Lecture 1

Introduction to Virtual Reality


Information about the Course


How this class relates to to other similar / related CS courses


CS 422
User Interface Design Focus on developing effective user interfaces
Every spring
CS 426
Video Game Programming Focus on creating complete audio visual interactive (and fun) experiences Every fall
CS 488
Computer Graphics I Focus on the basics of how computers create images on screens, OpenGL Every fall
CS 522
Human Computer Interaction Focus on interaction and evaluation of interactive environments
CS 523
Multi-Media Systems Focus on the creation of Educational Worlds
CS 525
GPU Programming Focus on shaders and parallel processing Spring even years
CS 526
Computer Graphics II Focus on Scientific Visualization
Spring odd years
CS 527
Computer Animation Focus on creating realistic motion Fall even years
CS 528
Virtual Reality Focus on immersion Fall odd years


Warning about jargon


General Definitions

'Virtual Reality' is a nice buzzword that can mean a lot of different things depending on who you talk to.

The key element to virtual reality is immersion ... the sense of being surrounded.

A good novel is immersive without any fancy graphics or audio hardware. You 'see' and 'hear' and 'touch' and 'taste' and 'smell'

A good play or a film or an opera can be immersive using only sight and sound.

But they aren't interactive which is another key element.

Older textual computer games from the late 70s and early 80s  such as Adventure, Zork, and the Scott Adams (not the Dilbert guy) adventures  are immersive and interactive and place the user within a computer generated world, though that world was created only through text. You can play adventure online at http://www.astrodragon.com/zplet/advent.html. You can play zork online at http://thcnet.net/zork/index.php or http://www.xs4all.nl/~pot/infocom/ or at several other sites. The Scott Adams adventures are playable at http://www.freearcade.com/Zplet.jav/Scottadams.html

Games in the early 80s started to incorporate primitive graphics to go along with the text, such as Mystery House below.

and even simple 1st person graphics in games such as Akalaberth and Wizardry below, though the screen refresh rate was something less than real-time. The screen took a long time (up to several seconds) to re-draw so these games tended to be more strategy-based on a turn-taking model.

If we move towards modern computer games, they are immersive and interactive. These also have the advantage of being real-time running at 30 to 60 frames per second, another key element.

Another key element of VR is a viewer centered perspective where you 'see' through your own eyes as you move through a computer generated space, interact with objects there, and more often than not kill everyone you meet. The way you see the environment is limited to a screen with a narrow angle of view and you use a keyboard / joystick / gamepad to change your view of that scene.

VR adds the concepts of head tracking, wide field of view and stereo vision

Head tracking allows the user to look around the computer generated world by naturatlly moving his/her head. A wide field of view allows the computer generated world to fill the user's vision. Stereo vision gives extra cues to depth when objects in the computer generated world are within a few feet.

As Dan Sandin likes to say, this gives us the first re-definition of perspective since the Renaissance (16th century)

Albrecht Dürer, Daraughsman Drawing a Recumbent Woman (1525) Woodcut illusion from 'The Teaching of Measurements.'

Audio also plays a very important role in immersion (try listening to a modern hollywood film without its musical score) and haptic (touch) feedback can provide important cues while in smaller immersive spaces.

And there is some work in trying to deal with smell (the HITLab in the late 90s, and Yasuyuki Yanagi, Advanced Telecommunications Research Institute, Kyoto more recently) and taste (Hiroo Iwata, University of Tsukuba.)


So here is a picture that puts a lot of this together ... Randy Smith of General Motors in their CAVE. Randy is real. The car seat Randy is sitting in is real. The rest is computer generated.


VR Hardware

For projection based systems, some companies that sell these things are:

For Head Mounted Displays, some companies that sell these things are:

and there are other interesting solutions such as the Virtual Retinal Display


Current Uses

There is quite a bit of work going on in various research labs in VR. New devices are being created, new application areas being worked on, new interaction techniques being explored, and user studies being performed to see if any of these are valuable. What is much harder is getting the technology and the applications out of the research lab and into real use at other sites - getting beyond the 'demo' stage to the 'practical use' stage is still very difficult.


A Bit of History

1960 - Morton Helig - http://www.sensomatic.com/sensorama/

Sensorama

(image from http://www.unites.uqam.ca/AHWA/Meetings/2000.CIHA/Grau.html)

patent for first HMD

(image from http://accad.osu.edu/~waynec/history/lesson17.html)

1965 - Ivan Sutherland - University of Utah

1966 - Ivan Sutherland


(image from http://accad.osu.edu/~waynec/history/tree/images/hmd.JPG)

1971 - Fred Brooks

1975 - Myron Krueger


(image from http://resumbrae.com/ub/dms424/05/01.html)

1982 - Thomas Furness III

1984 - Michael McGreevy and friends

1985 - Jaron Lanier & VPL research

1986 - Ascension Technologies founded from former Polhemus employees

1989 - Autodesk

1989 - Fake Space Labs

1992 - Electronic Visualization Laboratory

1993 - GMD - German National Reseach Center for Information Technology

1993 - SensAble Technology

1993 - HITLab at University of Washington

1995 - Electronic Visualization Laboratory

1996 - Intersense founded

1998 - TAN / Royal Institute of Technology in Stockholm

1999 - reach in Technology

2000 - Electronic Visualization Laboratory

2001 - University of Tokyo

2003 - University of Arizona

2003 - Electronic Visualization Laboratory


Coming Next Time

Components of a VR System


last revision 8/14/07