1 of 15

Immersive Virtual Heritage applications: Conceptual bases

Lesson 5

2 of 15

Virtual Reality Properties

The mental feeling of being in a virtual space (not necessarily synthetic – can be experimented also in books and movies). It is related to the user involvement.

1

Presence

The user capacity to modify the environment and to receive from the environment feedbacks to his/her action. It is related to the realism of the simulation.

The physical feeling of being in a virtual space, at a sensorial level, by means of interfaces. It is related to the perception of the virtual world as actually existing.

Immersion

Interaction

3 of 15

Oversimplifying, interaction and immersion can be considered as variables, placed on a two perpendicular axes, which concur to create the sense of user presence.

The stronger emotional involvement triggered by immersion helps the establishment of perceptual mechanisms that, by increasing the user’s ability of interfacing with information, facilitate an effective conveying of contents.

There are also numerous subjective factors involved in user presence perception.

Presence in Virtual Environments

2

4 of 15

Presence in Virtual Environments

Place illusion

The strong illusione of “being in a place” in spite of the consciousness of being not actually there.

Immersion represents the boundaries within which the place illusion can take place.

For this to be possible, it is necessary that a set of coherent sensorymotor events exist so that the user actions can significantly and consistently introduce changes in the environment.

3

5 of 15

Presence in Virtual Environments

Plausibility

Is related to what is perceived: the illusion that what is happening in the Virtual Environment is actually happening, together with the awareness that it is not.

Public speaking

People anxious for public speaking are anxious (as retrieved from physiological measurementes and evaluation questionnaires) also in front of a public of virtual humans. If the public shows boredom or intolerance, anxiety grows noticeably.

An immersive Virtual Environment requires a strong presence feeling, in order to make the interaction natural and to improve user’s perception of it. This feeling is determined by 3 factors:

Quality of sensorial information (modeling and rendering)

Sensors mobility and control

Environment control

4

6 of 15

Presence in Virtual Environments

Lo-quality sensorial info

Low comfort sensors

High environment control

Low environment control

High comfort sensors

Hi-quality sensorial info

5

7 of 15

Virtual Environment Data Flow

According to David Zeltzer, one cannot talk about presence without first addressing a discourse about the goal an application sets for itself.

What does one want to simulate?

What senses are being stimulated?

Starting with these questions, one needs to identify the sensory channels that an experience engages in order to allow the user to immerse himself in the virtual environment.

?

6

8 of 15

Visual channel

In order to see a virtual environment, one needs visual output peripherals such as screens, head-sets or projectors.

Monitors return a two-dimensional representation of environments (even 3D ones). This is because the screen adopts a single point of view: each eye provides a 2D perspective view of the world; combining these two perspectives forms a stereo pair that inherently contains information about the three dimensions.

So, an important first distinction is this: the screens we generally see are two-dimensional representations of three-dimensional environments. An effectively three-dimensional representation is one enabled, for example, by VR hardware (HMD) in that, by generating an image for each eye, thus two different viewpoints, it is able to return a three-dimensional visualization of the environment.

R. eye

1 point of view (monoscopic) = 2d visualization

Screen

3D object

L. eye

R. eye

L. screen

3D object

L. eye

R. screen

2 point of view (stereoscopic) = 3d visualization

7

9 of 15

Depth cues for 3D enviroment

Shading

Provides info about the orientation and the position of surfaces related to a light source

Perspective

An object with a known size can provide information about its depth depending on its apparent size

Occlusion

If an object occludes another object it is perceived as closer

We can perceive the three dimensions thanks to a series of information (depth cues).

To effectlively simulate a 3D environemnt, it is necessary to provide as many depth cues as possible, or at least the most significant ones.

Parallax

Objects place at different distances move with different apparent speed

Important depth-cues

8

10 of 15

Depth cues for 3D enviroment

Field of view

Human field of view is about 180°x120°. The presence of a border at the edges of a stereo image “destroys” the 3D illusion (monitors have FOV=35°x27°)

Dynamic perspective

When we move, even slightly, our point of view, the perspective of the world changes. We need to track position and orientation of our head to correctly update the perspective

Depth on field

Objects at different distance are focused differently

Non-visual clues

Provide additional information, like the ones coming from the vestibular apparatus or kinaesthetic data from the neck etc

Important depth-cues

9

11 of 15

Acoustical channel

Another essential channel for ensuring user immersion is the audio channel.

Audio can be transmitted in different modes to provide more or less opportunities for realism as needed.

Modes

Sounds are distributed over two channels. A virtual source can be created, but only on the line connecting the two speakers

Monophonic

Sound comes from only one channel; it is not possible for the user to understand its direction of origin.

Multichannel speaker arrays

Channels expands the space in which the virtual source is placed

Stereophonic

  • : Adding more channels expands the space in which the virtual source is placed.

10

12 of 15

11

Other channels

Motion feedback

Olfactory channel

Taste rendering

Haptic interfaces

13 of 15

Type of interaction

Direct: the user interacts directly with the VE

Mediated: the user interacts with the VE through an avatar

First person (“Quake-like”)

Third person (“Tomb Raider – like”)

The interaction can be forced by the hardware

CAVE: direct

HMD: mediated, first person

Monitor: mediated, first/third person

12

Interaction in virtual environment

Interacting means having the ability to change the environment one is in. Especially, to interact with a virtual environment, one needs tracking and motion-capture devices so that the computer can translate user-given input into computer language.

14 of 15

Metaphors reproduce concepts, known by the user in a certain context, in order to transfer this knowledge in a new context related to the execution of a task.

13

Interaction metaphors

The easiest way for a human being to behave in a VE is to behave like he/she was in a real environment. This is not always possible or suitable due to technological constraints or need of more advanced options in order to allow effective performances in accomplishing tasks

Selection/manipulation

Navigation

A good metaphor must be:

Representative of the task

Compatible with the user knowledge

Compatible with the physical constraints of the interface

15 of 15

Thank You!

Giovanni Giuliodori

giovanni.giuliodori@santannapisa.it