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腍潒敢瑲-VirtualRealityDevices.ppt
Virtual Reality Devices NCSA’s CAVE Virtual Reality Room with stereo glasses and magnetic head/hand tracking Fully immersive using three of four walls to display the graphics Uses an SGI Power Onyx with Reality Engine 2 software VR Head-Mounted Display VR Head-Mounted Display Limitations: Liquid Crystal Displays (LCDs) pixels not as small as a CRT pixels not as bright as a CRT cannot change as quickly as a CRT short focal distance makes precision, high resolution, and rapid response even more essential Muscle receptor feedback confusion light rays of scene indicate “distant” eye muscles indicate “very close” VR Head-Mounted Display Parallax — the apparent change in position of a stationary object when viewed from slightly different positions A person’s eyes each see a slightly different view of an object As the brain receives these two images, it interprets the distance to the object in terms of the difference in position of the object in the two images Parallax can be used to fool the brain into “seeing” images as being at various distances (stereoscope and 3D movies of 50’s) DemonstratingParallax Parallax Problems withVR Head-Mounted Displays Images may not be perfectly realistic, especially with motion images When the observer’s head moves and the eyes are refocused, muscle receptor feedback data does not correlate with visual cues The perspective is always that of the camera, never the viewer’s eyes A viewer motion feedback mechanism is needed to change the perspective This all contributes to “cybersickness”: conflicting visual and muscle feedback information VR Aural Output Refer to the discussion in chapter 2 regarding the perception of sound Two key factors Localization Identification The brain interprets differences in the signals it receives from the two ears in a manner analogous to binocular vision For multimedia sound to be completely realistic, it requires head-position sensing feedback and enormous computational power — not practical for mos
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