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CS-525H: Immersive HCI Output Devices - Visual Robert W. Lindeman Worcester Polytechnic Institute Department of Computer Science [email protected]

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Published by , 2017-01-22 07:15:04

Output Devices - Visual - WPI

CS-525H: Immersive HCI Output Devices - Visual Robert W. Lindeman Worcester Polytechnic Institute Department of Computer Science [email protected]

CS-5
Immers

Output Devi

Robert W.

Worcester Polyt
Department of Co

gogo@w

525H:
sive HCI

ices - Visual

Lindeman

technic Institute
omputer Science

wpi.edu

Overview

Here we are
concerned with
technology for
stimulating the
senses

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

nce 2
evelopment

Motivation

 We need to display the s
user

 Display: a method of pres
the senses

 We need to display the u
 We need to feed each se
 We need to feed multiple

 Display for one sense sho
for another sense

 May need to quickly don

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

state of the world to the

senting information to any of

user to the user (maybe)
ense appropriately
e senses in concert

ouldn't get in the way of display

n/doff displays

nce 3
evelopment

Some Things to R

Humans are animals
evolved over time.

Evolutionary forces h
development of our

Displays that leverag
better shot of being

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

Remember

s, and hence, have

have guided the
senses.
ge this fact have a
effective.

nce 4
evelopment

General Types of

The senses

 Visual
 Auditory
 Haptic
 Olfactory
 Gustatory

Display anchoring

 World-fixed display
 Body-worn displays
 Hand-held displays

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

Displays

ys 5
s

nce
evelopment

Visual Display Typ

World-fixed displays

 Fishtank VR
 Projection VR

Body-worn displays

 Opaque HMDs
 Transparent HMDs

Hand-held displays

 Palm VR
 Boom-mounted scree
 Mobile devices

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

pes

s

ens 6

nce
evelopment

Visual Display Typ

 Monitors

 CRT, Plasma, LCD

 Surround-screens (e.g.
 Tabletops
 Hemispheric displays
 Head-mounted displays
 Arm-mounted displays
 Virtual retinal displays
 Autostereoscopic displa
 3D displays

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

pes 7

., CAVEs)

s (HMDs)

ays

nce
evelopment

Visual Displays

 CAVEs

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

nce 8
evelopment

Visual Displays (c

 CAVE

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

cont.)

nce 9
evelopment

Head-Mounted Di

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

isplays (HMDs)

nce 10
evelopment

Visual Cues

Depth is the main th
more-traditional disp

 How do we perceive

Monoscopic cues
Stereoscopic cues
Motion-depth cues
Physiological cues

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

hing added by VR to
plays

depth?

nce 11
evelopment

Monoscopic Cues

Overlap (Interpositio
Shading & shadows
 Size
Linear perspective
Texture gradient
Height in the image
Atmospheric effects
 Brightness

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

on)

nce 12
evelopment

Stereoscopic Cues

This is based on the
appearing in two ima

Camera 1 / camera
Only good within abo

viewer

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

s

e parallax of objects
ages.
2 effect
out 5 meters of

nce 13
evelopment

Motion Depth Cue

Changing relative po
objects

Can be user and/or

 Train leaving a statio
 Use proprioception to

http://www.youtube.com

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

es

osition of head and

object moving

on
o disambiguate

m/watch?v=1AZAbSXmeoI

nce 14
evelopment

Motion Depth Cue

Head movement

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

es (cont.)

nce 15
evelopment

Physiological Cue

The eye changes du
 Accommodation

 Muscular changes of

 Convergence

 Movements to bring i
on both retinas

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

es

uring viewing

the eye

images to same location

nce 16
evelopment

Properties of Visu

 Color
 Spatial resolution
 Contrast
 Brightness
 Number of channels
 Focal distance
 Opacity
 Masking
 Field of view
 Field of Regard

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

ual Displays

 Head position info
 Graphics latency
 Frame rate

nce 17
evelopment

Number of Displa

Spatial multiplexing

 Different image in fro

Temporal multiplexin

 Use shutter glasses

Polarization multiple

 Use polarized glasses

Spectral multiplexing

 Red/blue left-eye/rig

Binocular monoscop
Stereo takes twice

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

ay Channels

ont of each eye

ng (time interlacing)

exing 18

s

g

ght-eye images

pic

e the resources!

nce
evelopment

Masking

How physical objects
CAVE: Hands can br
HMD: Not at all
Fishtank: Display ed

effect

http://www.youtube.com/w

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

s block virtual ones
reak effect
dges/bezel can break

watch?v=Jd3-eiid-Uw&fmt=18

nce 19
evelopment

Field of View vs. F

Field of view (FOV)

 How much of the sce
at any given time

Field of regard (FOR

 Amount of space (in
world currently surro

 Examples

 CAVE: 200° FOV faci
 HMD: 100° FOV, 100

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

Field of Regard

ene (in degrees) is visible

R)

percent) of the virtual
ounding the user

ing forward, 75% FOR
0% FOR

nce 20
evelopment

Hand-Held Displa

PDAs are becoming
Call phones have ca

 Can do AR

Apple iPhone 4
(2010)
Apple iPad
(2010)

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

ays

more powerful
ameras

Nintendo DS Lite
(2006)

Motorola DROID
(2009)

Sony PlayStation
Portable (2004)

nce 21
evelopment

Change Blindness

There is so much inf
brain to process, we

Change blindness is
that change from on

 http://www.youtube.co

A public service ann

 http://www.youtube.com/w

Next example from:

 http://www.psych.ub
 Show Movie

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

s

formation for the
e need to filter

when we miss things
ne instant to another

om/watch?v=mAnKvo-fPs0

nouncement:

watch?v=Ahg6qcgoay4&NR=1

:

bc.ca/~rensink/flicker/

nce 22
evelopment

Change Blindness

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

s

nce 23
evelopment

Change Blindness

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

s (answer)

nce 24
evelopment

Change Blindness

R.W. Lindeman - WPI Dept. of Computer Scien
Interactive Media & Game De

s (answer)

nce 25
evelopment


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