information System) is a large, multifaceted project to allow navigation of and interaction with very large and high resolution, dynamically changing databases while retaining real-time display and interaction. The system allows users to navigate accurate geographies with sustained frame rates of 15-20 frames per second. The user can not only see these terrains from any viewing angle but also buildings, roads, high resolution imagery draped on the terrain, and other features
Example: Virtual Reality Phobia Therapy Virtual Reality Exposure involves exposing the patient to a virtual environment containing the feared stimulus in place of taking the patient into a real environment or having the patient imagine the stimulus, which is what traditional exposure therapy usually involves.
Example: Helping Burn Patients Cope with Painusing immersive VR for pain control (in addition to pain medicine). Their first virtual world used was SpiderWorld. Spiderworld was originally designed to treat spider phobics, but has also proved quite distracting for burn patients. now developing several new virtual environments specifically designed for treating pain (e.g., especially attention-grabbing virtual environments). SnowWorld has been developed with support from the Paul Allen Foundation for Medical Research. Patients fly through an icy canyon with a river and frigid waterfall. Patients shoot snowballs at snowmen and igloos (with animated impacts). Since patients often report re-living their original burn experience during wound care, SnowWorld was designed to help put out the fire.
Example:Virtual Gorilla Exhibit being developed to explore techniques for using Virtual Reality to present information to users experientially that would otherwise be difficult for them to learn. Based upon actual data from the Zoo Atlanta gorilla exhibit, modeling an environment where the user can explore areas that are normally off limits to the casual visitor.
Maybe not quite virtual reality"Macys.com gets rights to 3-D model software" by Reuters, CNET News.com, September 2, 1999 Software developer Broderbund, sell its new Cosmopolitan Fashion Makeover software exclusively through Macys.com. With the Cosmopolitan software women can create their own three-dimensional model based on their own body measurements and digitally ``try on'' brand name clothing. Users can also link via the makeover software directly to the Macys.com online shopping site, where they can buy the clothing online.
Virtual Reality Headgear
Alternative to Headgear
Exploring using the CAVE
Virtual EnvironmentsSuccessful virtual environments depend on the smooth integration of: Visual Display Head position sensing Hand-position sensing Force feedback Sound input and output Other sensations Cooperative and competitive virtual reality
1. Virtual Retinal Display (VRD) 2. Shared Space 3. Learning in Virtual Environments 4. PAIN MAN 5. Virtual Motion Controller 6. Interactive VRD 7. Virtual Pilot 8. Greenspace 9. Virtual Chess 10. Starship 11. New Media 11. Expert Surgical Assistant 13. Tactile Augmentation 13. Geoscientific Visualization 13. Motion Sickness 16. FLIGHT 17. Blocksmith 18. SS Working Group 19. Parkinson's Project 20. SS Working Group 21. Driving Simulator 22. Two-Handed User Interface 22. Motion Sickness 24. Wearable Interfaces 25. Virtual Classroom 26. Situation Awareness 27. CEDeS Lab 27. Endoscopic Surgery Simulator 27. Virtual Playground 27. Virtual Reality Toolkit 31. Engineering Study of an Endoscope Design 31. Virtual Mirrors 31. Starship 31. Human-Computer Symbiote 31. Virtual Chess 36. 4d mouse 36. collaborative mixed reality 36. VR Interaction Techniques 39. Collaboration through Wearables 39. Phobia Desensitization 41. VRD 41. architecture and virtual reality 41. Multimodal Interfaces 41. situation awareness 41. Medical Robotic Interfaces 46. VRD Emulator 46. laparoscopic surgical simulator 48. Flicker Sensitivity 48. knowledge base project 48. / 48. self-motion perception 52. Design for a Low Vision Aid 52. PRISM 54. LIMIT 54. Interface Sickness 54. design for a low vision aid using a scanned laser display 57. visual-inertial nulling: cross-over asymmetry 57. design for a low vision aid 57. Measures for Presence 60. functional effects of refractive surgery on driving performanceU Washington Virtual Reality Projects
Progress on Visual DisplayThe Virtual Retinal Display (VRD) team has been focused on developing improvements to the current prototype systems and on creating the parts needed for future prototypes. The VRD, based on the concept of scanning an image directly on the retina of the viewer's eye, was invented at the HIT Lab in 1991. The development program began in November 1993 with the goal of producing a full color, wide field-of-view, high resolution, high brightness, low cost virtual display. http://www.hitl.washington.edu/research/vrd/project.html
Progress on Movement SensingFor some applications, a hands-free, body-operated walking interface is ideal; the UW HIT Lab has been developing prototypes of "sufficient-motion" interfaces, which allow the user to interact by using a subset of the real-world kinesthetic inputs. Though the ranges of motion are less than full, these inputs are sufficient to convince the user that he or she is moving in the virtual world. Development of these interface devices is called the Virtual Motion Controller (VMC) Project.
Virtual Motion Controller The HIT Lab's VMC working prototype measures body position over the working surface with an arrangement of four weight sensors
The curved working surface provides important feedback to the user about his or her physical location, and therefore body locomotion input to the device.
Progress on Cooperative Augmented RealityThe Shared Space interface demonstrates how augmented reality, the overlaying of virtual objects on the real world, can radically enhance face-to-face and remote collaboration. For remote collaboration, system allows life-sized live virtual video images of remote user to be overlaid on the local real environment, supporting spatial cues and removing the need to be physically present at a desktop machine to conference. computer vision techniques are used to precisely register virtual images with physical objects, extending the currently popular "Tangible Interface" metaphor. work in the context of a collaborative card-game application that allows face-to-face and remote users to collaboratively interact with each other and virtual animations. http://www.hitl.washington.edu/research/shared_space/
Science Fiction?Most of this stuff wont be in an office near you next year But the future comes quickly in computer science !
End Virtual Environments
Virtual reality breaks the physical limitations of space and allow users to act as though they were somewhere else frequently referred to as immersive environments because the user becomes immersed in the environmentImplies technology that takes more direct inputs than mere mouse glove, headgear. Move glove moves your hand in the virtual world. Change where you are looking atAugmented reality shows the real world with an overlay of additional information Shneiderman example, look at real world wall, with semitransparent glasses and see where plumbing or wiring is Situational awareness shows information about the real world that surrounds you by tracking your movements in a computer model e.g. as you walk through a museum (with a PDA), info displayed is relevant to where you are in the museum. Grocery store as you walk through, cart provides info /ads based on where you are (and model of store)
training is a fruitful area GT researchGT researchGT researchGT Research
Also doing specifically fear of flyingAnd virtual VietnamU W researchGT Research
head gear commonly used give wider and more vertical display than just a screen, and also forces user to be immersed not aware of other things outside the system. Also allow turning head to be an input - to change what is displayed. Display must approach real-time to truly immerse the user. Desirable reasonable depiction of motion (fast and blurry, slow and detailed; smooth- incremental change, with continuous display); using headgear desirable high precision, fast. Future good eye tracking via glove or . Also, may want tracking of other body parts (knee, foot haptic touch and force how solid is what you are touching?, does it have a force? possible future voice recognition for additional input tilting, vibration (flight simulations), smells? more than one person influencing the same virtual environmentU WU W
For some applications, a hands-free, body-operated walking interface is ideal; immersive environments designed to train firefighters or foot-soldiers are good examples.the HIT Lab has been developing prototypes of "sufficient-motion" interfaces, which allow the user to interact by using a subset of the real-world kinesthetic inputs. Though the ranges of motion are less than full, these inputs are sufficient to convince the user that he or she is moving in the virtual world. Development of these interface devices is called the Virtual Motion Controller (VMC) Project.
The HIT Lab's VMC working prototype measures body position over the working surface with an arrangement of four weight sensors. The curved working surface provides important feedback to the user about his or her physical location, and therefore body locomotion input to the device. A head-tracker worn by the user measures yaw axis motion of the head, which controls the view orientation. This combination of inputs facilitates natural and independent control of travel direction and gaze direction. Other conceptual prototypes will be capable of operating without the head tracker, working instead with panel-mounted display screens (projector screens).