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Virtual reality is the term used to describe a three-dimensional,
computer generated environment which can be explored and
interacted with by a person.
That person becomes part of this virtual world or is immersed within this
environment and whilst there, is able to manipulate objects or perform a
series of actions.
The person wears a head-mounted display (HMD) or glasses which
displays three-dimensional images as part of their experience. Some
systems enable the person to experience additional sensory input, e.g.
sound or video which contributes to their overall experience.
WHAT IS VIRTUAL REALITY?
Source:
http://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html
VIRTUAL REALITY HEADSETS
Source:
http://www.simpublica.com/technology/the-sword-of-damocles-and-the-birth-of-virtual-reality/
http://www.cnet.com/pictures/google-glass-ancestors-45-years-of-digital-eyewear-photos/
Sword of Damocles ◦ Ivan Sutherland, 1968
◦ Designed to help helicopter pilots to
land at night by automatically
moving low-light cameras in
synchronisation with their head
movement
◦ The device was suspended from the
ceiling by an adjustable pole
VIRTUAL REALITY HEADSETS
Source:
http://www.giantbomb.com/sega-vr/3000-17/
http://www.gizmodo.co.uk/2014/11/the-sega-vr-headset-that-never-was/
Sega VR ◦ Sega, 1991
◦ The display provided internal LCD
screens, stereo headphones, and
sensors capable of detecting inertia,
which allowed the device to track head
movements
◦ Initially planned for release in 1994 with
several games developed specifically
for the headset, the Sega VR was
shown at consumer electronics shows
in 1993
VIRTUAL REALITY HEADSETS
Source:
https://www.oculus.com/rift/
http://www.redorbit.com/education/reference_library/general-2/history-of/1113182398/the-history-of-virtual-reality/
Oculus Rift ◦ Facebook (Oculus VR), 2014
◦ The headset provides about a 110
degree field of view, absolute head
orientation tracking, USB interface and
aimed at 1920x1080 resolution or
greater
◦ It lets players step inside their favorite
games and virtual worlds.
VIRTUAL REALITY HEADSETS
Source:
https://www.google.com/get/cardboard/
Google Cardboard ◦ Google, 2014
◦ A fold-out cardboard smartphone
mount combined with lenses, a
magnet, a piece of hook-and-loop
fastener and a rubber band and held
against the face
◦ A smartphone with stereoscopic
display software fits into this device
and the lenses allow a person to
perceive left and right images as a
single 3D image
VIRTUAL REALITY HEADSETS
Source:
http://www.cnet.com/products/sony-project-morpheus/
Project Morpheus ◦ Sony, 2016 (announced)
◦ Designed to be fully functional with the
PlayStation 4 and PlayStation Vita
game systems
◦ It features a high FOV, 6DOF head-
tracking, stereoscopic 3D, and
unwarped output to a TV for others to
view what the user sees
VIRTUAL REALITY HEADSETS
Source:
http://www.gamespot.com/articles/valve-and-htc-reveal-vive-vr-headset/1100-6425606/
http://www.theverge.com/2015/3/1/8127445/htc-vive-valve-vr-headset
HTC Vive ◦ HTC & Valve, TBA
◦ The Vive Developer Edition uses two
1200 x 1080 displays that refresh at 90
frames per second, "eliminating jitter"
and achieving "photorealistic imagery"
◦ A gyrosensor, accelerometer, and laser
position sensor will track the rotation of
your head, allowing you to look around
the virtual environment naturally
USING VIRTUAL REALITY HEADSETS FOR IMMERSIVE VIDEO &
GAME EXPERIENCE
Source:
http://guardianlv.com/2013/10/oculus-rift-an-innovative-product-for-virtual-realityvideo/
Using the VR headset, a
person can experience being
in a 3-dimensional
environment and interact
with that environment during
the game.
It creates the illusion of being
in a virtual world by filling the
user’s field of vision.
EXAMPLES OF VIRTUAL REALITY IN MUSEUMS
Dundee Heritage Trust
◦ Hoping to develop a virtual reality tour of RRS
Discovery using Oculus
◦ Tablet and mobile phone application also
◦ Lets users move around, sit at a table and look in
cabins
◦ Hopes to let users climb up rigging
◦ Supported by Museums Galleries Scotland
Source:
http://www.bbc.com/news/uk-scotland-tayside-central-29363987
The inside of the ship has been
rendered in precise detail using
video game technology
Du
nd
ee H
eri
tag
e T
rust
Future versions could allow users to move around
the ship's deck and climb the riggingD
un
dee H
eri
tag
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rust
EXAMPLES OF VIRTUAL REALITY IN MUSEUMS
The Entertainment
◦ A play without any stage direction
◦ Game developers’ Cardboard Computer allow you to
experience a first person version of the play via Oculus
◦ No gameplay but can watch the play
Source:
http://rhizome.org/editorial/2013/dec/23/prosthetic-knowledge-picks-oculus-rift/
EXAMPLES OF VIRTUAL REALITY IN MUSEUMS
Frieze London
◦ October 2013
◦ Title Entropy Wrangler
◦ Randomized objects flying around where the user’s
viewpoint can alter the dynamics of weightless 3D
forms
◦ Two headsets for two simultaneous users interacting
with each other
Source:
http://animalnewyork.com/2013/frieze-london-the-good-the-bad-and-the-oculus-rift-art/
EXAMPLES OF VIRTUAL REALITY IN MUSEUMS
Hello, Again
◦ 360 degree performance art
◦ User is in the audience and can view and hear the
show from any angle
Source:
http://www.psfk.com/2014/04/beck-oculus-rift.html
EXAMPLES OF VIRTUAL REALITY IN MUSEUMS
Het Nieuwe Instituut, Rotterdam
◦ 2013
◦ Citytrip lets you explore an alien city by riding a bike
wearing OR headset
◦ Use bicycle bell to jump between buildings
Source:
http://www.veoh.com/watch/yapi-dDNFGVMac5c?h1=Citytrip+-
+Oculus+Rift+Interactive+installation+at+Het+Nieuwe+Instituut+Rotterdam+2013
Het
Nie
uw
e In
sti
tuu
t, R
ott
erd
am
EXAMPLES OF VIRTUAL REALITY IN MUSEUMS
Museum of the Future “EUseum”
◦ December 2013
◦ Recreate existing museums online to look around several
museums/heritage sites virtually
◦ Europeana asked ArchiVision to develop a 3D model of a
fictional museum and demoed using pieces from the
Rijksmuseum using Oculus
◦ Walk around and see paintings at a closer range than in
reality
◦ Available on OR DK1
Source:
https://share.oculus.com/app/museum-of-the-future
Mu
seu
m o
f th
e F
utu
re “
EU
seu
m”
EXAMPLES OF VIRTUAL REALITY IN MUSEUMS
The Machine to be Another
◦ January 2014
◦ Performance art installation
◦ Two people stand in a room wearing a headset and
agree on synchronized movements, but “see” what the
other person is seeing, making them appear as
another gender, body size and build
Source:
http://www.theverge.com/2014/1/21/5330496/an-oculus-rift-art-exhibit-shows-wearers-what-its-like-to-swap-bodies
EXAMPLES OF VIRTUAL REALITY IN MUSEUMS
Senayan City Mall, Indonesia
◦ May 2014
◦ Virtual reality museum showing Indonesia’s ancient
heritage scattered across museums
◦ Permanent home at Gallery Indonesia
◦ See difference pieces and historical details of each statue
with an audio commentary
Source:
http://www.thejakartapost.com/news/2014/05/16/virtual-museum-brings-indonesia-s-heritage-closer-home.html
EXAMPLES OF VIRTUAL REALITY IN MUSEUMS
Smithsonian Latino Virtual Museum,
Australia
◦ June 2014
◦ Turning “Ceramica de Los Ancestros” into a virtual reality
experience
◦ Visitor can walk through and explore interactive characters,
videos and 3D objects from the exhibit
◦ Originally an exhibition and online simulation
Source:
http://smithsonianlvm.tumblr.com/post/86410546000/smithsonian-latino-virtual-museum-immerses-visitors-deep
EXAMPLES OF VIRTUAL REALITY IN MUSEUMS
VRClay Virtual Art Studio
◦ September 2014
◦ Oculus and Razer Hydra used for 3D virtual sculpting
◦ “Encourage creativity” in 3D space
Source:
http://www.geek.com/gadgets/vrclay-uses-oculus-rift-and-razer-hydra-to-build-a-virtual-art-studio-1605487/
EXAMPLES OF VIRTUAL REALITY IN MUSEUMS
The Styx, Belgium
◦ October 2014
◦ Virtual environment based around the Ancient Greek myth of
the River Styx
◦ Underground chamber, boat trip down the river
◦ Virtual reality version of Punchdrunk’s Sleep No More
Source:
http://thecreatorsproject.vice.com/en_uk/blog/artists-have-created-a-chilling-oculus-rift-boat-trip-down-the-river-styx
EXAMPLES OF VIRTUAL REALITY IN MUSEUMS
Smithsonian National Air and Space
Museum, Virginia
◦ November 2014
◦ Exhibition of the “Ranger” spacecraft from the film
Interstellar
◦ Oculus Rift DK2 used to interactively explore the
spacecraft
Source:
http://airandspace.si.edu/events/detail.cfm?id=12520
EXAMPLES OF VIRTUAL REALITY IN MUSEUMS
Topshow FROW, London
◦ A/W 2014
◦ Virtual reality catwalk at London Fashion Week
◦ Live show from a front row seat in the turbine hall transmitted
to people sitting in the front of the Oxford Street Topshop
Source:
http://www.inition.co.uk/case_study/virtual-reality-catwalk-show-topshop/
EXAMPLES OF VIRTUAL REALITY IN MUSEUMS
Westfries Museum, Netherlands
◦ December 2014
◦ Virtual walk through the Horn (North Holland Seaport) of
1650
Source:
http://wfm.nl/oculus/
EXAMPLES OF VIRTUAL REALITY IN MUSEUMS
University of Lincoln Craft Simulator
◦ Collaborative project with the Chain Bridge Forge
◦ Oculus used to recreate forge environment
◦ Xconnect used to translate hand movements used in
blacksmithing
◦ Virtual image created and sent to a 3D printer to produce the
item blacksmithed
◦ Can teach children in schools and preserve blacksmith
heritage
Source:
http://publicengagement.blogs.lincoln.ac.uk/2014/10/16/university-of-lincoln-craft-simulator-to-help-heritage-museum/
EXAMPLES OF VIRTUAL REALITY IN MUSEUMS
National Maritime Museum
◦ 360 degree high resolution video production for Oculus Rift
captured by Pixelcase
◦ Footage of Australia’s historic maritime vessels
Source:
http://pixelcase.com/360/virtual-reality/australia/panorama/portfolio_page/national-maritime-museum-360-video-production-for-oculus-
rift/
1. Download Unity 3D
2. Sign up for a Oculus developer account at
https://developer.oculusvr.com/
3. Click Downloads, and download Unity 4 Integration
4. Load a scene from the asset store
5. Drag the Unity package into the scene
6. Replace the soldier camera with Unity prefab
7. Press Run
8. Drag, drop and play
Source:
http://davidsherlock.co.uk/unity3d-oculus-rift-plugin-setup/
http://www.slideshare.net/DavidSherlock/oculus-rift-31009026
INSTALLING THE OCULUS RIFT PLUGIN FOR UNITY 3D