Virtual Reality Tom Allenbaugh Keegan Donnelly Daniel Frecka David Hazlett Erik Shilling
Overview
● Augmented Reality vs Virtual Reality● History of Virtual Reality● Oculus Rift● Full Immersion● Uses of Virtual Reality● The Future of Virtual Reality
Virtual Reality: A Definition
● Virtual: “near”● Reality: “what we experience as human
beings”
● “Virtual Reality”: “a three-dimensional, computer generated environment which can be explored and interacted with by a person”
Augmented vs Virtual Reality
Augmented Reality● Extension of reality● Interact with existing
environment● Many possible different
interfaces/views
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Augmented vs Virtual Reality
Virtual Reality● Replacement for reality● Imagining wholly new
environments● Total control of sensory
input (ideally)
http://cdn.business2community.com/wp-content/uploads/2013/12/virtual-reality-3.jpg
The History: An Idea
● Douglas Engelbart envisioned computers as tools for digital display
● Radar defense systems were first “real-time” simulation of data
● Ivan Sutherland developed a light pen in 1962
http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/Images/radar.gif
The History: Flight Simulators
● Millions of dollars spent by military into flight simulation research
● In 1970s, videos and models replaced by computer graphics
● Head-mounted displays tested in 1979
http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/Images/flight3.gif
The History: Head-mounted Displays
● Differing images produced for each eye
● Head movements are tracked by device to update perspective
● Block out surrounding environment
● Most weigh several pounds
http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/Images/HMD.gif
The History: Interface Devices
● DataGlove was invented to produce music
● NASA used DataGlove to experiment with virtual environments
● PowerGlove was used to control video games
● Wands used to change an objects position and orientation http://archive.ncsa.illinois.
edu/Cyberia/VETopLevels/Images/glove.gif
The Virtual Boy
● Launched in 1995 by Nintendo
● 32-bit CPU● Used red LEDs to display
images● Differing images shown
to both eyes to create depth
http://thegamingpixelshow.com/wp-content/uploads/2013/06/200px-Virtual-Boy-Set.png
The Failure of the Virtual Boy
● Initial reception was poor● Only 800,000 sold● Many reported
headaches after prolonged use
● Stopped production in less than a year
http://static.gamesradar.com/images/mb/GamesRadar/us/Features/2011/03/Best%20Virtual%20Boy%20games/marioclash--article_image.jpg
The Oculus Rift: Short History
● Founders met on a forum dedicated to 3D stereoscopy and virtual reality (MTBS3D)○ Co-founder had the largest personal
collection of head-mounted displays in the world
● Being developed by Oculus VR with the support of $91 million and thousands of software developers
The Oculus Rift: Kickstarter
● Demonstrated a prototype at E3 2012○ a Kickstarter campaign followed
● Able to make goal of $250k in 4 hours● Eventually made a total of $2.4 million
from the campaign● Beta versions of the Rift or “dev kits” sold
to raise money○ $300/kit
The Oculus Rift: Hardware
● Head-mounted display (HMD)
● The initial version was a duct taped unit featuring:○ high speed IMU○ 5.6-inch LCD display○ dual lenses to provide a 90°
horizontal and 110° vertical stereoscopic 3D perspective
http://images.eurogamer.net/2012/articles//a/1/4/9/0/6/0/9/R0012829.jpg.jpg
The Oculus Rift: Beta
● Oculus determined that the 5.6” panel was not sufficiently available, so they changed their design to use a 7” screen
● Bigger screen makes the stereoscopic 3D no longer 100% overlapping○ mimics human vision http://media.tumblr.
com/76cf31f507bc786d239b07b2a7722ef7/tumblr_inline_msc0vqNxyP1qz4rgp.png
The Oculus Rift: Beta
● Resolution is 1280×800 (16:10 aspect ratio), or 640×800 per eye (4:5 aspect ratio)
● Each eye is projected a barrel distorted image corrected by pincushion effect by the lenses ○ generates a spherical-mapped
image for each eye http://dslrfilmschool.com/wp-content/uploads/2013/01/Lens-Distortion.png
The Oculus Rift: Motion
● Oculus incorporates a 1000 Hz Adjacent Reality Tracker○ much lower latency than any
other tracker○ a combination of 3-axis:
■ gyros■ accelerometers■ magnetometers
http://i.imgur.com/Pxptu.jpg
The Oculus Rift: Software
● SDK included with beta kit○ code○ samples○ documentation
● Integration first with smartphones and PCs○ consoles to come in the future
● Drivers exist to play big name games through the Rift such as Bioshock, Portal 2, Skyrim
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The Oculus Rift: Issues
● Screen door effect○ lines separating the pixels
become visible on the screen because projector resolution higher than projected image’s res
● Motion sickness● Physical strain
http://i.imgur.com/MxOKLvK.jpg
Full Immersion● Tactical
○ performing tactile operations that involve skill.
● Strategic ○ more cerebral, associated with mental challenge.
● Narrative○ players become invested in a story.
● Spatial○ player feels the simulated world is perceptually
convincing.
Full Immersion● Panoramic 3D displays (visual)● Surround sound acoustics
(auditory)● Haptics and force feedback
(tactile)● Smell replication (olfactory)● Taste replication (gustation)
http://static.ddmcdn.com/gif/virtual-reality-8.jpg
Simulated Experience
● Induce sensations directly into nervous system.○ cybernetics/nanobots○ radiation○ quantum computers
● Blue Brain Project● Strong AI
Virtual Cocoon
● All five senses are engaged
● Simulated environments○ Pre-programmed○ Second device
● In developmenthttp://i.dailymail.co.uk/i/pix/2009/03/04/article-1159206-
03BDCD80000005DC-170_468x364.jpg
Virtuix Omni
● Omnidirectional treadmill
● Requires Oculus Rift● Allows:
○ Running○ Jumping○ Strafing○ Sitting
https://s3.amazonaws.com/ksr/projects/476061/photo-main.jpg?1370329539
Uses of Virtual Reality
Practical● Physical/Mental therapy● Medical diagnostics● Job training and
immersive education● Psychological research● Scientific visualization● Project simulation● VPL research
Recreational● Video games● Virtual tourism/events● Athletics● “Holodeck” style CAVE
(“CAVE Automatic Virtual Environment”)
Physical Therapy● Controlling games with
limbs and motion instead of hand-held controllers
● VR as exercise, sensory stimulation, and therapy
● Driven by research institutions and companies like GestureTek Health
● CSE 5911 Capstone Design - Software Applications project
● Higher quality of life for the infirm and disabled http://community.ashworthcollege.edu/servlet/JiveServlet/showImage/2-192839-30428/bethAbraham.jpg
Mental Therapy
● Exposure therapy● Treating PTSD in
soldiers● Overcoming
phobias
http://psychnews.psychiatryonline.org/data/Journals/PN/4163/img_0230.jpeg
http://www.vrphobia.com/spiders2.jpg
Virtual Training
● Training for surgeons, pilots, etc.
● Consequence-free experiences for precision-based careers
● Replacement for expensive brain-surgery cadavers http://www.wired.
com/images_blogs/wiredscience/2009/08/drwietimg_4481.jpg
Other Examples Data Tours and Visualization
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Virtual Design and Construction
http://www.exponent.com/files/Uploads/Images/construction%20consulting/virtual%20design/virtual%20design%203.jpg
Virtual Tourism
http://www.tonycharters.com/images/TourforceEd43/virtual.JPG
http://www.urenio.org/wp-content/uploads/2012/02/augmented-reality-travel-tourism-apps-2.jpg
Virtual Motivation
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CAVE Automatic Virtual Environment
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Future of Virtual Reality: Oculus
● Consumer version of Oculus Rift expected in late 2014 or early 2015 but no confirmation yet
● Consumer version aiming to feature:○ improved head and
positional tracking○ 1080p resolution○ wireless operations
http://i.kinja-img.com/gawker-media/image/upload/iimr6qqpsr4nzjz48mxm.jpg
Future of Virtual Reality: Morpheus
● Project Morpheus● 1080p resolution● 90° field of view● Stereoscopic sound● Developed by Sony
to work with the Playstation 4 http://blogs-images.forbes.
com/insertcoin/files/2014/03/morpheus.jpg