Introduction to Virtual Environments (IU Info590, Purdue Tech519V) I. Local Introductions II. Inter-campus Introductions III.

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1 Introduction to Virtual Environments (IU Info590, Purdue Tech519V) Laura Arns, Ph.D. ITAP Envision Center Purdue University (arns at purdue. edu) Eric Wernert, Ph.D. UITS Adv. Vis. Lab Indiana University (ewernert at indiana. edu) Outline I. Local Introductions II. Inter-campus Introductions III. Overview 1. Terminology (Arns) 2. VR as a field of study (Wernert) 3. History (Arns) 4. Resources at Purdue and IU 5. Applications of VR (Wernert) 6. Readings and Resources Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 2 1

2 Introductions Laura Arns Professional Background Wartburg College 1996 Math and CS Majors Iowa State University Iowa Center for Emerging Manufacturing Technologies (ICEMT) MS in CS 1998 Virtual Reality Applications Center (VRAC) Ph.D. in CS 2002 Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 3 Introductions Laura Arns (II) Research Interests (realtime) Computer Graphics & Virtual Reality (VR) VR Scientific Applications Evidence to support VR s effectiveness Improving VR - Human Factors/Human- Computer Interaction in VR VR for arts and humanities Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 4 2

3 Introductions Laura Arns (III) Personal Background Younger brother and sister, married to Shane. Most family in Iowa. Music (flute, piano), motorcycles, crafts Go Big Red! Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 5 Introductions Eric Wernert Professional Background Education BS in Math, CS, Secondary Ed ( 85) MS ( 91) and PhD (2000) in CS from IU Teaching 15+ years (IU, St. Xavier H.S.) Experience 10+ years in Visualization, VR, & Graphics 96 CICA, VR/VE lab 99 manager of AVL Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 6 3

4 Introductions Eric Wernert (II) Research Interests Constrained navigation methods and other constraintbased interfaces Image-based rendering methods Distributed and scalable rendering infrastructures Computer graphics pedagogy; visualization of graphics algorithms High-level tools for graphics and visualization Scientific and information visualization methods for the life sciences Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 7 Introductions Eric Wernert (III) Personal Married to Julie; two sons: Matthew (8) and Nicholas (6) Born and raised in Louisville, Kentucky; middle of 7 kids Bleed various shades of Cardinal Red, Wildcat Blue, and Hoosier Crimson (depending on the season) (Truth in advertising) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 8 4

5 Teleconferencing Do s & Don ts Do identify yourself (name and site) when asking a question keep the microphone muted when not talking for extended periods of time. Don t do anything that you don t want broadcast and/or recorded. (scratch, pick, etc.) generate any extra noise (whispers, shuffling, etc.); mics are omnidirectional and very sensitive Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 9 Introduction Envision Center Envision Center for Data Perceptualization Serves the computational visualization needs of the greater Purdue University community. The mission of the Envision Center for Data Perceptualization is to serve, support, and collaborate with faculty, students, and industry to be a leader in scientific visualization through learning, discovery, and engagement. Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 10 5

6 Introduction Envision Center Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 11 Introduction IU Unit of University Information Technology Services at Indiana University Part of Research & Academic Computing division Labs in Bloomington and Indianapolis 3 staff members at IUB 4.5 staff members at IUPUI Operate as single cross-campus unit Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 12 6

7 Introduction IU AVL Mission provide consulting development hardware & software resources in the areas of visualization virtual reality high-end graphics visual collaboration to support the research education creative activities missions of IU across all departments all campuses Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 13 Terminology (I) Virtual Reality is a combination of technologies used to create computer-generated immersive environments: Viewer-centered perspective Wide field of view High-resolution stereoscopic displays Interactive experiences Real-time (time-critical) Multisensory environments Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 14 7

8 Terminology (II) Virtual environments (or virtual worlds) are individual applications of VR technology Synthetic environments or artificial reality: more general, encompasses other things like video games Augmented reality: using computer generated images in combination with real images Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 15 Terminology (III) Telepresence (or remote sensing): applications give user the sense he is located at a remote/distant location. May use computer generated images or real images, or both Collaborative environment: environment shared by multiple users who can perform tasks together in the environment Avatar: graphical representation of a user. May or may not be humanoid in appearance. Often used in collaborative environments so that one user can see other users located remotely. Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 16 8

9 Terminology (IV) Presence: the sense or feeling of being located in a given location. Not specific to VR (movies, books, games ). Subjective. Immersion: quantifiable term related to the devices used to present the virtual world to the user. Includes factors such display device field of view, audio capabilities, etc Presence is often related immersion, but differs with individual users. Whether either is required for effective VR is a topic of debate. Presence is a controversial term, some such as Mel Slater feel that it may not even exist. Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 17 VR as a Field of Study Virtual Reality - Hype vs. Reality Hype - from films, television, and science fiction Reality - There s plenty of interesting and compelling technology and applications without the need to spin it. Hardware is mature; diversity of displays Software and content development is maturing Visual quality is rapidly improving; still labor intensive Pervasive, commodity systems are not far off Compelling applications exist Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 18 9

10 VR as a Field of Study (II) Multiple disciplines involved, including: Computer Science Computer Graphics Technology Human-Computer Interaction (HCI) Visual Arts Communications Psychology Engineering (electrical, mechanical) Sociology Music sonification, composition Renaissance Team approach (Donna Cox, NCSA) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 19 VR as a Field of Study (III) Challenges of VR diversity of hardware diversity of input/output methods (vs. desktop systems) multi-modal presentation diversity of users and applications lack of universal standards (hardware, software, interfaces) severe nature of trade-offs (quality, speed, accuracy, usability, cost, etc.) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 20 10

11 VR as a Field of Study (IV) Why study VR as a student of? Computer Graphics Technology challenges of realtime: efficiency and effectiveness Computer Science parallel and distributed systems; networking; end-to-end system performance Human-Computer Interaction spatial I/O, multisensory interaction; evolving metaphors; need for rigorous evaluation Informatics breadth of application areas; effective interface to data/information deluge plus, it s interesting and fun! Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 21 Selective History of VR For a full history of VR, see (includes much of the history of computing as well) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 22 11

12 Selective History of VR (II) Stereo photos have been around for over 160 years (1838) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 23 Selective History of VR (III) Airplane simulators were in existence nearly since the beginning of flight. Although simulators can be a form of VR, these early systems were not really what we think of today as being VR. 1962,Morton Helig demonstrated his Sensorama Sensorama was a video game of riding a motorcycle through the streets of Brooklyn. Included stereo visuals, stereo audio, and haptics (vibrating seat and wind in the face). An olfactory display was provided with the wind. Interaction was limited to steering with handlebars. Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 24 12

13 Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 25 Selective History of VR (IV) Modern VR Ivan Sutherland is generally credited as the first to conceive of what we today call virtual reality, with his ultimate display Sutherland, I. E. (1965). The ultimate display. Proceedings of the International Federation of Information Processing (IFIPS) Congress. 2: Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 26 13

14 Sutherland s displays Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 27 Selective History of VR (V) Commercial VR Jaron Lanier is generally credited with coining the term Virtual Reality (1989) and being the first to commercialize Virtual Reality. He developed and patented the DataGlove and founded VPL Research (1985) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 28 14

15 Selective History of VR (VI) 1992 the first CAVE was demonstrated at Siggraph. UIC/EVL: Cruz- Neira, defanti, and others CAVE commercialized by Pyramid Systems (now part of Fakespace) 1997 IU gets its first CAVE and ImmersaDesk Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 29 Selective History of VR (VII) 1998 Disney opens the first Disney Quest featuring interactive VR experiences with HMDs, projection displays, sound, and haptic feedback. (1/12/04 Disney closes Orlando animation studio in favor of computer-based animations. (e.g. Pixar)) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 30 15

16 Selective History of VR (VIII) 2000, first 6 sided CAVE in North America, Iowa State University, Virtual Reality Applications Center Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 31 Available VR Resources Hardware and software at Purdue (Envision Center) IU (UITS/AVL and Informatics) Course lab sections will concentrate on site-specific systems and software. Lectures will try to remain conceptual and system-neutral (although specific examples may be used.) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 32 16

17 Purdue VR Resources CAVE/Flex Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 33 Purdue VR Resources (II) Tiled Wall 4 by 3 projector array at 1024 by 768 resolution resulting in a large image (7 by 14 ) of high resolution Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 34 17

18 Purdue VR Resources (III) Portable Virtual Reality 2 - Projectors (and Polarized Filters) Portable rear-projected system with Intersense tracker for head and hand positioning and interaction 2-Video Output High-end PC Non-Depolarizing Screen Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 35 IU (and IUPUI) VR Resources (I) Immersive Displays CAVE at IUB (Lindley Hall 135) Flex/RAVE system planned for IUPUI (CTC building, Fall 04) Stereo Displays 11 John-e-Boxes at IUB, IUPUI, IUN Several other fixed passive stereo displays Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 36 18

19 IU VR Resources (II) High-resolution displays IBM T221 monitor (in LH 135) Tiled LCD display (AVL/IUPUI) Tiled projection display (summer 04) Haptics Phantom (Desktop model, LH 135) Reachin collocation system Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 37 IU VR Resources (III) 3D Scanner (Minolta Vivid IUPUI) Compute Systems CAVE SGI Onyx2 (mammoth.avl.indiana.edu) PC Cluster (Linux, beta) Other displays Intel-based workstations Windows & Linux nvidia and 3DLabs (Wildcat) video cards Opteron-based Rendering Cluster (IUPUI, March 04) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 38 19

20 Applications of VR (Categories from Wickens/Baker and Stuart) 1. Online performance 2. Offline training/rehearsal 3. Online comprehension 4. Offline learning and knowledge acquisition 5. Online design 6. Entertainment 7. Communication 8. Tool for research of human perception and motor capabilities Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 39 Applications of VR (I) Online performance accomplish a task in the real world (teleoperation) Example Xport remote crystallography project (IU Molecular Structure Center) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 40 20

21 Applications of VR (II) Offline Training/Rehearsal for later performance in the real world (e.g. flight simulation) Examples shopping simulations (IU Kelley School of Business); Treatment planning (Proton Therapy Center); CNC milling simulation (IUPUI Mechanical Engineering) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 41 Applications of VR (III) Online comprehension e.g. simulation visualization examples n-body simulation (IU Astronomy Dept.); volume visualization (Dept. of Nephrology, IU School of Medicine) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 42 21

22 Applications of VR (IV) Offline learning and knowledge acquisition for later synthesis into abstract knowledge) examples Astronomy (Powers of Time, IUB CS), Uxmal / Chichen Itza models (Informatics/New Media), Anatomy (3DIVE) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 43 Applications of VR (V) Online design individual or collaborative examples space previews and analysis (labs, conference exhibits, buildings); Virtual Space Lab (Interior Design Program) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 44 22

23 Applications of VR (VI) Entertainment examples interactive marketing (Kelley SofB), games (Telecomm, MIME), some interactive art pieces (Fine Arts) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 45 Applications of VR (VII) Communication local and tele- communication examples art pieces (M. Dolinsky, Fine Arts), telecollaborative reviews and visualizations Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 46 23

24 Applications of VR (VIII) Tool for research of human perception and motor capabilities & novel interfaces example HMD visually-guided reaching studies (IUB Psychology), constrained navigation interfaces (IUB CompSci) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 47 Applications of VR (Purdue) Studying the interactions between mantle convection, fluid dynamics, and plate movements. Scott King, Dept. of Earth and Atmospheric Sciences Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 48 24

25 Applications of VR (Purdue) Visualization of cancer cells grown in collagen. Data obtained using laser scanning confocal microscopy. Paul Robinson and Bartek Rajwa, Purdue University Cytometry Laboratories Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 49 Applications of VR (Purdue) Analysis of catalyst agents. DOE funded project with Jim Caruthers from Chemical Engineering. Preliminary images of electron density and orbitals Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 50 25

26 Readings and Resources Stuart Text Focused on human & system capabilities, task analysis, system design, and evaluation methods Thorough and well organized; useful taxonomies and comparison/summary tables; good conceptual foundation and reference Purposefully independent of specific hardware, software, and applications. (Such information is readily available online and is more current.) Appendices: glossary, bibliography (dated), and tech references Please read in advance of class; we will complement with specifics and examples Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 51 Readings and Resources (II) Books Understanding Virtual Reality: Interface, Application, and Design; William Sherman Virtual Reality Technology; Grigore C. Burdea and Philippe Coiffet Virtual Reality: Through the New Looking Glass; Kevin Teixeira and Ken Pimentel Essential Virtual Reality Fast: How to Understand the Techniques and Potential of Virtual Reality, John Vince Handbook of Virtual Environments: Design, Implementation, and Applications (Human Factors and Ergonomics); Kay Stanney Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 52 26

27 Readings and Resources (III) Journals Presence: Teleoperators and Virtual Environments, MIT Press IEEE Computer Graphics and Applications Virtual Reality, Springer-Verlag International Journal of Virtual Reality (discontinued?) Cyberpsychology and Behavior, Mary Ann Liebert Inc Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 53 Readings and Resources (IV) Conferences IEEE VR (formerly IEEE VRAIS) Workshop on Immersive Projection Technology (IPT) ACM Siggraph ACM SigCHI Symposium on Interactive 3D Graphics ACM Virtual Reality Software and Technology (VRST) Eurographics Workshop on Virtual Environments IEEE Visualization ACM User Interface Software & Technology (UIST) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 54 27

28 Readings and Resources (V) Online Resources VR: Commodity VR: Graphics: User groups: CAVERNUS: IVISC: Web-based 3D: (lots of other API-, application-, or technologyspecific sites) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 55 Course Web Site Interim and backup location: (a WebCT site hosted at Purdue is under development) Introduction to Virtual Enviroments Spring 2004 E. Wernert, Indiana University, L. Arns, Purdue University 56 28

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