Lindeman’s Lectures: Virtual Reality & Serious Games (Part 1) Robert W. Lindeman Assistant Professor Interactive Media & Game Development Human Interaction in Virtual Environments (HIVE) Lab Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu
Five-Lecture Structure July 15 Introduction to Game Development July 16 Game Design (part 1) July 23 Game Design (part 2) July 29 Virtual Reality / Serious Games July 30 Future Gaming (Natural Interaction, MMOs, Mobile) R.W. Lindeman - WPI Dept. of Computer Science 2 Interactive Media & Game Development
Today’s Outline What is Virtual Reality? Why is it important? What are Serious Games? R.W. Lindeman - WPI Dept. of Computer Science 3 Interactive Media & Game Development
Motivation Much excitement (and hype) about how VR was going to change things VR has not made inroads into everyday life Lagging technology Lack of understanding of usability issues Lack of "killer app" Still remains mainly in research labs Video games show great promise Training scenarios - surgery, military, therapy Long-Term Goal Make VR more usable R.W. Lindeman - WPI Dept. of Computer Science 4 Interactive Media & Game Development
What is Virtual Reality? You tell me! R.W. Lindeman - WPI Dept. of Computer Science 5 Interactive Media & Game Development
Virtual Reality Systems 1929 – Link Flight Simulator 1946 – First computer (ENIAC) 1956 – Sensorama 1960 – Heileg’s HMD 1965-68 – The Ultimate Display 1972 – Pong 1973 – Evans & Sutherland Computer Corp. 1976 – Videoplace 1977 – Apple, Commodore, and Radio Shack PCs 1979 – First Data Glove [Sayre] (powerglove -89) 1981 – SGI founded 1985 – NASA AMES 1986-89 – Super Cockpit Program 1990s – Boom Displays 1992 – CAVE (at SIGGRAPH) 1995 – Workbench 1998 – Walking Experiment R.W. Lindeman - WPI Dept. of Computer Science 6 Interactive Media & Game Development
Link Flight Simulator 1929 - Edward Link develops a mechanical flight simulator Train in a synthetic environment Used mechanical linkages Instrument (blind) flying http://www.wpafb.af.mil/ museum/early_years/ey1 9a.htm R.W. Lindeman - WPI Dept. of Computer Science 7 Interactive Media & Game Development
Sensorama Morton Heilig, 1956 Motorcycle simulator - all senses • visual (city scenes) • sound (engine, city sounds) • vibration (engine) • smell (exhaust, food) Extend the notion of a ‘movie’ R.W. Lindeman - WPI Dept. of Computer Science 8 Interactive Media & Game Development
Sensorama by Morton Heilig (1960) R.W. Lindeman - WPI Dept. of Computer Science 9 Interactive Media & Game Development
Heilig's HMD (1960) Simulation Mask from Heilig’s 1960 patent 3D photographic slides WFOV optics with focus control Stereo sound Smell R.W. Lindeman - WPI Dept. of Computer Science 10 Interactive Media & Game Development
Ivan Sutherland The Ultimate Display (FIPS 1965) Data Visualization: “A display connected to a digital computer…is a looking glass into a mathematical wonderland.” Body Tracking: “The computer can easily sense the positions of almost any of our body muscles.” R.W. Lindeman - WPI Dept. of Computer Science 11 Interactive Media & Game Development
Ultimate Display (cont.) Virtual Environments that mimic real environments: “A chair display 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.” VEs that go beyond reality: “There is no reason why the objects displayed by a computer have to follow ordinary rules of physical reality with which we are familiar.” R.W. Lindeman - WPI Dept. of Computer Science 12 Interactive Media & Game Development
First HMD-Based VR 1965 - The Ultimate Display paper by Sutherland 1968 - Ian Sutherland’s HMD R.W. Lindeman - WPI Dept. of Computer Science 13 Interactive Media & Game Development
Molecular Docking Simulator Incorporated force feedback Visualize an abstract simulation R.W. Lindeman - WPI Dept. of Computer Science 14 Interactive Media & Game Development
Data Gloves Light, electrical or metal detectors compute “bend” Electrical sensors detect pinches. Force feedback mechanical linkages R.W. Lindeman - WPI Dept. of Computer Science 15 Interactive Media & Game Development
1985 - NASA Ames HMD McGreevy and and Humphries Wearable immersive HMDs LCD “Watchman” displays LEEP Optics Led to VIVID, led by Scott Fisher R.W. Lindeman - WPI Dept. of Computer Science 16 Interactive Media & Game Development
FakeSpace Boom Display: Early 1990s R.W. Lindeman - WPI Dept. of Computer Science 17 Interactive Media & Game Development
CAVE - 1992 R.W. Lindeman - WPI Dept. of Computer Science 18 Interactive Media & Game Development
Virtual Workbench-1995 (Responsive Workbench, Immersidesk, etc.) R.W. Lindeman - WPI Dept. of Computer Science 19 Interactive Media & Game Development
Current Best VE UNC Pit Experiment Fear of Heights a Strong Response Thousands of visitors Compelling Experience Haptics Low Latency High Visual Quality R.W. Lindeman - WPI Dept. of Computer Science 20 Interactive Media & Game Development
VPL Founded - 1985 First VR Company VPL Research by Jaron Lanier and Thomas Zimmerman Data Glove Term: Virtual Reality R.W. Lindeman - WPI Dept. of Computer Science 21 Interactive Media & Game Development
1995 - Effectiveness of computer-generated (VR) graded exposure in the treatment of acrophobia in American Journal of Psychiatry R.W. Lindeman - WPI Dept. of Computer Science 22 Interactive Media & Game Development
Major Reinvigoration: Hardware Evolution High expense PC performance surpasses Graphics supercomputers SGI RealityEngine (300k tris – 1993) XBox (150 mil tri/sec - 2001) XBox360 (500 mil tri/sec - 2005) Wii-mote Large Volume Displays VR Estimated $3.4 billion industry in 2005 R.W. Lindeman - WPI Dept. of Computer Science 23 Interactive Media & Game Development
Background VR defined: Fooling the senses into believing they are experiencing something they are not actually experiencing Virtual reality systems consist of: Graphical/audio/haptic/... rendering Content Tracking of people and objects Collision detection Interaction techniques Optional, but common: Networking Autonomous agents R.W. Lindeman - WPI Dept. of Computer Science 24 Interactive Media & Game Development
Keys to Success High fidelity (or realism) Graphics, audio, haptics, behaviors, etc. Low latency Tracking Collision detection Rendering Networking Ease of use Low cumber for users Easy integration for programmers Compelling Content R.W. Lindeman - WPI Dept. of Computer Science 25 Interactive Media & Game Development
The Senses See (Visual Sense): Visuals are excellent! Hear (Aural Sense): Spatialized audio is very good! Smell (Olfactory Sense): Very hard! Too many types of receptors. Touch (Haptic Sense): Application specific and cumbersome Taste (Gustatory Sense): We know the base tastes, but that is it! R.W. Lindeman - WPI Dept. of Computer Science 26 Interactive Media & Game Development
See: Head-Mounted Displays R.W. Lindeman - WPI Dept. of Computer Science 27 Interactive Media & Game Development
See: Projection-Based Environments R.W. Lindeman - WPI Dept. of Computer Science 28 Interactive Media & Game Development
See: Projection-Based Environments (cont.) R.W. Lindeman - WPI Dept. of Computer Science 29 Interactive Media & Game Development
Hear: Sound in VR Display techniques Multi-speaker output (sound cube) Headphones Bone-Conduction Waveform filtering Simple balance & volume control Head-Related Transfer Functions Software "Standards" OpenAL A3D from Aureal (RIP!) VRSonic.com R.W. Lindeman - WPI Dept. of Computer Science 30 Interactive Media & Game Development
Smell: Olfactory Sense Two main problems Scent generation Tens of thousands of receptor types Scent delivery Easier problem R.W. Lindeman - WPI Dept. of Computer Science 31 Interactive Media & Game Development
Smell: Air Cannon (Yanagida, 2004) CLIP R.W. Lindeman - WPI Dept. of Computer Science 32 Interactive Media & Game Development
Touch: Haptic Feedback in VR Tactile: Surface properties Most densely populated area is the fingertip (okay, it's the tongue) Kinesthetic: Muscles, Tendons, etc. Also known as proprioception R.W. Lindeman - WPI Dept. of Computer Science 33 Interactive Media & Game Development
Vibrotactile Feedback Projects CLIP TactaBoard and TactaVest R.W. Lindeman - WPI Dept. of Computer Science 34 Interactive Media & Game Development
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