Practical Data Visualization and Virtual Reality. Virtual Reality VR Interaction and Navigation. Karljohan Lundin Palmerius

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1 Practical Data Visualization and Virtual Reality Virtual Reality VR Interaction and Navigation Karljohan Lundin Palmerius

2 Synopsis Tracking Navigation Interaction Mixing real and virtual (AR)

3 Tracking Head position (head tracking) Parallax effects Correct 3D sound Natural Navigation Moving around objects HMD view Interaction 3D mouse wand devices

4 Degrees of Freedom Tracked dimensionality 3 DoF position x, y, z 3 DoF orientation ( yaw, pitch, roll ) 6 DoF position and orientation More variations 2 DoF, 5 DoF, 12 DoF, etc From lower to higher DoF Two 3 DoF becomes 5 DoF Three 3 DoF becomes 6 DoF

5 Dead Reckoning Absolute tracking grounded to the room calibrated to world coordinates Dead reckoning tracking accelerometers and gyros know the acceleration and change of orientation integrate to get velocity and again to get position accumulates noise and integration errors Hybrid Tracking combining to get the best of two worlds

6 Intersense Hybrid tracking Ultrasound slow but absolute speakers and receivers distances by time-of-flight position by triangulation Accelerometers fast but dead reckoning accumulates errors over time integration error ( a v x ) noise and inaccuracy

7 Electromagnetic Trackers Magnetic field generator Fast switch between magnetic fields Distributed detectors Detect local shape of field and compare the generated fields

8 Camera-based Tracking Colour or IR cameras Detect features Reflector balls two cameras: 2D line into 3D position Face search for skin colour and distribution Markers 6 DoF from perspective maths

9 Characteristics Scalable Cheap or expensive cameras More cameras for better tracking More or less complicated algorithms Issues Frequency and latency (CPU expensive) Precision

10 Depth Camera Tracking Image-based tracking like markerless tracking depth data makes things easier several approaches active w/ structured light active w/ time-of-flight passive w/ image disparity

11 Depth Camera Characteristics Accessible Cheap Available algorithms and implementations Need little tweaking Issues structured light cameras are slow often low resolution because of CPU strain active approach is sensitive to bright light (IR) active approach cameras interfere each other

12 Consumer Grade Tracking Wii Mote Playstation Move PrimeSense depth camera (e.g. Kinect) LEAP motion Myo

13 Mouse Magellan SpaceMouse Control velocity not position Interaction Mouse pointer Control objectr transform Navigate 6 DoF velocity control is hard to use Reduce DoF or use major axis

14 Wand/Stylus Extension of 2D mouse Real 3D position control Co-located with VR world 36 DoF in usable form Hybrid tracking Mechanical tracking Interaction Pointing device Touch, pick, grab Buttons

15 Implicit Navigation Immersive display Should give us real world interaction Walk to the object, turn around, etc Dependent on display and tracking technology Caves and HMDs vs workbench and workstation Available space Locomotion interface Tracked volume Screen

16 Explicit Navigation Select where to fly and how Typical metaphors Fly/walk direction Goal driven navigation Object driven navigation

17 Fly/walk Direction Gaze direction Natural feeling Can't watch scene go by Rare in VR, common in FPS Pointing mode Point to desired position 5 DoF device tracking required Crosshair mode Eye/hand line defines direction

18 Hand Controlled Speed Distance Hand motion relative to initial point Dead zone is nice Used with crosshair control Intuitive Natural mapping Limited range

19 Goal Driven Navigation Fly-to Click on pre-defined book marks Magic telescope Automatic navigation Pre-selected good path Virtual map Select position you want to be at Type of widget

20 Object Driven Navigation Lifts, stairways, teleporters Objects that transports you Instant or soft motion Exotic variations Attractors, repellors Need to know where people want to go Virtual architecture

21 Situation of Interaction Tracked volume Screen

22 Selection Calculations Image space Don't use GL-based pick Not one image to work in Generally not 2D Not always eye oriented VR world coordinates Linear algebra Closest Intersection Explicit handling of coordinates Check your frame of reference!

23 Frames of Reference VR display system graphics origin frame eye position Navigational system graphics origin offset move objects relative the display move the display relative objects T TNAV Scene UI

24 Selection Close up Touch metaphor Walk to object, reach out and touch Impossible if object is behind the screen Encircle with line Select with pointer/sphere Far away need extended reach

25 Extending Your Reach Pointer metaphor Point at objects to select 5 DoF tracker required Issues in densly populated scenes Select the closest Occlusion

26 Extending Your Reach Push workspace Move workspace when device is at its border Visual indication Haptic indication Good for small workspace No co-located interaction

27 Extending Your Reach Mouse pointer on a stick Extendable stick The point is the active pointer Control distance Automatic, joystick, gestures

28 Extending Your Reach Typical Issues No co-location Densly populated space Less intuitive Less natural and effective Possibly less precision Find the right object Hit the right object (occlusion) Transformed workspace Never, ever rotate the workspace Help user to track changes

29 Reality/Virtuality Continuum Mix between real and virtual world Milgram's Continuum Real Environment Mixed Reality Augmented Reality Virtual Environment Augmented Virtuality

30 Reality/Virtuality Continuum Mixed Reality Augmented Virtuality Anything with real and virtual components Virtual Reality augmented with live video feed Augmented Reality (AR) Mostly real environment Augmented with computer graphics and VR

31 Augmented Reality Three key elements (Azuma) combination of real and virtual reality real-time updates at interactive speed co-registration of real and virtual objects

32 Applications Annotation Guided tours Sports Manufacturing and maintenance Boeing - length and bundeling of cables BMW - maintenance of engine

33 Applications Augmented Vision X-ray vision in medicine Building plans for smoke divers UNC Chapel Hill

34 Applications Modifying Reality Architectural or design modifications Virtual hairdressing / makeup

35 Applications Games Augmented conventional games Monsters in reality Mark out real people as friends & foes

36 Special considerations Graphics Need of fast updates Mixing of real and virtual visuals Tracking High demands on precision, accuracy, latency Need of tracking of the world

37 Virtual/Real World Interaction Lighting, lamps, shadows, occlusion Collision, co-location, manipulation

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