EC/NSF Position Paper Toward Tightly-Coupled Human Interfaces
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Augmented Reality Glasses State of the Art and Perspectives
Augmented Reality Glasses State of the art and perspectives Quentin BODINIER1, Alois WOLFF2, 1(Affiliation): Supelec SERI student 2(Affiliation): Supelec SERI student Abstract—This paper aims at delivering a comprehensive and detailled outlook on the emerging world of augmented reality glasses. Through the study of diverse technical fields involved in the conception of augmented reality glasses, it will analyze the perspectives offered by this new technology and try to answer to the question : gadget or watershed ? Index Terms—augmented reality, glasses, embedded electron- ics, optics. I. INTRODUCTION Google has recently brought the attention of consumers on a topic that has interested scientists for thirty years : wearable technology, and more precisely ”smart glasses”. Howewer, this commercial term does not fully take account of the diversity and complexity of existing technologies. Therefore, in these lines, we wil try to give a comprehensive view of the state of the art in different technological fields involved in this topic, Fig. 1. Different kinds of Mediated Reality for example optics and elbedded electronics. Moreover, by presenting some commercial products that will begin to be released in 2014, we will try to foresee the future of smart augmented reality devices and the technical challenges they glasses and their possible uses. must face, which include optics, electronics, real time image processing and integration. II. AUGMENTED REALITY : A CLARIFICATION There is a common misunderstanding about what ”Aug- III. OPTICS mented Reality” means. Let us quote a generally accepted defi- Optics are the core challenge of augmented reality glasses, nition of the concept : ”Augmented reality (AR) is a live, copy, as they need displaying information on the widest Field Of view of a physical, real-world environment whose elements are View (FOV) possible, very close to the user’s eyes and in a augmented (or supplemented) by computer-generated sensory very compact device. -
Morton Heilig, Through a Combination of Ingenuity, Determination, and Sheer Stubbornness, Was the First Person to Attempt to Create What We Now Call Virtual Reality
Morton Hei Iig "The [in em a of the Future" << 2 2 >> (1955) ;!fo11o11 Hdlir;. Sens<muna. Cuuri<S_) oJS1o11 Fi1lur. "Thus, individually and collectively, by thoroughly applying the methodology of art, the cinema of the future will become the first art form to reveal the new scientific world to man in the .full sensual vividness and dynamic vitality of his consciousness." 239 240 Horton Heilig << Morton Heilig, through a combination of ingenuity, determination, and sheer stubbornness, was the first person to attempt to create what we now call virtual reality. In the 1 950s it occurred to him that all the sensory splendor of life could be simulated with "reality machines." Heilig was a Hollywood cinematographer, and it was as an extension of cinema that he thought such a machine might be achieved. With his inclination, albeit amateur, toward the ontological aspirations of science, He ilig proposed that an artist's expressive powers would be enhanced by a scientific understanding of the senses and perception. His premise was sim ple but striking for its time: if an artist controlled the multisensory stimulation of the audience, he could provide them with the illusion and sensation of first person experience, of actually " being there." Inspired by short-Jived curiosities such as Cinerama and 3-D movies, it oc curred to Heilig that a logical extension of cinema would be to immerse the au dience in a fabricated world that engaged all the senses. He believed that by expanding cinema to involve not only sight and sound but also taste, touch, and smell, the traditional fourth wal l of film and theater would dissolve, transport ing the audience into an inhabitable, virtual world; a kind of "experience theater." Unable to find support in Hollywood for his extraordinary ideas, Heilig moved to Mexico City In 1954, finding himself in a fertile mix of artists, filmmakers, writers, and musicians. -
Audio Challenges in Virtual and Augmented Reality Devices
Audio challenges in virtual and augmented reality devices Dr. Ivan Tashev Partner Software Architect Audio and Acoustics Research Group Microsoft Research Labs - Redmond In memoriam: Steven L. Grant Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 2 In this talk • Devices for virtual and augmented reality • Binaural recording and playback • Head Related Functions and their personalization • Object-based rendering of spatial audio • Modal-based rendering of spatial audio • Conclusions Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 3 Colleagues and contributors: Hannes Gamper David Johnston Ivan Tashev Mark R. P. Thomas Jens Ahrens Microsoft Research Microsoft Research Microsoft Research Dolby Laboratories Chalmers University, Sweden Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 4 Devices for Augmented and Virtual Reality They both need good spatial audio Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 5 Augmented vs. Virtual Reality • Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics • Virtual reality (VR) is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence in a way that allows the user to interact with it. It artificially creates sensory experience, which can include sight, touch, hearing, etc. Sep -
Virtual and Augmented Reality
Virtual and Augmented Reality Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin This book first published 2020 Cambridge Scholars Publishing Lady Stephenson Library, Newcastle upon Tyne, NE6 2PA, UK British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Copyright © 2020 by Zeynep Tacgin All rights for this book reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner. ISBN (10): 1-5275-4813-9 ISBN (13): 978-1-5275-4813-8 TABLE OF CONTENTS List of Illustrations ................................................................................... x List of Tables ......................................................................................... xiv Preface ..................................................................................................... xv What is this book about? .................................................... xv What is this book not about? ............................................ xvi Who is this book for? ........................................................ xvii How is this book used? .................................................. xviii The specific contribution of this book ............................. xix Acknowledgements ........................................................... -
Virtual Reality: Principles and Applications Frédéric Mérienne
Virtual Reality: Principles and Applications Frédéric Mérienne To cite this version: Frédéric Mérienne. Virtual Reality: Principles and Applications. Encyclopedia of Computer Science and Technology, Taylor and Francis, pp.1-11, 2017, 10.1081/E-ECST2-140000194. hal-01728062 HAL Id: hal-01728062 https://hal.archives-ouvertes.fr/hal-01728062 Submitted on 9 Mar 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Virtual Reality: Principles and Applications Fre´de´ric Merienne Le2i, Arts et Metiers, France Abstract Virtual reality aims at immersing a user in a virtual environment. Dedicated virtual reality technologies of human–computer interaction enable to make the link between the user and a virtual environment in capturing the user’s motion, acting on his senses as well as computing the virtual experience in real-time. The immersion in virtual environment is evaluated through the user’s perception and reaction. Virtual reality is used in a large variety of application domains which need multisensory interaction and navigation facilities. Virtual prototyping is also used in the industry to improve design process. INTRODUCTION digital representation in the design process of the object. The principle and main issues of virtual prototyping are Virtual reality is widely used in different application exposed. -
History of Virtual Reality
History of Virtual Reality Reading: 3D User Interfaces: Theory and Practice (2nd Edition), Ch. 2 Evan Suma Rosenberg | CSCI 5619 | Fall 2020 This course content is offered under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license. 1838 – Wheatstone Stereoscope The Wheatstone stereoscope used angled mirrors (A) to reflect stereoscopic drawings (E) towards the viewer’s eyes. 1849 – Brewster Stereoscope P. Hoberman, D. Krum, E. Suma, and M. Bolas. Immersive training games for smartphone-based head mounted displays. IEEE Virtual Reality, 2012. 1903 – Parallax Barrier 1929 – Link Flight Simulator Edward Link developed a mechanical flight simulator for training. Simulator was instrument-only (flying blind with no visuals). 1956 – Sensorama Morton Heilig’s Sensorama was an immersive multisensory experience that combined 3D film, stereo sound, vibration, wind, and even smell. 1960 – Telesphere Mask The first head-mounted display (HMD) was patented by Heilig in 1960. 1965 – The Ultimate Display • 3D Display: “A display connected to a digital computer gives us a chance to gain familiarity with concepts not realizable in the physical world. It is a looking glass into a mathematical wonderland.” • Motion Tracking: “The computer can easily sense the positions of almost any of our body muscles.” • Haptics: “The ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal.” 1968 - Sword of Damocles First virtual reality head-mounted display system, created by Ivan Sutherland and Bob Sproull. -
Light Engines for XR Smartglasses by Jonathan Waldern, Ph.D
August 28, 2020 Light Engines for XR Smartglasses By Jonathan Waldern, Ph.D. The near-term obstacle to meeting an elegant form factor for Extended Reality1 (XR) glasses is the size of the light engine2 that projects an image into the waveguide, providing a daylight-bright, wide field-of-view mobile display For original equipment manufacturers (OEMs) developing XR smartglasses that employ diffractive wave- guide lenses, there are several light engine architectures contending for the throne. Highly transmissive daylight-bright glasses demanded by early adopting customers translate to a level of display efficiency, 2k-by-2k and up resolution plus high contrast, simply do not exist today in the required less than ~2cc (cubic centimeter) package size. This thought piece examines both Laser and LED contenders. It becomes clear that even if MicroLED (µLED) solutions do actually emerge as forecast in the next five years, fundamentally, diffractive wave- guides are not ideally paired to broadband LED illumination and so only laser based light engines, are the realistic option over the next 5+ years. Bottom Line Up Front • µLED, a new emissive panel technology causing considerable excitement in the XR community, does dispense with some bulky refractive illumination optics and beam splitters, but still re- quires a bulky projection lens. Yet an even greater fundamental problem of µLEDs is that while bright compared with OLED, the technology falls short of the maximum & focused brightness needed for diffractive and holographic waveguides due to the fundamental inefficiencies of LED divergence. • A laser diode (LD) based light engine has a pencil like beam of light which permits higher effi- ciency at a higher F#. -
A Survey of Augmented Reality Technologies, Applications and Limitations
The International Journal of Virtual Reality, 2010, 9(2):1-20 1 A Survey of Augmented Reality Technologies, Applications and Limitations D.W.F. van Krevelen and R. Poelman Systems Engineering Section, Delft University of Technology, Delft, The Netherlands1 Abstract— We are on the verge of ubiquitously adopting shino [107] (Fig. 1), AR is one part of the general area of Augmented Reality (AR) technologies to enhance our percep- mixed reality. Both virtual environments (or virtual reality) tion and help us see, hear, and feel our environments in new and and augmented virtuality, in which real objects are added to enriched ways. AR will support us in fields such as education, virtual ones, replace the surrounding environment by a vir- maintenance, design and reconnaissance, to name but a few. tual one. In contrast, AR provides local virtuality. When This paper describes the field of AR, including a brief definition considering not just artificiality but also user transportation, and development history, the enabling technologies and their characteristics. It surveys the state of the art by reviewing some Benford et al. [28] classify AR as separate from both VR and recent applications of AR technology as well as some known telepresence (see Fig. 2). Following [17, 19], an AR system: limitations regarding human factors in the use of AR systems combines real and virtual objects in a real environment; that developers will need to overcome. registers (aligns) real and virtual objects with each other; Index Terms— Augmented Reality, Technologies, Applica- and tions, Limitations. runs interactively, in three dimensions, and in real time. -
A Interação De Ferramentas Lean Com a Realidade Aumentada - Estudo Exploratório
UNIVERSIDADE DA BEIRA INTERIOR Faculdade de Engenharia A interação de ferramentas Lean com a Realidade Aumentada - Estudo Exploratório Hugo Meireles Dantas Gonçalves Dissertação para obtenção do Grau de Mestre em Engenharia e Gestão Industrial (2º ciclo de estudos) Orientador: Prof. Doutor Fernando Manuel Bigares Charrua Santos Covilhã, Outubro de 2016 ii Dedicatória À minha mãe. iii iv Agradecimentos Aos meus irmãos de curso pela ajuda e companheirismo durante esta jornada que agora termina. Aos irmãos de Engenharia Eletromecânica e aos de Engenharia e Gestão Industrial. Incluindo as infiltradas de Gestão. Aos meus amigos de Leça da Palmeira pela compreensão pelas minhas falhas e ausências ao longo destes últimos anos. Ao meu orientador, Prof. Doutor Fernando Manuel Bigares Charrua Santos, pela sua compreensão, orientação e disponibilidade. À minha família pelo apoio. Por fim agradeço à mulher da minha vida. À minha mãe, por acreditar em mim em todas as alturas. Por nunca condicionar as minhas escolhas. Agradeço por me proporcionar tudo o que sou e que tenho. Por todo o esforço que fiz para que pudesse agora concluir este ciclo. Muito obrigado. v vi Resumo O Lean Manufacturing é uma filosofia de gestão industrial. Esta incorpora diferentes metodologias que têm como objetivo identificar e eliminar todos os desperdícios que existam numa empresa melhorando a organização e a competitividade. Este teve a sua origem no japão do pós segunda guerra mundial devido à necessidade de competir em mercados a milhares de quilómetros de distância e para isso era essencial produzir bem, à primeira e de forma célere. A Realidade Aumentada é uma tecnologia recente que tem vindo a ser cada vez mais explorada e publicitada. -
History of Virtual Reality Trends & Milestones Visually Coupled
Trends & Milestones Displays (head-mounted) • video only, CG overlay, CG only, mixed video • CRT vs. LCD History of Virtual Reality Tracking • magnetic, mechanical, ultrasonic, optical • local vs. wide area Haptics • vibration, 2D fields, 6D fields • Large vs. small working volume and forces Systems, Applications (thanks, Greg Welch) • Aerospace, surveillance • Scientific, research • Entertainment, telepresence, etc. Visually Coupled Systems Sensorama (1956) Morton Heilig Aerospace and Defense Requirements • cinematographer/director of documentaries • Cost-effective and safe training Motorcycle simulator - all senses • Put heads-up-display (HUD) in pilot’s view • visual (city scenes) Other Applications • sound (engine, city sounds) • Off-boresight weapons aiming • vibration (engine) • Steerable night vision aids • smell (exhaust, food) (not a big commercial success) Heilig’s HMD (1960) “Simulation Mask” • 3D photographic slides • WFOV optics with focus control • Stereo sound • Smell Virtual Reality Technology, Burdea & Coiffet 1 Philco Headsight TV Surveillance System (1961) Comeau & Bryan Components From Heilig’s • Remote closed-circuit TV 1960 patent • HMD Custom magnetic tracking Head-sight camera linkage Suggested HMD resolution matching • match display to eye’s resolution Virtual Reality Technology, Burdea & Coiffet Ivan Sutherland and The Ultimate Display (1965) • Suggested HMD as a a window into a virtual world • Inspired many of the great achievers in interactive computer graphics Sutherland’s HMD 2 UNC Haptic Systems (1967-1980’s) -
Virtual & Augmented Reality
HISTORY If you know what a ViewMaster is — a hand held device you place round slides into then hold up Virtual & Augmented Reality to your eyes to see 3D images — then you might be surprised to learn ViewMasters were created in People have changed the world around them, and World War II as a training device. Their use as toys The first story which thought about how to change the world, since the for everyday people happened after the war. View- describes what we rec- start of human history. The idea of hand held tools Masters work similar to Google Cardboard today, ognize as head mounted to transport people to different worlds, however, with a smartphone replacing the round slides. displays — a key part of appears to be a mostly new idea. The popularity of virtual reality, appeared HG Wells and his science fiction novels, for exam- in a short story, Pygma- ple, led readers and writers to think and write about lion’s Spectacles, written how technology might change or replace the world. by Stanley G. Weinbaum What we call virtual reality can be traced back at and published in 1935. least to a short story by Stanley G. Weinbaum, Pyg- He describes goggles malion’s Spectacles, published in 1935. The spectacles that, when placed over Photo by Nan Palmero on Flickr are goggles that, when worn, transport the narrator the head, transport a Today virtual and augmented reality tools are finally powerful enough and into a paradise with people, sounds, smells, and person to an alternate universe, a paradise where he can affordable to more people than in the past. -
Display Devices: RSD™ (Retinal Scanning Display)
6 Display Devices: RSD™ (Retinal Scanning Display) Thomas M. Lippert 6.1 Introduction Microvision Inc. 6.2 An Example Avionic HMD Challenge 6.3 CRTs and MFPs 6.4 Laser Advantages, Eye Safety 6.5 Light Source Availability and Power Requirements 6.6 Microvision’s Laser Scanning Concept Government Testing of the RSD HMD Concept • Improving RSD Image Quality 6.7 Next Step Defining Terms Acknowledgments References Further Information 6.1 Introduction This chapter relates performance, safety, and utility attributes of the Retinal Scanning Display as employed in a Helmet-Mounted Pilot-Vehicle Interface, and by association, in panel-mounted HUD and HDD applications. Because RSD component technologies are advancing so rapidly, quantitative analyses and design aspects are referenced to permit a more complete description here of the first high-performance RSD System developed for helicopters. Visual displays differ markedly in how they package light to form an image. The Retinal Scanning Display, or RSD depicted in Figure 6.1, is a relatively new optomechatronic device based initially on red, green, and blue diffraction-limited laser light sources. The laser beams are intensity modulated with video information, optically combined into a single, full-color pixel beam, then scanned into a raster pattern by a ROSE comprised of miniature oscillating mirrors, much as the deflection yoke of a cathode- ray tube (CRT) writes an electron beam onto a phosphor screen. RSDs are unlike CRTs in that conversion of electrons to photons occurs prior to beam scanning, thus eliminating the phosphor screen altogether along with its re-radiation, halation, saturation, and other brightness- and contrast-limiting factors.