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Visual representation in VR, Aural representation in VR, Haptic representation in VR

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0% found this document useful (0 votes)
46 views14 pages

Visual representation in VR, Aural representation in VR, Haptic representation in VR

Uploaded by

madhumitha.k.m
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Visual representation ,

Aural representation ,
Haptic representation in VR
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality

Visual Representation in VR
• primary means of gaining information about physical spaces and
objects' appearances.
• limitation of the field of view, the resolution quality, and the degree of
latency between user motion and world view can affect which
representations will work well.

How Vision Is Used in a VR Experience


• major function of vision in a virtual world is to determine our position
relative to various entities
• useful both to help us find our way through a space and to deal with
objects, creatures, and people in the world.
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality

• A variety of depth cues help us determine the distance and orientation


of objects in a scene.
• form, color, size, shape, orientation, and other attributes that help
us learn more about them.
• Additional information about the nature of the objects can be
inferred.
• The object might be a vehicle for transportation, a building for
shelter, a character with whom to interact, or a button to press.
• Sight is also critical for accessing many of the user interface tools
available to the participant
• The participant uses sight to locate and identify buttons to press,
dials to rotate, steering wheels to turn.
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
• virtual world may contain objects visually represented at multiple points
on the realism continuum or abstraction triangle
• virtual reality for virtual prototyping off-road vehicles, a virtual replica
of an
object
• frequently seen example (in the United States) is a red octagon with
white symbols shaped like S, T, O, and P.
• use symbols (alphabetic or other) to indicate how to operate doors,
elevators, appliances, and a multitude of other everyday things.
• The same techniques are used in virtual worlds to allow the
participant to interpret how the user interface works or to find
their way to a desired location
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality

• inferences about objects by the way they move or change.


• Motion is also frequently used for communication between people Motion
is also frequently used for communication between people
• Visual displays are also ideal for presenting quantitative information
• Numeric displays can be integrated into the visual display through such
devices as a temperature readout on a virtual thermometer
• heading and speed values displayed on instruments in a virtual vehicle
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality

Aural Representation in VR
• Sound greatly enhances the participant's ability to become mentally
immersed in the world
• From ambient sounds that give cues to the size, nature, and mood of the
setting to sounds associated with particular objects
• characters nearby, aural representation is key to user understanding
and enjoyment.
• Sounds can be attention grabbing.
• Loud noises or sounds the participant is trained to respond to (such as
their name) can be used to call attention to an object or location within
the virtual world
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
How Sound Is Used in a VR Experience
Sonification(MACHINE,STATE )
• Sonification is the presentation of information in an abstract sound form.
• Examples include a sound that varies based on the changing temperature of
an object
• sounds that continually provide information about the state of something, and
sounds that augment or substitute for perceptions made by the other senses.

Ambient Sounds
• used to set the mood of an experience, a technique well understood and used
to great effect by playwrights and filmmakers, for instance.
• Ambient sounds can have the effect of making the experience more
compelling, increasing mental immersion.
• They can be used to guide aparticipant through an experience.
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality

• While walking near a stream, a participant might hear a sample loop of


flowing water

Markers
• Markers are sounds that mark the occurrence of some event.
• The types of events that can be marked include world events, user
interface events, sonification events, or sensory substitution
events.
• A world event sonic marker might be the sound of a door closing, an
explosion, or the "pluck" of a flower
• Interface events are the familiar "bioops" and "beeps" carried over
from the computer desktop interface metaphorpressing a virtual button
results in a "click" to acknowledge that user input
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
• A sonification marker might indicate when some temperature
exceeds
some threshold.

Index Sounds
• Index sounds directly map a continuous value (e.g., temperature) to
some sonic parameter (e.g., pitch).
• Engine's RPMs are increasing or decreasing by listening to its
sounds.
• We know from experience that the faster it spins, the higher the
frequency of the whir.
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality

Combining Sound Techniques


• Sound can be used to present quantitative as well as qualitative
information.
• Information that relays specific numeric values or that indicates a
discrete state from a set of possibilities can be aurally presented
• Marker and ambient sounds can be used to indicate the general state of the
world.
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality

Haptic Representation in VR
• lot of information about physical reality from our sense of touch
• touch is an important aspect of an experience
• When interacting with a scaled world, application designers typically use
everyday force interactions to represent interactions that might be
experienced at a molecular or celestial scale
• The types of information represented by haptic systems include surface
properties, such as texture, temperature, shape, viscosity, friction,
deformation, inertia,and weight.
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality

How Haptic Information Is Used in a VR


Experience
• Humans use haptic information to investigate objects in the world
• Haptic information helps us determine features like weight, density,
elasticity, and surface texture.
• We also receive haptic information when we act to exert a force on the
real world

Force Display
• Force displays are used in virtual reality to depict the shape of an object,
to push objects (i.e., move them, press a button), and to deform
objects
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
• applied forces will result in displacement or deformation
• Force display is very beneficial for interacting with, controlling, or otherwise
manipulating objects and is especially useful for delicate and small operations

Tactile Display
• Tactile display is beneficial when the details and surface features of an object
are important as opposed to just the overall shape
• teach children the importance of feeling a door when smoke is flowing from
underneath.
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality

Passive Haptic Feedback


• the user feels something simply by holding or touching a physical object
linked to the VR system.
• By doing so, information about the surface texture, weight, and orientation
is imparted to the user
• Eg: gun prop
• prop represents the weight and texture of the weapon and indicates the
amount of force necessary to fire it.

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