CSCI-B582 - Lecture 1.1
Outline
Course Information
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Introductions
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Syllabus
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Agreeable Lab Time - Tue 6-8 or Thu 5-7
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Questions (?)
Virtual Reality defined
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no definitive definition for VR (due in part to media representations and
cultural stereotypes)
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we can identify some common components of VR:
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immersive - sense of being surrounded by and present in the world
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wide FOV
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high-resolution
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stereo (graphics)
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interactive
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real-time
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viewer-centered perspective - see through your own eyes ans you move through
and interact with the world
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multi-sensory
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visual
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audio
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haptic (force feedback)
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tactile (touch)
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olfactory (!)
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related, but not the same as VR:
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Quicktime VR - image-based rendering
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VRML - file format for 3D geometry, interaction, and scripting
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Tele-Collaboration, multi-user worlds
VR Hardware
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Displays
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Head Mounted Display
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BOOM mounted Display
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Fish Tank
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(image by Andy Johnson)
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Projection Based
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CAVE
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IDesk/Workbench
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IWall
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Domes
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(image by Andy Johnson)
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Tracking
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magnetic
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sonic
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optical
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inertial
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Input Devices
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wands, joysticks, pens
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gloves: pinch or gesture
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physical props
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bikes, treadmills
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voice
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Output Devices
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Computing
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fast graphics
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multiple CPUs
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fast networks
VR Development Software
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Graphics APIs
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OpenGL
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Iris Performer
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Open Inventor
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Tracking software
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Integration Software - windowing, callbacks, input, multi-process coordination
and communication
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(e.g. GLUT)
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CAVE Libraries (EVL)
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VR Juggler (Iowa State)
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Audio
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audio server (e.g. VSS)
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audio scripting API
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Utilities
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modeling packages
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image manipulation programs
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file converters & optimizers
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Integrated Solutions
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Sense8 World-Up and World Toolkit
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dVISE suite from Division
VR Applications
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Art
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Entertainment
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Simulation & Training
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Scientific Visualization
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Engineering
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Medicine - surgery, phobias
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Architecture
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Education