Download Immersive Displays The other senses*

Survey
yes no Was this document useful for you?
   Thank you for your participation!

* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project

Document related concepts

Instrument amplifier wikipedia , lookup

Stereophonic sound wikipedia , lookup

Sound recording and reproduction wikipedia , lookup

Music technology (electronic and digital) wikipedia , lookup

Sound reinforcement system wikipedia , lookup

Transcript
Immersive Displays
The other senses…
1962…
Classic Human Sensory Systems
Sight (Visual)
 Hearing (Aural)
 Touch (Tactile)
 Smell (Olfactory)
 Taste (Gustatory)

Relevance to VR
#1 – Sight
 #2 – Hearing
 #3 – Touch
 #4 – Smell
 #5 – Taste



1,2,3 are well studied but still have plenty of
research left
4 and 5 are incredibly difficult, but some
examples exist
Other relevant sensors
Temperature Sensors
 Proprioceptive sensors (gravity)
 Stretch sensors found in muscles, skin,
and joints
 Vestibular (inner ear) sensors


Which can we control in VR?
◦ Cue conflicts cause nausea, vomiting
Audio (Sound Rendering)

Easiest way to improve a VR system
◦ Think of watching a movie without sound

Easy to use (Sound APIs)

Cheap to produce great results
(headphones) <$100
Audio Displays

An arrangement of speakers
◦ Spatially Fixed – Loudspeakers (many types)
◦ Head-Mounted – Headphones (many types)

Speaker quality affects your ability to
generate sound wave frequencies, loudness
◦ Amplifiers very important for good results
Immersive Audio

Our hearing system can sense the 3D source of a
sound
◦ A VR system should be able to produce what the ears
should hear from a 3D source
Binaural recordings in real life (like stereoscopic
video)
 3D sound rendering in the virtual world (like
stereoscopic rendering)

◦ Works best with headphones
Head Related Transfer Function
(HRTF)

In the frequency domain, at
frequency f
◦ H(f) = Output (f) / Input (f)


HRTF is dependent on
spatial position, X,Y,Z, or
in the far field, direction.
Complex HRTF caused by
the Pinnae of the ears
◦ Unique to each person

HRTF learned by each
person from childhood to
sense 3D source
3D sound rendering

In the API (what you program)
◦ position, velocity, intensity of source
◦ position, velocity, *orientation* of listener

Dependent on your renderer capabilities
◦ HRTF of actual listener for best results
 Measure with molds or in-ear microphones
 Default HRTF is identity (basically you only get leftright distinction)
◦ Reverb (echoing) or other effects
◦ Speaker arrangement (usually defined in OS)
Sound API

OpenAL and DirectSound are popular
◦ Sort of like OpenGL and Direct3D

API for talking to a 3D renderer (usually
hardware)
◦ Similar to the idea of OpenGL

Allows you to load sounds (utility toolkit),
specify 3D sound properties, and specify
listener properties.
◦ Must use single-channel sound files! Multichannel sound files do not make sense. The
renderer “generates” multi-channel sound.

Example
Haptics (Touch rendering)

Reproduction of forces exerted on the
human body
◦ Striking a surface (e.g. hitting a ball)
◦ Holding an object
◦ Texture of a surface

Lack of touch rendering is the #1 problem in
VR systems
◦ Enormous actuation area
 The entire surface of the human body

Existing solutions are encumbering and task
specific
Categories of Haptic Displays

Passive vs Active
◦ Passive – Can stop motion but cannot create it
◦ Active – Can generate motion

Fixed vs Sourceless
◦ Fixed – Mounted to the environment (e.g. a
wand)
◦ Sourceless – Mounted to the user (e.g. a glove)

Forces, torques, vibrations
◦ Types of output a Haptic device can be capable of
Haptic Rendering

Specify forces, torques,
rotations at actuation points
◦ Most commonly one

APIs are available
◦ From manufacturer
◦ OpenHL?

Very similar to physics
rendering, except much more
difficult
◦ Requires extremely high update
rates (1000hz for
imperceptibility)