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1-4. State of the Art & Issues

1-4. State of the Art & Issues. Reference Virtual Reality: Scientific and Technological Challenges”, pp. 35-66, National Research Council, National Academic Press, 1995. Areas of the study application domains psychological issues VR technologies evaluation of VR systems.

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1-4. State of the Art & Issues

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  1. 1-4. State of the Art & Issues • Reference • Virtual Reality: Scientific and Technological Challenges”, pp. 35-66, National Research Council, National Academic Press, 1995. • Areas of the study • application domains • psychological issues • VR technologies • evaluation of VR systems

  2. 1. application domains • design, manufacturing & marketing • medicine, health care • hazardous operations • training • entertainment, military • experimental psychology • education • information visualization • tele-communication, tele-travel

  3. 2. psychological topics • human performance characteristics • alteration of sensori-motor loops • developing the cognitive model • cognitive side-effect

  4. 3. VR technologies • Gap between the current technology the required technology (exception -- entertainment, tele-operation) (1) human-machine interface (2) computer generation of VE (3) tele-robotics (4) network

  5. human-machine interface • visual channel • auditory channel • haptic channel • motion interface • others • position tracking • video camera • microphone • others

  6. visual channel • visual display • HMD • OHD (off-head display) • perceptual effects • mis-registration • sensori-motor alteration • distortion • time-delay • noise

  7. research issues • ergonomics • improvement of resolution and fov • wireless • integration of visual, auditory, position tracking • sun glass-like • see-through option • exploiting foveal and peripheral vision

  8. auditory channel • Current hardware is adequate. • Research issues • perceptual issues • similar to the visual channel • use for sensory substitution (for visual, haptic) • auditory scene analysis • hear-through display

  9. position tracking and mapping • tracking = finding a point mapping = finding a 3D surface (e.g., environmental mapping) • tracking mechanisms • mechanical linkage • magnetic • optical • acoustic • intertial

  10. eye tracking • research issues • tracking • mapping

  11. haptic channel • force, pressure, tactile feedback • unique characteristics • Haptic interface requires manipulation and sensing • mechanism • body-based -- glove, exoskeleton • ground-based -- joystick

  12. Research issues • haptic science = study on the human haptics (bio-mechanical, psychophysical, cognitive) • tool-hand system (which takes its metaphor from real tools.) • creating the haptic illusion • the interaction effects of haptic and vision • texture, temperature devices

  13. motion interface • motion • whole-body motion • passive -- e.g., motion platform • active -- e.g., locomotion • part-body motion • passive • active

  14. motion cues • vestibular system -- inertial • motor • visual • auditory • proprioceptive / kinesthetic -- muscle • tactile

  15. motion interface • inertial system • moves the body (e.g., treadmill, motion platform) • non-inertial system • simulates motion

  16. other types of interfaces • olfactory (smell) • gustatory (taste) • heat, wind, humidity • speech • direct physiological sensing and control

  17. VR technologies (1) human-machine interface (2) computer generation of VE (3) tele-robotics (4) network

  18. Conceptual Model of VR Virtual environment Human H-sensor perception cognition motion control H-effector V-sensor V-effector sensing action P-effector L-effector sensing output device input device action P-sensor L-sensor joystick mouse tracker TV camera microphone 2D - selector pick locator etc. 3D - navigator manipulator etc. V-human V-vehicle V-bike V-hand etc.

  19. (2) generation of virtual environments • the core issue • general-purpose VR system? • trade-off between realism and interactivity • requirements • frame rate • response time • scene quality

  20. hardware • interaction and navigation • VE management • simulation • rendering • modeling • autonomous agent • hypermedia interaction • OS

  21. VE management - simulation • Task : simulating everyday world • Traditional simulation methods do not work. (requires pre-processing) • Need : “meta-modeling”

  22. VE management - rendering • Issue : load balancing • 1. partitioning VE • 2. LOD • Much work has been done on static scene. • Research issues • 1. dynamic scene • 2. parallel rendering

  23. OS • real-time, multi-modal requirements • very high-resolution time slicing • atomic, transparent distribution of tasks • large number of light-weighted processors, communicating by means of shared memory • support for time-critical computing: • negotiated, graceful degradation • guaranteed frame rate, lag time

  24. VR technologies (1) human-machine interface (2) computer generation of VE (3) tele-robotics (4) network

  25. (3) Tele-robotics • tele-robotics and VR • hardware • time-delay problem • distributed tele-robots

  26. (4) Network • The future is here! • applications • distance learning • group entertainment • distributed training • distributed design • current • future • What is needed

  27. 1-4. State of the Art & Issues • Reference • Virtual Reality: Scientific and Technological Challenges”, pp. 35-66, National Research Council, National Academic Press, 1995. • Areas of the study • application domains • psychological issues • VR technologies • evaluation of VR systems

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