Introduction
• The very first idea of it was presented by Ivan Sutherland in 1965: “make that (virtual) world in the window look real, sound real, feel real, and respond realistically to the viewer’s actions”.
There are two important terms that must be mentioned when talking about VR:
• Telepresence
• Cyberspace.
The most important properties of 6DOF trackers,to be considered for choosing the right device for the given application are:
• Update Rate • Latency • Accuracy • Resolution • Range
Modeling, Interaction and Rendering
CONSTRUCTION OF VIRTUAL WORLDS
• Data structures and modeling
Hierarchical scene database Visibility pre computation (analysis) Memory management
INTERACTING WITH VIRTUAL WORLDS
• Interaction paradigms in 3D
• Camera control Eyeball in hand Scene in hand
• Navigation Hand directed Gaze directed Physical controls Virtual controls
HUMAN FACTORS
Visual perception characterization
• Field of view:
Figure: Human field of view: (a) vertical, (b) horizontal
HUMAN FACTORS
• Visual Acuity
• Temporal Resolution
Simulator Sickness Latency and synchronization Frame rate variations
FUTURE RESEARCH DIRECTIONS IN VR
• Ergonomics of visual displays
• Tracking technologies
• Computing power and rendering architectures
• User interfaces
• “Seamless” virtual environments
References• Atlantis: Atlantis VR Systems.
http://vr-atlantis.com/vr_systems_guide/vr_systems_list2.html
• F. Brooks Jr., P. Hubbard, R. Pausch, A. van Dam: Research Frontiers in Virtual Reality.
• M. Gigante: Virtual Reality: Definitions, History and Applications. “Virtual Reality Systems”, Academic-Press, ISBN 0-12-22-77-48-1
• J. Isdale: What is Virtual Reality?ftp://ftp.u.washington.edu/public/virtualworlds/papers/whatisvr.txt
• http://www.nta.no/telektronikk/4.93.dir/Loeffler_C_E.html