i SPECIAL STUDY ON VIRUAL REALITY TECHNOLOGY: VIRTUAL REALITY HEAD-MOUNTED DISPLAY AND INTERACTION DEVICE by Sra Sontisirkit Examination Committee: Prof. Sumanta Guha Dr. Matthew N. Dailey Dr. Raphael Duboz Nationality: Thai Previous Degree: Master of Computer Science Asian Institute of Technology, Thailand Asian Institute of Technology School of Engineering and Technology Thailand August 2014
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i
SPECIAL STUDY ON VIRUAL REALITY TECHNOLOGY: VIRTUAL
REALITY HEAD-MOUNTED DISPLAY AND INTERACTION DEVICE
by
Sra Sontisirkit
Examination Committee: Prof. Sumanta Guha
Dr. Matthew N. Dailey
Dr. Raphael Duboz
Nationality: Thai
Previous Degree: Master of Computer Science
Asian Institute of Technology, Thailand
Asian Institute of Technology
School of Engineering and Technology
Thailand
August 2014
ii
TABLE OF CONTENTS
Chapter Title Page
Title Page i
Table of Contents ii
List of Figures iii
List of Tables iv
1 Introduction 1
1.1 Background 1
1.2 Problem Statement 1
1.3 Objectives 1
2 Literature Review 2
2.1 What is Virtual Reality? 2
2.2 History of Virtual Reality Technology 3
2.3 Definition of immersion and presences in virtual reality 5
2.4 Virtual reality display 6
2.4.1 Visual display 6
2.4.2 Audio display 7
2.4.3 Haptic display 8
2.4.4 Vestibular display 9
2.4.5 Other display 9
2.5 Present Technology 10
2.5.1 Head Mounted Display Technology in 2010s for Virtual reality 10
2.5.2 Interaction Technology 11
2.6 Virtual reality for learning/training system 13
2.7 Developing interactive virtual reality with Oculus rift DK2 and Leap
motion controller.
14
2.7.1 Hardware Specification 14
2.7.2 Software Specification 14
3 Conclusions and Future works 16
3.1 Objectives Review 16
3.2 Conclusions 16
3.3 Future works 17
References 18
iii
LIST OF FIGURES
Figure Title Page
2.1 4DX Theatre: the theatre can stimulate wind, bubbles, strobe light, fog,
scent, and vibration, short bursts of sharp air, face water and 3D display
2
2.2 A Holmes stereoscope and a Stereo card of a stereoscope 3
2.3 A poster of the Sensorama machin and Stereoscopic-Television Apparatus
for Individual Use that developed by Morton Heilig.
3
2.4 Interactive computer graphics with his Sketchpad application and the
Ultimate Display that invented by Ivan Sutherland.
4
2.5 The structure of the CAVE and the sample CAVE application 4
2.6 The PHANTOM Desktop Device and the PHANTOM Omni Device 5
2.7 Human-Virtual Environment interaction loop 5
2.8 Difference of quality of display between Oculus rift DK1 and DK2 6
2.9 A taxonomy of spatial manipulation (from the operator’s perspective), or
of spatial hearing (from the listener’s perspective)
7
2.10 Audio rendering pipeline 8
2.11 The system architecture of Dental Skills Training Simulator that
developed by Dr. Phattanapon Rhienmora.
8
2.12 The 360° vestibular display flight simulator from FLY-Motion 9
2.13 Google Cardboard: virtual reality viewer 11
2.14 A visual gamepad in the Architecture Visualization demo created by
Viewport
12
2.15 Neurosurgery resident testing a brain surgery simulation and screenshot of
tumor-debulking training task
13
2.16 My interactive virtual reality system 14
2.17 Screenshot of my interactive virtual reality: The model viewer. 15
iv
LIST OF TABLES
Table Title Page
2.1 The 5 basic tastes and the chemical substances to generate taste 9
2.2 The list of head mounted displays in 2010s 10
2.3 The list of interaction device in 2010s 13
1
CHAPTER 1
INTRODUCTION
This chapter describes background, motivation of this special study and introduces
technologies that take part in the research area. The detailed technical background is given in
the chapter two.
1.1 Background
Now a day, people interact via digital media more and more. Virtual reality can represent in
many aspects of life: managing business, learning, entertainment, even sexual relationships.
The development in virtual reality technology are accelerating to ensure virtual experiences
will become more immersive by providing sensory information that makes people feel they
are “inside” virtual environment. In few years ago, there are many companies have developed
low cost head mounted displays, motion capture devices and haptic displays. This allow more
developers and researchers can afford to build their own virtual reality system.
1.2 Problem Statement
Even though virtual reality devices are cheaper than 2000s, developing a virtual reality
system are very hard because developer need to understand the architecture of virtual reality
system and select the proper tools and devices for specific task. So this report guidelines the
basic of developing virtual reality system.
1.3 Objective
● To understand the concept of virtual reality.
● To understand the architecture and display devices of virtual reality system .
● To observe technologies for developing virtual reality system.
● To understand the benefit of using virtual reality in educational.
● To understand how to develop virtual reality system with Unity3D, Oculus Rift and Leap
Motion Controller on Windows OS.
2
CHAPTER 2
LITERATURE REVIEW
This chapter describes the relevant literature and the algorithms that related to this special
study.
2.1 What is Virtual Reality?
There are many definition of Virtual Reality according to researchers and users point of
view [1, 2]. The definition of Virtual Reality that I agree with is “VR is a high end computer
interface that evolves real time simulation and interaction through multiple sensorial
channels. These sensorial modalities are visual, auditory, tactile, smell, taste and other
senses.”[3].
One important feature to make the system creating virtual environment as real as
possible with the real time interaction, which means that virtual reality system must able to
receive inputs from real world for changing the virtual environment continuously and
naturally.
Figure 2.1: 4DX Theatre: the theatre can stimulate wind, bubbles, strobe light, fog, scent, vibration, short
bursts of sharp air, face water and 3D display [4].
3
2.2 History of Virtual Reality Technology
Back to 1850s, Sr. Oliver Wendell Holmes created Holmes stereoscope that consisted
of two prismatic lenses and a wooden stand to hold the stereo card. Holmes stereoscope was
the most popular stereoscope during 19th
century [5].
In 1956, Morton Heilig developed Sensorama machine. The machine gave the player
the experience of riding a motorcycle on the streets of Brooklyn and it can simulate the wind
on player face, the vibration of the motorcycle seat, a 3D view, and even smells of the city. In
1960, Morton Heilig receives a U.S. Patent for the first Head-Mounted Display call
“Stereoscopic-Television Apparatus for Individual Use” [2].
Figure 2.2: A Holmes stereoscope and a Stereo card of a stereoscope [5].
Figure 2.3: A poster of the Sensorama machine[2] and Stereoscopic-Television Apparatus for Individual Use
that developed by Morton Heilig[6].
4
In 1963, Ivan Sutherland created interactive computer graphics with his Sketchpad
application. After 2 years, he created Head-Mounted Display call “the Ultimate Display” that
can tracking the user head and display 3D graphic.
In 1977, Thomas A. DeFanti and Daniel J. Sandin from the Electronic Visualization
Laboratory (EVL) at University of Illinois, Chicago, created the first wired glove call “Sayre
Glove” that use to generate inputs to receiver by capturing physical data such as bending of
fingers. In 1992, EVL created the virtual room call “CAVE”. Graphics are projected in stereo
onto three walls and the floor and viewed with active stereo glasses equipped with a location
sensor. When user move, the system will change the display according to user position in
real-time to achieve a fully immersive experience.
In 1993, The MIT student name Thomas Massie and Professor Kenneth Salisbury
developed low-cost force-display device call “PHANTOM”. Now they are SensAble
Technologies, Inc.
Figure 2.4: Interactive computer graphics with his Sketchpad application and the Ultimate Display that
invented by Ivan Sutherland[2].
Figure 2.5: The structure of the CAVE and the sample CAVE application [7].
5
2.3 Definition of immersion and presences in virtual reality
There are many research papers describe the definition of Immersion and Presences
[1, 2, 3, 9, 10, 11, 12]. Most of them refer presence to the subjective sensation of “being
there” experienced. So I can conclude that:
Immersion is a description of the capability of computer displays to deliver a virtual
environment to users.
Presence is a description of user’s subjective psychological response to a virtual
environment.
The figure 2.7 shows that components of immersion are limited to software and
hardware of the system. In another hand, different users can experience different levels of
presence with the same virtual reality system depending on life experience: memory, ability,
past experience, emotional stare, and other factor [2].
Figure 2.6: The PHANTOM Desktop Device and the PHANTOM Omni Device[8].
68. Delorme S, Laroche D, DiRaddo R, Del Maestro R: NeuroTouch. (2012). A physics-
based virtual simulator for cranial microneurosurgery training, Simulation of Deformable Materials Industrial Materials Institute, National Research Council Canada.