virtual reality trends - from a to z
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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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