an introduction into virtual reality...
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An Introduction into Virtual Reality Environments
Héctor Cardona Reyes PhD ([email protected] )
CONACYT research fellow, Center for Research in Mathematics, Zacatecas, México
What is Virtual Reality ?
Technically defined:
• VR is a medium in terms of a collection oftechnical hardware(similar to telephone, TV,etc.)*
An Introduction into Virtual Reality Environments by Héctor Cardona Reyes 2
*Stefan Seipel, Department of Information Technology,Division of Visual Information and Interaction, Uppsala universitet
https://www.freepik.es/fotos-vectores-gratis/
Definitions of Virtual Reality
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• Steven M. LaValle (2019): Inducing targeted behavior in anorganism by using artificial sensory stimulation, while theorganism has little or no awareness of the interference.
• Jerald, J. (2015) : Is defined to be a computer-generateddigital environment that can be experienced and interactedwith as if that environment were real.
• Merriam-Webster (2015): An artificial environment which isexperienced through sensory stimuli (as sights and sounds)provided by a computer and in which one’s actions partiallydetermine what happens in the environment.
• Greenbaum (1992): Virtual Reality is an alternate world filledwith computer-generated images that respond to humanmovements. These simulated environments are usuallyvisited with the aid of an expensive data suit which featuresstereophonic video goggles and fiber-optic gloves.
https://www.freepik.es/fotos-vectores-gratis/
What is Virtual Reality ?
Defined in terms of humanexperience:
• VR is a mediated environmentwhich creates the sensation in auser of being present in a(physical) surrounding*
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*Stefan Seipel, Department of Information Technology,Division of Visual Information and Interaction, Uppsala universitet
VR levels of abstraction
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“I see and I forget. I hear and I remember. I do
and I understand.”
Jerald, J. (2015). The VR book: Human-centered design for virtual reality. Morgan & Claypool.Dale, E. (1969). Audio-Visual Methods in Teaching (3rd ed.). The Dryden Press.
Variables to define Virtual Reality
- Vividness (richness of anenvironments representation)• breadth (visibility, audibility, touch,
smell)• depth (quality, fidelity)
- Interactivity (extend to which a usercan modify form and content of amediated environment)• speed (update rates, time lag)• mapping (text, speech, gestures,
gaze, complex behavior patterns)
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*Stefan Seipel, Department of Information Technology,Division of Visual Information and Interaction, Uppsala universitet
Classification of Virtual Reality and other Media
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High
Hig
h
Low
Low
Viv
idn
ess
Interactivity
Book
Photograph
3D IMAX
Sensorama
35mm
film
TV
Phone
Tama-gochi
VR
Video conferencing
Pay-TV
Radio
FAX
Steuer, J. (1992). Defining Virtual Reality: Dimensions Determining Telepresence. Journal of Communication, 42(4), 73-93. Retrieved October 21, 2019 from https://www.learntechlib.org/p/147094/.
Conceptual VR Model
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Figure: Diagram summarizing the human view and technical view of a VR system by Latta and Oberg (1994).*
* Parés, N., & Parés, R. (2006). Towards a model for a virtual reality experience: The virtual subjectiveness. Presence: Teleoperators and Virtual Environments, 15(5), 524-538.
History of Virtual Reality• 1832 Stereoscope (Charles Wheatstone)
https://www.youtube.com/watch?v=vSINEBZNCks• 1860 Stereoscope (David Brewster)
https://www.youtube.com/watch?v=uFNzUsfwVm0• 1956 Sensorama (Morton Heilig)
3D visuals, vibration, stereo sound, wind, smell, little interactionhttps://www.youtube.com/watch?v=vSINEBZNCks
• 1961 Headsight System (Philco Corp.)HMD, head tracking, remote video camera, telepresencehttps://www.youtube.com/watch?time_continue=5&v=hDWfsIbBtwE
• 1965 The Ultimate Display(Ivan Sutherland)Stereoscopic HMD, computer generated images, tracking, visually coupled systemhttps://www.youtube.com/watch?v=NtwZXGprxag
• 1967 Grope(University of North Carolina)6 degree of freedom force feedback
• 1977 The Sayre Glove (Sandin, Sayre, DeFanti Univ. Illinois)Gesture recognitionhttps://www.sciencefocus.com/future-technology/the-history-of-virtual-reality/
• 1987 Virtual Cockpit (British Aerospace)head and hand tracking, eye tracking, 3d visuals, 3D audio, speech recognition vibro tactile feedbackhttps://www.youtube.com/watch?v=-L9hfmFW3-c
• 2006 Wide5: 150° field of view HMD (Mark Bolas and Ian McDowall)https://www.youtube.com/watch?v=gic82zOAnrE
• 2012 Oculus Rift (Palmer Luckey)https://www.youtube.com/watch?v=pmGiJimWTAU
• 2016 Playstation VR (SONY)https://www.youtube.com/watch?v=yFnciHpEOMI
• 2016 HTC Vive (HTC and Valve)https://www.youtube.com/watch?v=qYfNzhLXYGc
http://realidadva.blogspot.com/2013/06/historia-de-la-realidad-virtual-y-la.html
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*Stefan Seipel, Department of Information Technology,Division of Visual Information and Interaction, Uppsala universitet
https://www.freepik.es/fotos-vectores-gratis/
Forms of Reality
• Real environment is the real world that we live in.• Augmented reality (AR) adds cues onto the already existing real
world, and ideally the human mind would not be able to distinguish between computer-generated stimuli and the real world.
• Augmented virtuality (AV) is the result of capturing real-world content and bringing that content into VR.
• True virtual environments are artificially created without capturing any content from the real world.
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Figure: The virtuality continuum, Milgram, P., and Kishino, F. (1994)
Types of Virtual Reality Environments
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Deg
ree
of
Imm
ers
ion
Co
nsc
iou
sne
ss in
Ph
ysic
al E
nvi
ron
me
nt1. Immersive Virtual Environments
• subjects are visually isolated from the real environment• virtual scene is responding to the subjects actions• subjects are unable to perform in the real environment.
2. Semi-Immersive Virtual Environments• subjects can perform both in the real and virtual environment• subjects perceive a strong involvement into the VE• subjects may perform less in the real environment.
3. Non-Immersive Virtual Environments• the three-dimensional scene is considered as a part of the physicalenvironment• subjects do fully respond in the real environment• relatively little involvement into the VE.
4. Augmented Reality Interfaces• In Virtual Reality (VR), the users' perception of reality is completely based onvirtual information.• In Augmented Reality (AR) the user is provided with additional computergenerated information that enhances their perception of reality.
*Stefan Seipel, Department of Information Technology,Division of Visual Information and Interaction, Uppsala universitet
Steps in Design for VR Environments
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Content• story writing• scenario setup• Semantics
Objects• geometry and
static attributes (color etc...)
• textures• • sound
Dynamics
object relationships
events
dynamic object properties (behavior)
System Implementation
3D ides
Code
Platforms
*Stefan Seipel, Department of Information Technology,Division of Visual Information and Interaction, Uppsala universitet
https://www.freepik.es/fotos-vectores-gratis/
Virtual Reality application fields
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*Gilbert, N. (2020): 62 Virtual Reality Statistics You Must Know in 2019 & 2020: Adoption, Usage & Market Share. https://financesonline.com/virtual-realitystatistics/#adoption (December, 2019) Online; accessed 18 december 2019.
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Key Elements to build a VR Experience
*Realidad Virtual, http://www.gamecoderstudios.com/
Headset
Tracking
Immersion
User comfortKey elements to
build a VR Experience
CIMAT, Zacatecas VR LabEquipment
• 1 HTC Vive System
• 2 Oculus Quest 128gb
• 4 Leap Motion Controller
• 1 Logitech G - G29 Driving Force
• 1 Desktop PC - Nvidia GTX 1060
• 1 Laptop MSI – Nvidia RTX 2060
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Towards User Enjoyment: a Proposed Algorithm to Enhance Flow and Engagement in VR video games
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Andrés Mitre Ortiz, Héctor Cardona Reyes, Jaime Muñoz Arteaga
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UX design in virtual reality environments with natural interfacesGerardo Ortiz Aguiñaga, Héctor Cardona Reyes, Jaime Muñoz Arteaga
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Generation of virtual reality scenarios and design of tasks to pilot unmanned vehicles based on a user-centered approach.Cristian Trujillo Espinoza, Héctor Cardona Reyes, José Eder Guzmán Mendoza
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Production of tangible interfaces in virtual reality as support in inclusive basic education with children with ADHD.Iván González Romo, Héctor Cardona Reyes, Fco. Álvarez Rdz., Jaime Muñoz Arteaga, Lorena Barba González
Virtual tour CIMAT, Zacatecas with Oculus Quest
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Cynthia Nayetzi Baeza García, Hector Cardona Reyes.
Questions
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Héctor Cardona Reyes PhD [email protected]@gmail.com