INFO 5777: Virtual Reality and its Applications
Topics
Covered
All the
lecture slides will be at Canvas
1)
Lecture 1: INTRODUCTION
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The Three I's of Virtual Reality
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A Short History of Early Virtual Reality
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Augmented Reality & Telepresence
- Four Basic Elements of VR
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Early Commercial VR Technology
- Mixed Reality & Extended Reality
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PowerGlove, Data glove, Mattel Power Glove, HMD
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The Five Classic Components of a VR System & Zeltzer Classification
- Why VR Needed?
2) Lecture 2: INPUT DEVICES:
TRACKERS, NAVIGATION, AND GESTURE INTERFACES
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Degrees of freedom, Tracker characteristics
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Three-Dimensional Position Trackers
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Tracker Performance Parameters
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Navigation and Manipulation Interfaces
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Tracker-Based Navigation/Manipulation Interfaces
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3)Lecture 3: OUTPUT DEVICES:
GRAPHICS DISPLAYS
- Graphics Displays
- The Human Visual System
- Personal Graphics Displays
- Personal Displays
- Head Mounted Displays
- 3-D Binoculars (hand supported)
- Booms (floor supported)
- Virtual windows (floor supported)
- Auto-stereoscopic displays (desk supported)
- Large-Volume Displays
- Active glasses vs. FMDs
- Passive glasses vs. active glasses
- Tiled monitors-based display
- Projector-based Large-Volume Displays
- RAVE
- Wall-type displays
- Pano-Wall display
- Portable Wall display
- Wall and Dome-type displays
4)Lecture 4: OUTPUT DEVICES:
THREE-DIMENSIONAL SOUND AND HAPTIC DISPLAYS
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Sound Displays
- The Human Auditory System
- 3-D audio vs stereo sound
- Human hearing model
- HRTF-based 3-D sound
- 3-D sound cards
- Speaker-Based Three-Dimensional Sound
- Haptic Feedback
- The Human Haptic System
- Tactile Feedback Interfaces
- Force Feedback Interfaces
- Haptic Interfaces
- Human touch sensing mechanism
- Sensorial adaptation
- Haptic feedback actuators
- Touch Feedback Interfaces
- Temperature feedback
5)Lecture 5: MODELING PRINCIPLES
OF VIRTUAL REALITY
- Geometric Modeling
- Virtual Object Shape
- Object Visual Appearance
- Kinematics Modeling
- Homogeneous Transformation Matrices
- Object Position
- Transformation Invariants
- Object Hierarchies
- Viewing the Three-Dimensional World
- Physical Modeling
- Collision Detection
- Surface Deformation
- Force Computation
- Force Smoothing and Mapping
- Haptic Texturing
- Behavior Modeling
- Interactive objects
- Agent behavior
- Reflex behavior
- Object behavior
- Emotional behavior
- Crowds behavior
- Model Management
- Level-of-Detail Management
- Cell Segmentation
6)Lecture 6: COMPUTER GRAPHICS
PRINCIPLES OF VIRTUAL REALITY
- -- Raster Scan Devices
- CRT Output Devices
- Raster Scan Device
- Bitmap and Bitplanes
- Antialiasing
- Fill Area
- -- Color
- The RGB Color Model
- Location of Selected Colors
- Color Selectors
- Selected Planes in RGB Cube
- Color Interpolation
- Hardware Presentation
- -- 3D Viewing
- Projection Systems
- Perspective Projection
Parallel Projection
- View Plane and View Volume
- 3D Viewing System
- Hidden Surface Removal
- Culling: Back-Face Removal
- Viewing Pipeline
- -- Illumination and Shading
- Illumination and Shading - Principles
- Light Sources
- Reflection Models
- VRML Reflection Models
- Shading Algorithms
- Surface Normals
- Texture Mapping
- Texture Samples
7)Lecture 7 & 8: DATA VISUALIZATION
- Introduction
- Visual Perception and Preattentive Attributes
- Analytics & Business Intelligence
- Visual Perception
- The Moiré effect
- The Hermann effect
- Gestalt Principle - Closure
- The Building Blocks of Data Visualization
- What's Vis, and Why Do It?
- Big Data and Visualization
- Tasks in Data Visualization
- Visualization by Data Type
- Challenges for Data Visualization
- Human Centric Situation Awareness and Data Visualization
8)Lecture 9: HUMAN FACTORS IN
VR
- Human factors vocabulary
- HF study,Experimental protocol, Trial,Session,Rest period, Experimental database,IRB, PI, Subject,Experimental group,Control group,controlled study,Case study, Consent form,Baseline test
- Stages of human factors studies
- Human Factor Areas
- Human Performance Efficiency
- Health and Safety
- Societal Implications
- Methodology and Terminology
- Data Collection and Analysis
- Usability Engineering Methodology
- User Performance Studies
- Testbed Evaluation of Universal VR Tasks
- Influence of System Responsiveness on User Performance
- Influence of Feedback Multimodality
- VR Health and Safety Issues
- Direct Effects of VR Simulations on Users
- Cybersickness
- Adaptation and Aftereffects
- Guidelines for Proper VR Usage
- VR and Society
- Impact on Professional Life
- Impact on Private Life
- Impact on Public Life
- Conclusion
9)Lecture 10: TRADITIONAL VR
APPLICATIONS
- Medical Applications of VR
- Virtual Anatomy
- Triage and Diagnostic
- Surgery
- Rehabilitation
- Education, Arts, and Entertainment
- VR in Education
- VR and the Arts
- Entertainment Applications of VR
- Military VR Applications
- Army Use of VR
- VR Applications in the Navy
- Air Force Use of VR
- Conclusion
10)Lecture 11: EMERGING APPLICATIONS
OF VR
- VR Applications in Manufacturing
- Virtual Prototyping
- Other VR Applications in Manufacturing
- Applications of VR in Robotics
- Robot Programming
- Robot Teleoperation
- Information Visualization
- Oil Exploration and Well Management
- Volumetric Data Visualization
- Augmented Reality
- Mixed Reality
- Mixed reality continuum
- Extreme Reality
- AR/MR application areas
- Conclusion