1 of 60

Definition of VR, history

IITM-Finland - Mastering VR:�Fundamentals to Practice!

2 of 60

Where Are We?

  • Chapter 1: Intro
  • Chapter 2: Bird’s Eye View
  • Chapter 3: The Geometry of Virtual Worlds
  • Chapter 4: Light and Optics
  • Chapter 5: The Physiology of Human Vision
  • Chapter 6: Visual Perception
  • Chapter 7. Visual Rendering
  • Chapter 8. Modeling of Motion
  • Chapter 9. Tracking Systems�

3 of 60

Audience Q&A Session

Click Present with Slido or install our Chrome extension to show live Q&A while presenting.

4 of 60

Are you enrolled in Lovelace?

Click Present with Slido or install our Chrome extension to activate this poll while presenting.

5 of 60

Are you on Discord?

Click Present with Slido or install our Chrome extension to activate this poll while presenting.

6 of 60

Have you ordered your Cardboard?

Click Present with Slido or install our Chrome extension to activate this poll while presenting.

7 of 60

Announcements

  • Are you enrolled in Lovelace? https://lovelace.oulu.fi/iitm-finland/iitm-finland/
    • Only 299 students on Lovelace, out of 600…
    • You won’t get a grade in the course, unless you complete course work on Lovelace
  • Are you on Discord? (only ~330 students are there now) https://discord.gg/4q5tMx8Grz
  • Do you already have a Cardboard?
  • Did you successfully calibrate your Cardboard (HW1)?
    • How did it go? Are you happy? How many iterations did it take?
  • While you are waiting for the Cardboards, start on HW2:
    • HW2: VR Critic
    • The first part of HW2 is the reading only, with questions following the reading
  • Deadline for HW1 will be extended

8 of 60

Definition of VR

Inducing targeted behavior in an organism

by using artificial sensory stimulation, while

the organism has little or no awareness of the interference

9 of 60

Examples of VR?

10 of 60

Examples of VR?

"Intracellular dynamics of hippocampal place cells during virtual navigation." By Christopher D. Harvey, Forrest Collman, Daniel A. Dombeck & David W. Tank. Nature, Vol. 461 No. 7266, October 14, 2009

11 of 60

Examples of VR?

Work published in 2010 in Nature Methods: http://dx.doi.org/10.1038/nmeth.1468 ��It was also highlighted in June 2011 WIRED magazine article "Micro Machinist" Video uploaded by Gus Lott, designer of the high speed motion tracking system in this project.

12 of 60

Audience Q&A Session

Click Present with Slido or install our Chrome extension to show live Q&A while presenting.

13 of 60

Audience Q&A Session

Click Present with Slido or install our Chrome extension to show live Q&A while presenting.

14 of 60

Definition of VR

Inducing targeted behavior in an organism by using artificial sensory stimulation, while the organism has little or no awareness of the interference

  • How to define awareness?

15 of 60

How would you define awareness? How do you know if you are completely immersed in a virtual environment?

Start presenting to display the poll results on this slide.

16 of 60

Mainstream Use of VR vs Science

  • Neuroscience, neurobiology, perceptual psychology:
    • To study neural processes of organisms
    • To reverse engineer the brain of an organism�
  • Mainstream VR and our class:
    • Entertain the organism

Results from neuroscience will help us define awareness.

  • Awareness is defined using special neural structures:
    • Place cells
    • Grid cells

17 of 60

2014 Nobel Prize in Physiology or Medicine

Defining awareness = new place cells?

18 of 60

Awareness = place cells + grid cells!

19 of 60

Audience Q&A Session

Click Present with Slido or install our Chrome extension to show live Q&A while presenting.

20 of 60

Definition of VR: Warning for VR Developers

  • Who is the laboratory rat and who is the scientist?
  • A VR developer is BOTH the scientist and the lab rat!
  • This is very dangerous!
  • The developer is trying to fool himself with his own creation.
  • Developer’s bias:
    • Bias by the desire for the system to succeed.
    • Bias by the knowledge of what the system is supposed to do.

21 of 60

Definition of VR: Warning for VR Developers

  • The creator might adapt to/unconsciously avoid the flaws of the system!
  • The flaws might effectively become invisible.
  • Developers of VR systems must test their experiences to avoid bias:
    • On subjects who never tried the experience.
    • On subjects who have never tried VR.
    • On subjects who DO get motion sick.
  • HW2. VR Critic: Best Practices Guide.

22 of 60

Audience Q&A Session

Click Present with Slido or install our Chrome extension to show live Q&A while presenting.

23 of 60

Definitely VR… Socializing in Virtual Spaces

24 of 60

Definitely VR… Architecture and Real Estate

25 of 60

Definitely VR… Movies

26 of 60

Audience Q&A Session

Click Present with Slido or install our Chrome extension to show live Q&A while presenting.

27 of 60

Definitely VR… Panoramas, Earth VR

28 of 60

Definitely VR… VR + Robots

29 of 60

Definitely VR… First-Person Shooter Games

30 of 60

Definitely VR… Dumpy the Elephant

31 of 60

What is an obvious visual flaw of this VR experience?

Start presenting to display the poll results on this slide.

32 of 60

Definitely VR… Thrill Seekers

33 of 60

Definitely VR… Experiences

34 of 60

Definitely VR… Body Swapping

35 of 60

Definitely VR… Flying Like in Your Dreams, Birdly VR

36 of 60

Audience Q&A Session

Click Present with Slido or install our Chrome extension to show live Q&A while presenting.

37 of 60

VR or Not VR?

  1. VR experience with an Oculus Quest 2
  2. Playing Second Life (first person video game)
  3. Playing a third person video game
  4. Augmented reality
  5. Watching a movie
  6. Video conferencing
  7. Listening to music
  8. Talking on the phone
  9. Reading a book
  10. Looking at a painting
  11. Being under the influence of a hallucinogenic drug
  12. Wearing thermal clothes

38 of 60

When did VR start?

Paintings?

Cueva de El Castillo, or the Cave of the Castle, Oldest known cave painting is in Spain 40,800 years old; possibly created by Neanderthals! Paint was blown onto the walls.

A 30,000-year-old painting from the Bhimbetka rock shelters in India (photo by Archaeological Survey of India).

39 of 60

When did VR start?

An English painting from around 1470 that depicts John Ball encouraging Wat Tyler rebels (unknown artist)

40 of 60

When did VR start?

Definitely �VR?

A painting by Hans Vredeman de Vries in 1596.

41 of 60

When did VR start?

An impressionist painting by Claude Monet in 1874.

42 of 60

Audience Q&A Session

Click Present with Slido or install our Chrome extension to show live Q&A while presenting.

43 of 60

When did VR start? Motion pictures?

1878, Edward Muybridge

44 of 60

When did VR start? Motion pictures?

L'arrivée d'un train à La Ciotat (1895) - frères Lumière

Criticism:

  • Blurry
  • Shaky
  • Low res
  • B/W

45 of 60

When did VR start? Motion pictures?

Gravity, 2013

46 of 60

Realism vs Simplicity in Cartoons

Fantasmagorie 1908

Star Wars: The Clone Wars, 2003

The South Park, 1997

47 of 60

Realism vs Lower Cost and Portability

  • Cheap
  • Portable

48 of 60

Audience Q&A Session

Click Present with Slido or install our Chrome extension to show live Q&A while presenting.

49 of 60

How many FPS is enough?

2 FPS is enough to perceive motion, but the motion is not continuous.

50 of 60

What FPS rate is enough to perceive continuous motion?

Start presenting to display the poll results on this slide.

51 of 60

Questions about FPS

  • How many FPSs is enough to perceive motion? 2FPS
  • How many FPSs is enough to perceive continuous motion? 12FPS
  • How many FPSs is enough to watch movies comfortably?
    • In a movie theater - 24FPS
    • On a TV?
    • On a phone?
    • In VR?
  • If you increase FPS - gain quality but increase the cost.
  • How many FPSs is enough for VR?

It all depends on: the hardware specifications, distance to the screen, and the types of interaction you are having with the content.

Things that might cause discomfort: judder, flicker, flicker fusion, tracking, perception of stationarity, etc.

52 of 60

Audience Q&A Session

Click Present with Slido or install our Chrome extension to show live Q&A while presenting.

53 of 60

Evolution of Computer Games

54 of 60

Realism vs Simplicity in Computer Games

55 of 60

Audience Q&A Session

Click Present with Slido or install our Chrome extension to show live Q&A while presenting.

56 of 60

History of VR

https://youtu.be/zf61nlyBC3M

57 of 60

History of VR

58 of 60

Consumer VR

  • Nintendo Virtual Boy in 1995 marked the death of VR
  • …until Palmer Lucky in 2012
  • 1960-1990 - big hype, first wave of VR
  • Cost, resolution, latency, content, heavy, bulky, expensive….

59 of 60

Consumer VR

60 of 60

Audience Q&A Session

Click Present with Slido or install our Chrome extension to show live Q&A while presenting.