A Critical Assessment of Virtual Reality Technologies for Modeling, Simulation, and Training
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Rowan University Rowan Digital Works Theses and Dissertations 6-15-2021 The matrix revisited: A critical assessment of virtual reality technologies for modeling, simulation, and training George Demetrius Lecakes Rowan University Follow this and additional works at: https://rdw.rowan.edu/etd Part of the Electrical and Computer Engineering Commons Recommended Citation Lecakes, George Demetrius, "The matrix revisited: A critical assessment of virtual reality technologies for modeling, simulation, and training" (2021). Theses and Dissertations. 2914. https://rdw.rowan.edu/etd/2914 This Dissertation is brought to you for free and open access by Rowan Digital Works. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of Rowan Digital Works. For more information, please contact [email protected]. THE MATRIX REVISITED: A CRITICAL ASSESSMENT OF VIRTUAL REALITY TECHNOLOGIES FOR MODELING, SIMULATION, AND TRAINING by George Demetrius Lecakes, Jr. A Dissertation Submitted to the Department of Electrical and Computer Engineering Henry M. Rowan College of Engineering In partial fulfillment of the requirement For the degree of Doctor of Philosophy at Rowan University March 5, 2021 Dissertation Chair: Shreekanth Mandayam, Ph.D. Committee Members: Nidhal Bouaynaya, Ph.D. John Schmalzel, Ph.D. Amanda Almon, M.F.A, C.M.I Ying (Gina) Tang, Ph.D. © 2021 George Demetrius Lecakes, Jr. Dedication I would like to dedicate this dissertation to my two sons, Georgie and Arthur. Acknowledgements The material within this dissertation took the better part of twenty years to complete, and there were many who helped along the way. First, I would like to acknowledge my advisor, Dr. Shreekanth Mandayam for providing me countless opportunities to explore and grow since 2003 when he accepted a civil engineer into his laboratory. Both he and Dr. John Schmalzel put me on the path of my Master’s research through the NASA Graduate Student Research Program (GSRP). I would like to thank the countless members of the Rowan VR Laboratory, including my peers who developed VR applications with me, or students whom I advised during various projects. I would like to thank my committee members, Dr. John Schmalzel, Dr. Nidhal Bouaynaya, Dr. Gina Tang, and Professor Amanda Almon for their involvement, insight, and patience. Finally, I am grateful for my wife of ten years, Jennifer Marie Curtis, without whom I would not be here today. iv Abstract George Demetrius Lecakes, Jr. THE MATRIX REVISITED: A CRITICAL ASSESSMENT OF VIRTUAL REALITY TECHNOLOGIES FOR MODELING, SIMULATION AND TRAINING 2020-2021 Shreekanth Mandayam, Ph.D. Doctor of Philosophy A convergence of affordable hardware, current events, and decades of research have advanced virtual reality (VR) from the research lab into the commercial marketplace. Since its inception in the 1960s, and over the next three decades, the technology was portrayed as a rarely used, high-end novelty for special applications. Despite the high cost, applications have expanded into defense, education, manufacturing, and medicine. The promise of VR for entertainment arose in the early 1990’s and by 2016 several consumer VR platforms were released. With VR now accessible in the home and the isolationist lifestyle adopted due to the COVID-19 global pandemic, VR is now viewed as a potential tool to enhance remote education. Drawing upon over 17 years of experience across numerous VR applications, this dissertation examines the optimal use of VR technologies in the areas of visualization, simulation, training, education, art, and entertainment. It will be demonstrated that VR is well suited for education and training applications, with modest advantages in simulation. Using this context, the case is made that VR can play a pivotal role in the future of education and training in a globally connected world. v Table of Contents Abstract ............................................................................................................................... v List of Figures .................................................................................................................... iv List of Tables ..................................................................................................................... xi Chapter 1: Introduction ....................................................................................................... 1 1.1 Virtual Reality Emerging ........................................................................................ 1 1.2 Virtual Reality Realized .......................................................................................... 4 1.3 Virtual Reality for Researchers ............................................................................... 6 1.4 Virtual Reality for Consumers .............................................................................. 16 1.5 Motivation and Scope of this Dissertation ............................................................ 20 Chapter 2: Background ..................................................................................................... 23 2.1 Virtual Reality Defined ......................................................................................... 23 2.2 The Spectrum of Realities ..................................................................................... 30 2.3 The Elements of Virtual Reality ........................................................................... 32 2.3.1 Immersion .................................................................................................... 35 2.3.2 Interaction .................................................................................................... 44 2.3.3 Navigation .................................................................................................... 45 2.3.4 Virtual Environment .................................................................................... 46 2.4 Senses .................................................................................................................... 48 2.4.1 Sense of Sight .............................................................................................. 50 2.4.2 Sense of Hearing .......................................................................................... 55 2.4.3 Sense of Touch ............................................................................................. 58 2.4.4 Sense of Olfaction (Smell) & Gustation (Taste) .......................................... 60 iv Table of Contents (Continued) 2.5 User Tracking........................................................................................................ 61 2.5.1 Visual Tracking ............................................................................................ 62 2.6 Real-Time Rendering ............................................................................................ 67 Chapter 3: Approach ......................................................................................................... 75 3.1 Project Evaluation ................................................................................................. 75 3.2 Computation of Effectiveness ............................................................................... 80 3.2.1 Category Mapping ....................................................................................... 80 3.2.2 Requirements Analysis ................................................................................ 81 3.2.3 Effectiveness Score ...................................................................................... 82 3.3 Summary of VR Hardware Technologies ............................................................. 84 3.4 Summary of Enabling Software Platforms ........................................................... 87 3.4.1 VRCO Virtual Global Explorer & Observatory (vGeo) .............................. 87 3.4.2 WorldViz Vizard .......................................................................................... 88 3.4.3 Unity Real-Time Engine + GetReal3D Plugin ............................................ 89 Chapter 4: Results ............................................................................................................. 90 4.1 Visualization Category.......................................................................................... 91 4.1.1 3-D Characterization of Angular Materials (2002 - 2006) .......................... 91 4.1.2 Children’s Hospital of Philadelphia Child Skeleton (2009 - 2012) ............. 93 4.1.3 Living and Learning Center (2011 - 2012) .................................................. 96 4.1.4 Joint Virtual Reality Laboratory for Neuroimaging (2013 - 2015) ............. 98 4.1.5 Camden Health and Science Campus (2014) ............................................. 101 4.1.6 Papal Visit to Philadelphia Event Visualization (2015) ............................ 104 v Table of Contents (Continued) 4.1.7 Fovea Drone Captured Imagery Visualization (2015 - 2016) ................... 106 4.1.8 FAA Live Drone Visualization (2016) ...................................................... 108 4.1.9 Glassboro Future Arts Flythrough (2018).................................................. 110 4.1.10 IVA Entertainment Database Visualization (2019) ................................. 113 4.1.11 VR Real Estate Walkthroughs (2019)...................................................... 116 4.1.12 Visualization Summarized ......................................................................