An Introduction to and History of Virtual Reality
Introduction
One definition of virtual reality is a wide-field presentation of
computer-generated, multi-sensory information that tracks a user in
real time. This definition is used at the Electronic
Visualization Laboratory in Chicago
(EVL).
In other words, virtual reality means that the user is surrounded by a
computer-generated image that changes depending on the
movements--i.e. shifts in perspective--of the user.
Tracking
An important aspect of any immersive system is tracking. To create the
illusion of a real surrounding, and not just a computer image, the image must
change when the user's position (and thus perspective) inside the virtual
world changes.
To do this, the system has to keep
track of where the user's eyes are and in what direction they are
looking. This will allow the perspective shown in the images to change
according to the user's movements, which gives the user the same impression
of objects as in a real surrounding.
This is inherently difficult, and even more so in the fully
immersive environment of the six-surface Cube system.
First steps in virtual reality
HMD--helmets
The first attempt at virtual reality used head-mounted displays (HMDs).
In HMDs, projectors feed realtime images to small
screens attached inside a kind of helmet that the user wears.
In the beginning, HMDs often showed mono pictures, and the user's
head movements were tracked. In modern HMDs, stereo pictures are standard,
since the technique has become
cheaper. Typically, HMDs either have poor resolution or are too heavy.
Because only one person at a time can use an HMD, discussion of
images is much more difficult.
BOOM--Binocular Omni-Orientation Monitor
To increase image quality, Fakespace
invented the BOOM (Binocular Omni-Orientation Monitor). Very small
monitors are mounted on a mechanical arm, and users look into the
monitors like they would look into a pair of binoculars. Tracking
occurs when the user moves the arm, which changes the perspective.
When a user releases the BOOM, another person can look at
the same thing from the same perspective, which is an advantage over
HMDs. Since real monitors are used, the resolution is good.
CAVE--CAVE Automatic Virtual Environment
The concept of a room with graphics projected from behind the walls
was invented at EVL in 1992. The
images on the walls are usually in stereo to give a depth cue. The
main advantage over ordinary graphics systems is that the users are
surrounded by the projected images, which means that the images are the
users' main field of vision.
This is usually called a "CAVE", CAVE Automatic Virtual Environment.
The first CAVE (as well as the concept) was created by the faculty, staff,
and students at EVL.
Since then this back-projection method of virtual reality has gained a
strong following. It has obvious benefits: it is easy for several
people to be in the room simultaneously and therefore see images
together; and it is easy to mix real and virtual objects in the same
environment. Also, because users see for example their own hands and feet
as part of the virtual world, they get a heightened sense of
being inside that world.
Existing CAVEs
Various CAVE-like environments exist all over the world today. Most of
these have up to four projection surfaces; images are then usually
projected on three walls and the floor. Adding projection on the
ceiling gives a fuller sense of being enclosed in the virtual world.
Projection on all six surfaces of a room allows users to turn around
and look in all directions. Thus, their perception and experience are
never limited, which is necessary for full immersion.
The PDC Cube is the first fully immersive CAVE.
Areas of use
An immersive visualization environment can be used for everything from
science to art, and from industrial simulations to education. A few
important areas are listed below, but there are numerous examples and
fields that can benefit from a 3D visualization environment.
Scientific visualizations
In the scientific society, there is a trend towards 3D simulations.
This has resulted in a rapidly growing need for 3D visualization of
scientific data. Examples of projects at PDC in this area include
EnVis, a tool for CFD (Computational Fluid Dynamics) visualization.
Visual simulations
There is also a growing need for visual simulations in industry. 3D
simulations make it possible to test future products or to investigate
otherwise unreachable environments.
Other areas of use
Education:
At KTH, the Stockholm Exhibition of 1930 has been
modelled as an educational exercise in the architecture department. At NCSA,
a CAVE is used for teaching mathematics by George Francis.
Architecture and city planning:
VR can be used in city planning, giving the
opportunity to walk around in a city that has not yet been built.
Art:
There are many artistic applications for CAVE-like environments. In connection
with the opening of PDC's Cube, an art workshop took place.
|