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VIRTUAL REALITY AND

ITS APPLICATIONS

Handri Santoso & Adityo Pratomo


Universitas Surya
What is Virtual Reality?
What is Virtual Reality?
Introduction

What is Virtual Reality?
“A
A high‐end user‐computer interface that involves 
high end user computer interface that involves
real‐time simulation and interaction through 
multiple sensorial channels.” (vision, sound, touch, 
multiple sensorial channels. (vision, sound, touch,
smell, taste)”
Introduction

• VR must allow the user to view the environment 
from any point and at any angle
• VR must allow the user to interact with objects in 
th
the environment.
i t
VIRTUAL BEGINNING WITH FLIGHT SIMULATORS, ADVANCING THROUGH SCIENTIFIC
APPLICATIONS, AND INTO THE ENTERTAINMENT ARENA, VIRTUAL
ENVIRONMENTS HAVE BEEN DEVELOPED TO PROVIDE AN IMMERSIVE

ENVIRONMENTS SIMULATED EXPERIENCE WITHOUT THE EXPENSE AND RISK ASSOCIATED


WITH THE REAL THING.

MOLECULAR SIMULATION
BOEING 787
AT ARGONNE NATIONAL
FLIGHT
LABORATORY
SIMULATOR
FROM ALTEON

MATTEL POWER GLOVE, VECTREX 3D IMAGER,


AND NINTENDO VIRTUAL BOY
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Introduction

Sensorama Simulator, US Patent #3,050,870, 1962
VR Short History
VR Short History

1963+ 
Ivan Sutherland's doctoral theses: SKETCHPAD: stereo HMD, 
position tracking, and a graphics engine. 1966+ 
Tom Furness: display systems for pilots; 
1967+ 
1967+
Brooks developed force feedback GROPE system; 
Introduction

Ivan Sutherland’s HMD 
(1966+)
Introduction

Brooks’s Grope 
Project (1977)
Project (1977)
History (cont’d)
History (cont d)
• NASA A
Ames R
Research
hCCenter
t
• HMD, VPL Datagloves and BOOM
• Spatial (3D) Sound
• Super Cockpit
• VPL
• First Commercial VR Hardware & systems
• “Reality Build for Two” (RB2)
• “Body Electric”
History (cont’d)
History (cont d)
• Myron Krueger
M K
• GlowFlow, Meta play,
Psychic space & Videoplace
y p p
• Naval Postgraduate School
• SIMNET
• NPSNET
Types of VR
Types of VR

• Use of Special Purpose Equipment
• Feel of Presence
Types of VR
Types of VR

• Also known as Desktop VR
•U f it t di l th i l ld
Use of a monitor to display the visual world
• Does not require special hardware
• Low Cost
L C
Low Performance
Less Immersion
Types of VR
Types of VR

• Real‐time telepresence
Interactions are reflected to some real world objects
objects.
• Delayed telepresence
Interactions are recorded, and after satisfaction is applied
Interactions are recorded and after satisfaction is applied
to the real‐world object.
Telepresence
• The use of various technologies to produce 
The use of various technologies to produce
the effect of placing the user in another 
location.

All Virtual Objects All Real Objects

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Types of VR
Types of VR

• Computer generated inputs


merged with the user
user’ss view
of the real world
Uses of VR
Uses of VR
• Late 1960’s (the main players in history)
L t 1960’ (th i l i hi t )
• Military
• NASA

• Took Sutherland’s ideas and advanced them to use in 
fli ht i l ti
flight simulations.

• That cool headgear returns!
Introduction
NASA a pioneer in VR
NASA … a pioneer in VR

The first complete system was 
p y
developed by NASA “Virtual Visual 
Environmental Display” (VIVED 
early 80s; they prototyped the 
LCD HMD;
Became “Virtual Interface 
Environment Workstation” (VIEW) 
1989 
Why NASA?
y

Large simulation and training needs;


Large simulation and training needs;
Could not send humans to other 
planets;
Relatively small budgets.
Applications
 Entertainment
• More vivid
• Move
M exciting
iti
• More attractive

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Applications (Cont’d)
 Medicine
 Practice performing surgery
surgery.
 Perform surgery on a remote patient.
 Teach new skills in a safe, controlled environment.

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Applications (Cont
(Cont’d)
d)
 Manufacturing
M f t i
• Easy to modify
• Low cost
• High efficient

22
Applications (Cont
(Cont’d)
d)

 Education & Training


• Driving simulators.
• Fli ht simulators.
Flight i l t
• Ship simulators.
• Tank simulators.

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SIMULATOR
SICKNESS
EFFORTS TO MAKE VR
SIMULATIONS AS REALISTIC AS
POSSIBLE FREQUENTLY HAVE
UNPLEASANT SIDE EFFECTS.

FOR EXAMPLE, PROVIDING A


VISUAL HEADBOB (LIKE THE
ONE ILLUSTRATED AT RIGHT),
WITHOUT AN ACCOMPANYING
PHYSICAL MOTION, CAN RESULT SIMILAR PROBLEMS TEND TO OCCUR WITH RAPID CHANGES
IN MOTION SICKNESS AND IN ACCELERATION AND RAPID SHIFTS IN PERSPECTIVE.
NAUSEA.

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VR WHEN THE VR SYSTEM’S PROCESSING TIME IS
EXCESSIVE, ITS REACTIONS TO THE USER’S

LATENCY
ACTIONS WILL LAG BEHIND, WHICH DESTROYS
THE ILLUSION OF IMMERSION WHEN IT
BECOMES NOTICEABLE TO THE USER.

LATENCY IS PARTICULARLY
PROBLEMATIC IN
“AUGMENTED REALITY”
APPLICATIONS WHERE
APPLICATIONS,
VIRTUAL OBJECTS ARE
OVERLAID ON THE USER’S
REAL WORLD SETTING, SINCE
THE VIRTUAL AND THE REAL
SHOULD OSTENSIBLY BE
INTERACTING.
VIRTUAL REALITY’S MOMENT Page 25
OCULUS Head-Mounted Display
(Coated in white markers)
Head Straps

RIFT
Camera
(Tracks markers to record
user’s head position)

Circuit Board
Screen

Diopter
Di Adjustment
Adj
Lenses (Rotate to fine tune so
Foam Padding (Three pairs are eyeglasses aren’t needed)
(Fits to face) provided to
accommodate good,
good
moderate, and heavy
nearsightedness)
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VR
HEADSETS
Oculus Rift Carl Zeiss Cinemizer Silicon Micro Display ST1080 Sony HMZ-T2
640x800 Resolution 870x500 Resolution 1920x1080 Resolution 1280x720 Resolution
90° Horizontal FOV
90 30° Horizontal FOV
30 39° Horizontal FOV
39 45° Horizontal FOV
45
13.4 Ounces 4.2 Ounces 6.3 Ounces 11.6 Ounces
7˝ Diagonal Display 0.39˝ Diagonal Display 0.74˝ Diagonal Display 0.7˝ Diagonal Display
Liquid Crystal Display Organic Light-Emitting Diode Liquid Crystal on Silicon Organic Light-Emitting Diode
$300 $749 $799 $894

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THE OCULUS RIFT
EXPERIENCE

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“Our mission is to make the world more open and
FACEBOOK PAYS $2 connected. For the past few years, this has mostly
meant building mobile apps that help you share with
the people you care about. We have a lot more to
BILLION FOR OCULUS do on mobile, but at this point we feel we're in a
position where we can start focusing on what
platforms
l f will
ill come next to enable
bl even more useful,
fl
entertaining and personal experiences…
“After games, we're going to make Oculus a platform
f many other
for h experiences.
i Imagine
I i enjoyingj i a court
side seat at a game, studying in a classroom of
students and teachers all over the world or
consulting with a doctor face to face -- just by
face-to-face
putting on goggles in your home.
“This is really a new communication platform. By
feeling truly present,
present you can share unbounded
spaces and experiences with the people in your life.
Imagine sharing not just moments with your friends
online but entire experiences and adventures
online, adventures.”
Mark Zuckerberg
March 25, 2014
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Google’s response to the $350 Oculus
GOOGLE Rift Developer’s Kit is this do-it-yourself
“Oculus
Oculus Thrift”
Thrift which turns Android

CARDBOARD devices into portable VR viewers, using


an open source software developers kit.

Cardboard
($2)

Lenses Magnets Velcro Rubber Band


($10) ($6) ($3) (1¢)

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