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Haptics & Virtual Reality Laboratory, POSTECH Seungjae Oh 2016. 8. 23 2016 AGIT TECH REIVEW 인인 , 인인인인 인인인인 We live between the Virtuality and Reality.

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Haptics & Virtual Reality Laboratory, POSTECHSeungjae Oh

2016. 8. 23

2016 AGIT TECH REIVEW

, We live between the Virtuality and Reality.

Link

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Breif History of User Interface

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Command Line Interface(CLI)

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Grphical User Interface(GUI)

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What is the next big thing?

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VR is the practice to go further

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Computing to be a part of our life

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Hardware(e.g. Sensors, Displays)

Software(e.g. CG, Signal Processing) Inputs & Outputs of VR

UserComputing PowerVirtual Environment

RenderingOutputActionInput

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Hardware Head Mount Display (HMD) Trends of Wearable Display Technology- From VR to AROutput

Auditory Display Space Localization Cueing

Working with headtracking features TimeDifference, Phase, Magnitude Source ,

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Hardware Head Mount Display (HMD) Trends of Wearable Display Technology- From VR to AROutput

Auditory Display

Private or PublicWorld-fixed or User-fixed

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Hardware Head Mount Display (HMD) Trends of Wearable Display Technology- From VR to AROutput

Haptic Display

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Hardware Head Mount Display (HMD) Trends of Wearable Display Technology- From VR to AROutput

Haptic Display

(Tactile Displays: using Vibration, Thermal, Air, Ultrasonic, Lasor, Electrostatic)

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Hardware Head Mount Display (HMD) Trends of Wearable Display Technology- From VR to AROutput

Haptic Display

(Force feedback)

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Hardware Head Mount Display (HMD) Trends of Wearable Display Technology- From VR to AROutput

Visual Display

Human Factors Interpupillary Distance (IPD): Gaze tracking [link] (Headtracking & Eyetrackinng[link]):

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Hardware Head Mount Display (HMD) Trends of Wearable Display Technology- From VR to AROutput

Visual Display

Human Factors [link]Field of View(FOV): Horizontal 150 (monocular) ~ 180 (binocular)/ Vertical - ~ 135Visual Acuity: 20/20 is ~ 1 arc min = 1/60 Temporal Resolution: ~60 Hz = 16.666 ms (depends on contrast & luminance)

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Hardware Head Mount Display (HMD) Trends of Wearable Display Technology- From VR to AROutput

Visual Display

(Affordance)

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Hardware Head Mount Display (HMD) Trends of Wearable Display Technology- From VR to AROutput

Visual Display

User-fixed & Private: Immersive Experience [link]

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Hardware Head Mount Display (HMD) Trends of Wearable Display Technology- From VR to AROutput

Visual Display

World-fixed & Public: CAVE Experience

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HardwareHeadEyeBody & HandTechnologies to Capture Action- Sensing technologiesAction

Head TrackingInertial Measurement Units Sensor FusionKalman Filter

Eye Tracking

Involuntary motions in eye3D eye pose estimation from 2D IR imagesMostly for better image rendering

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HardwareHeadEyeBody & HandTechnologies to Capture Action- Sensing technologiesAction

Body & Hand TrackingBody: Mostly Infra-red (80~200Hz) but Magnetic(200Hz) or Multiple IMU or Depth sensors(20 ~60Hz)Hand: Depth sensors (IR patterning or Time of Flight) Surroundings: Depth Sensors (Mostly for AR)

Kinect 1& Google ProjectTangoLeapMotion& Intel RealSenseKinect 2

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Software (AR ) (DSP) (Physics, Interaction, Computer Vision, etc) (Computer Graphics) Inputs to Rendering

What to Compute- From CPU to GPU

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ResearchLatencyVR

Critical Thing in Virtual Reality Viewed from HCI

From visual sensing to motor action, the minimum is 0.1 sec

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ResearchTopics of IEEE VR 2016Tracking and sensingInput devices for VR/AR/MRAdvanced display technologyImmersive projection technologyHaptics, audio, and other nonvisual interfacesModeling and simulationComputer graphics techniques for VR/AR/MRVirtual humans and avatarsMultiuser and distributed VR/AR/MRVR systems and toolkits3D interaction for VR/AR/MR3D selection and 3D manipulationLocomotion and navigation in virtual environmentsUser studies and evaluationPerception, presence, virtual embodiment, and cognitionTeleoperation and telepresenceApplications of VR/AR/MR

OverviewTopics of IEEE VR 2017Tracking and sensingInput devices for VR/AR/MRAdvanced display technologyImmersive projection technologyHaptics, audio, and other non-visual interfacesModeling and simulationComputer graphics techniques for VR/AR/MRVirtual humans and avatarsMulti-user and distributed VR/AR/MRVR systems and toolkits3D interaction for VR/AR/MR3D selection and 3D manipulationLocomotion and navigation in virtual environmentsUser studies and evaluationPerception, presence, virtual embodiment, and cognitionTeleoperation and telepresenceApplications of VR/AR/MREthical issues in VR/AR/MRInteractive storytelling in 360 videosRecent Topics in VR Research Field- Case of IEEE VR Conference

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Industry360 3D MovieContents ,

Some Changes in Industry- Case of 360 3D Movie

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IndustryOverviewWhat Happens in Industry- VR first, and then AR

Why? [link]

VR VR 360 3D SonyPS VR 4k 3D PS4 Eye Valve VR PC HTC AR

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IndustryOverviewWhat Happens in Industry- Leading companiesSamsung 360 (360) MicrosoftAR HMD FOV API OS Skype $3000 Intel VR Project Alloy (Realsense)

G3VR360 LGNvidia

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Key ReferenceUIUC VR Text: http://vr.cs.uiuc.edu/Stanford VR EE267: http://stanford.edu/class/ee267/Vitual Reality Technology 2nd Edition: http://as.wiley.com/WileyCDA/WileyTitle/productCd-0471360899.htmlIEEE VR: http://ieeevr.org/2016/ & http://ieeevr.org/2017/ETRI: https://ettrends.etri.re.kr/ettrends/paper.do?paperno=0905002140https://ettrends.etri.re.kr/ettrends/paper.do: https://brunch.co.kr/@eomtank/61 VR : http://blog.samsungdisplay.com/1010 http://www.bloter.net/archives/221420http://blog.naver.com/PostView.nhn?blogId=fstory97&logNo=220743460716&redirect=Dlog&widgetTypeCall=true

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