Virtual and Augmented Reality Applications

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Department of Engineering for Innovation University of Salento Lecce, Italy Virtual and Augmented Reality Applications Lucio Tommaso De Paolis Augmented and Virtual Reality Laboratory (AVR Lab) Augmented and Virtual Reality Laboratory (AVR Lab) Dept. of Engineering for Innovation University of Salento Lecce, Italy Augmented and Virtual Reality Lab AVR Lab www.avr.unisalento.it 2

Course Headlines Virtual and Augmented Reality Applications Virtual Reality technology Augmented Reality technology VR and AR applications in medicine and surgery VR and AR applications in cultural heritage VR and AR applications in education and games human-computer interfaces visualization and interaction systems 3 Virtual Reality Technology Burdea Grigore C. and Coiffet Philippe Virtual Reality Technology 2 nd edition John Wiley & Sons, 2003 4

Augmented Reality Technology M. Haller, M. Billinghurst and B. Thomas Emerging Technologies of Augmented Reality: Interfaces and Design Idea Group Publishing, 2007 5 Virtual and Augmented Reality Real Environment Augmented Environment Virtual Environment 6

Introduction to Virtual Reality 7 Introduction 8

Introduction What is Virtual Reality? A high-end user interface that involves real-time simulation and interaction through multiple sensorial channels (vision, sound, touch, smell, taste) A computer-generated, immersive, multi-sensory information program which tracks a user in real time 9 Environment Virtual Reality Computer Senses User Simulation Interaction Immersion Presence 10

Introduction 11 Introduction 12

Virtual Environment (VE) A computer generated world with which the user can interact Interaction can vary from looking around to interactively modifying the world 13 Introduction 14

Introduction Sensorama Simulator, US Patent #3,050,870, 1962 15 VR Short History 1963: Ivan Sutherland's doctoral theses: SKETCHPAD: stereo HMD, position tracking, and graphics engine 1966: Tom Furness: display systems for pilots 1967: Brooks developed force feedback GROPE system 1977: Sandin and Sayre invent a bend-sensing glove 1979: Raab et al: Polhemus tracking system 1989: Jaron Lanier (VPL) coins the term Virtual Reality 1994: VR Society formed 16

VR Short History Year Person(s) Responsible Why it was important 1965 Ivan Sutherland The beginnings of VR 1977 Dan Sandin, Richard Sayre and Thomas Defanti Interaction through body movement 1983 Myron Krueger First virtual environment 1984 William Gibson The term 'Cyberspace' 1987 Michael Piller (writer) The Holodeck, idea of immersive VR 1992 Stephen King A look at the possible negative side of VR 1995 Silicon Graphics Virtual Reality Modeling Language 1999 Larry and Andy Wachowski Virtual Reality movie grosses $750M worldwide 17 VR Short History The term Virtual Reality born in 1989, in an interview with Jaron Lanier "A Portrait of the Young Visionary We are speaking about a technology that uses computerized clothing to synthesize shared reality. It recreates our relationship with the physical world in a new plane, no more, no less. It doesn't affect the subjective world; it doesn't have anything to do directly with what's going on inside your brain. It only has to do with what your sense organs perceive. The physical world, the thing on the other side of your sense organs, is received through these five holes, the eyes, and the ears, and the nose, and the mouth, and the skin. They're not holes, actually, and there are many more senses than five but that's the old model, so we'll just stick with it for now. 18

VR Short History Ivan Sutherland s HMD (1966) 19 VR Short History Brooks s Grope Project (1977) 20

VR Short History Polhemus 3D (1979) 21 VR Short History NASA a pioneer in VR Ø the first complete system was developed by NASA Virtual Visual Environmental Display (VIVED) early 80s Ø they prototyped the LCD HMD Ø became Virtual Interface Environment Workstation (VIEW) in 1989 large simulation training needs relatively small budgets 22

VR Short History NASA VIEW system (1989) 23 VR Short History NASA VIEW system (1992) 24

VR Short History Towards commercialization The first commercial VR systems appeared in the late 80s produced by VPL Co. (California): VPL Data Glove VPL Eye Phone HMD The VPL DataGlove (1987) 25 VR Short History The first commercial VR glove for entertainment Mattel Power Glove $50 (1989) 26

VR Short History The Flight Helmet (ca. 1990) weighs 5 lbs 27 Virtual Reality in the early 90s. VR Short History Emergence of first commercial Toolkits: ü WorldToolKit (Sense8 Co., now Engineering Animation Inc.) ü VCToolkit (Division Ltd., UK) ü Virtual Reality Toolkit VRT3 (Dimension Ltd./Superscape, UK) ü Cyberspace Developer Kit (Autodesk) Emergence of first non-commercial toolkit: ü Rend386 ü Virtual Reality Modeling Language (VRML 1.0) ü Java and Java 3D 28

VR Short History Virtual Reality in the early 90s. ü PC boards still very slow (7,000 35,000 polygons/sec); ü First turnkey VR system Provision 100 (Division Ltd.) ü Emergence of faster graphics rendering architectures at UNC 29 VR Short History VR market growth 30

VR and Cinema THE LAWNMOWER MAN (1992, Brett Leonard) Video A simple man is turned into a genius through the application of computer science 31 VR and Cinema NIRVANA (1997, Gabriele Salvatores) MATRIX (1999, Andy and Larry Wachowski) The film depicts a future in which reality as perceived by most humans is actually a simulated reality or cyberspace created by sentient machines to subdue the human population, while their bodies' heat and electrical activity are used as an energy 32 source

Types of VR Ø textual VR (interaction, no immersion) Ø desktop VR (interaction, immersion) Ø immersive VR (interaction, high immersion) Ø augmented VR (interaction, no immersion) 33 Types of non-immersive VR Ø augmented VR: the idea of taking what is real and adding to it in some way so that user obtains more information from their environment 34

What is Immersive VR? Ø a type of VR in which the user becomes immersed (deeply involved) in a virtual world Ø it is also a form of VR that uses computer-related components 35 Applicazioni della Realtà Virtuale Architecture and Cultural Heritage Medicine Entertainment Virtual Prototyping Engineering and Design Education Military 36

Architecture Ø an area in which virtual reality has tremendous potential is in architectural design Ø already being created are architectural "walk-throughs" that allow designers and clients to examine homes and office buildings, inside and out, before they are built Ø with virtual reality, designers can interactively test a building before construction begins 37 Cultural Heritage Ø digital preservation of cultural assets and digital restoration of their original appearance Ø users virtually enter the virtual space and they get a feeling of being a part of the virtual environment Ø to improve such a feeling, various navigation paradigms are applied 38

Medicine Ø the medical application of VR was stimulated initially by the need of medical staff to visualize complex medical data, particularly during surgery and for medical education and training Ø researchers are using virtual reality technology to create 3D models of the organs to help doctors in diagnose, pre-operative planning and intraoperative treatments 39 Military Ø one of the first areas where virtual reality found practical application is in military training and operations Ø three views of military applications of VR are: as a simulation of reality as an extension of human senses through telepresence as an information enhancer through augmented reality 40

Military - Flight trainers Ø Virtual environment produces realistic readings on the instrument panel and the motion of the trainer on the pedestal combined to produce a sensation similar to actually flying on instruments at night Ø the pilot could receive visual feedback both inside and outside the cockpit Ø the SIMNET Project connects two or more simulators to produce a distributed simulation environment Ø SIMNET can be used not only for training, but also to develop and test new combat strategy and tactics 41 Military - Telepresence Two rather obvious reasons why the military explore and utilize telepresence in their operations: Ø reduce exposure to hazards Ø to increase stealth Smart weapons and remotely-piloted vehicles were developed because: Ø many aspects of combat operations are very hazardous Ø more risky if the combatant seeks to improve his performance Some smart weapons are autonomous, others are remotely controlled after they are launched 42

Entertainment Ø applications that conceived virtual places as fantasy spaces, focusing on the activity of the subject rather than replication of some real environment Ø the ability to manipulate virtual objects and not just see them is central to the presentation of compelling virtual worlds 43 Education Ø using VR to enhance the learning process have become the recent idea in education Ø VR environment is implemented for teaching aid such as in virtual classroom, virtual library and virtual lab Ø the objective is to introduce students to experimentation, problem solving, data gathering, and scientific interpretation (Buffalo's Virtual Reality Laboratory) 44

Virtual Prototyping Ø Virtual Prototyping technique has been studied and implemented in recent years in engineering design Ø Virtual Prototyping is a relatively new technology which involves the use of VR and other computer technologies to create digital prototypes Ø in mechanical engineering, Virtual Prototyping is the idea to replace physical mock-ups by software prototypes 45 Department of Engineering for Innovation University of Salento Lecce, Italy Lucio Tommaso De Paolis lucio.depaolis@unisalento.it www.avr.unisalento.it