Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c....

82
IEEE Virtual Reality 2004 Conference, Chicago, USA March 31, 2004 Panel - Teaching Virtual Reality: Why and How? Rudy Darken, Naval Postgraduate School Greg Burdea, Rutgers University Skip Rizzo, University of Southern California Bill Sherman, University of Illinois Drew Kessler, Lehigh University

Transcript of Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c....

Page 1: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

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llino

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rew

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igh

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vers

ity

Page 2: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Tea

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Page 3: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Why

shou

ld V

R b

e ta

ught

?

So th

at m

ore

stan

dard

s of q

ualit

y of

VR

ed

ucat

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are

esta

blis

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So th

at w

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that

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Page 4: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

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und

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Page 5: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

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Page 6: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

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Page 7: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

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Page 8: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

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Page 9: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

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Page 10: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

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Page 11: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

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©Greg Burdea, 2003, 2004

Page 12: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

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ide

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ble

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ww

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Page 13: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

How

shou

ld w

e te

ach

VR

?

We

need

supp

ortin

g te

xtbo

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as w

ell a

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bora

tory

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uals

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e pr

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mm

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ents

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d to

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in

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ed d

edic

ated

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hing

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ries

Page 14: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

A la

bora

tory

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mpl

e (R

utge

rs U

.)

Page 15: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

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Page 16: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Java

3D

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ster

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elea

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k po

ly, G

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n av

erag

e th

an W

TK

, but

has

hig

her

vari

abili

ty(B

oian

and

Bur

dea,

200

1)

Page 17: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Java

3D

has

smal

ler

late

ncy

Gou

raud

Gou

raud

, ste

reo,

col

lisio

n de

tect

ion

, ste

reo,

col

lisio

n de

tect

ion

Java

3d h

as sm

alle

r la

tenc

y th

an W

TK

ove

r al

l sce

ne c

ompl

exiti

es

and

light

sour

ces (

Boi

an a

nd B

urde

a, 2

001)

Page 18: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Ann

ounc

emen

t

Pres

ence

will

star

t a F

orum

on

VR

Ed

ucat

ion

this

Sum

mer

;La

rry

Hod

ges a

nd G

reg

Bur

dea

are

the

Spec

ial S

ectio

n Ed

itors

Page 19: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

The

MO

VES

* Pr

ogra

m a

t the

N

aval

Pos

tgra

duat

e Sc

hool

Rud

y D

arke

n

*Mod

elin

g, V

irtua

l Env

ironm

ents

, and

Sim

ulat

ion

Page 20: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Ove

rvie

w

•M

.S. i

n 19

96, P

hD. i

n 19

99–

Dev

elop

ed b

y M

ike

Zyda

–O

ver 1

00 g

radu

ates

so fa

r

•Sp

ecifi

cally

des

igne

d fo

r mili

tary

off

icer

s, bu

t has

ci

vilia

ns a

s wel

l•

Part

oper

atio

ns re

sear

ch, p

art c

ompu

ter s

cien

ce•

Our

stud

ents

kno

w (a

ppro

xim

atel

y) w

hat t

heir

job

is b

efor

e th

ey g

et to

NPS

Page 21: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Mot

ivat

ion

•W

hy d

o m

ilita

ry o

ffic

ers n

eed

to k

now

abo

ut V

R?

–La

rge

num

ber o

f sim

ulat

ors u

tiliz

e V

R te

chno

logi

es–

“Mod

elin

g an

d si

mul

atio

n” fa

st b

ecom

ing

an in

tera

ctiv

e vi

sual

fiel

d–

Nee

d to

kno

w h

ow to

app

ly V

R te

chno

logi

es to

new

pr

oble

ms

–N

eed

to k

now

how

to a

naly

ze sy

stem

s•

Bot

h te

chni

cal a

nd

hum

an p

erfo

rman

ce

Page 22: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Cor

e To

pics

•R

eal-t

ime

com

pute

r gr

aphi

cs•

Trai

ning

syst

ems

•H

uman

fact

ors

•Ph

ysic

ally

-bas

ed

mod

elin

g•

Man

agem

ent

•Pr

ogra

mm

ing

•St

atis

tics a

nd p

roba

bilit

y•

Net

wor

ked

visu

al

sim

ulat

ion

•Si

mul

atio

ns &

com

bat

mod

elin

g•

AI,

agen

ts

see

http

://w

ww

.mov

esin

stitu

te.o

rg

Page 23: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

App

roac

h to

Inst

ruct

ion

1.a.

Prog

ram

min

g sk

ills

b.V

R fa

mili

ariz

atio

n*c.

Hum

an fa

ctor

s/tra

inin

g in

trodu

ctio

n*d.

Qua

ntita

tive

skill

s2.

a.C

ompu

ter g

raph

ics (

Ope

nGL/

Ope

nSce

neG

raph

)b.

AI,

netw

orks

3.a.

Adv

ance

d gr

aphi

cs (G

ame

engi

ne)

b.N

etw

orke

d V

Es*

c.A

gent

s

Page 24: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

VE

Spec

ific

Cou

rses

•In

trodu

ctio

n to

VE

Tech

nolo

gies

–H

ardw

are,

softw

are,

app

licat

ions

•Si

mul

atio

n an

d Tr

aini

ng–

Theo

ries o

f tra

inin

g, a

pplic

atio

ns, m

easu

rem

ent

•H

uman

fact

ors o

f VE

–H

uman

per

form

ance

, cyb

ersi

ckne

ss, p

rese

nce,

m

easu

rem

ent

•N

etw

orke

d V

Es–

Impl

emen

tatio

n, sc

alab

ility

, in

tero

pera

bilit

y, a

pplic

atio

ns

Page 25: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

New

Dire

ctio

ns

•Pr

ogra

m a

vaila

bilit

y–

Tech

nica

l man

ager

s (ac

quis

ition

)–

Hum

an fa

ctor

s eng

inee

rs–

Hum

an sy

stem

s int

egra

tion

How

do

we

mak

e ad

vanc

ed V

E co

urse

s av

aila

ble

to

non-

prog

ram

mer

s?

Nee

d le

ss e

mph

asis

on

build

ing

(arc

hite

ctur

e) a

nd g

reat

er

emph

asis

on

usin

g, s

peci

fyin

g

Page 26: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

New

Dire

ctio

ns

•D

ista

nce

Lea

rnin

g–

Ver

y ea

rly in

this

pro

cess

–N

eed

to b

e ab

le to

shar

e co

urse

s with

OD

U d

ue

to N

avy

conc

entra

tion

in N

orfo

lk, V

A a

rea,

U

CF

may

be

next

...

–U

nres

olve

d qu

estio

ns a

bout

cou

rse

qual

ity a

nd

best

pra

ctic

es in

DL

mod

e

Page 27: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

New

Dire

ctio

ns

•C

onte

nt–

Why

the

inte

rest

in g

ame

engi

nes a

nd g

amin

g te

chno

logi

es?

•C

ost,

avai

labi

lity,

app

licab

ility

...

–A

dvan

ced

grap

hics

cou

rse

will

be

taug

ht in

an

open

sour

ce g

ame

engi

ne–

Stud

ents

gra

duat

e w

ith a

ll so

urce

cod

e an

d sa

mpl

e pr

ogra

ms

Page 28: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Wha

t can

stud

ents

do?

Dep

loya

ble

Trai

ning

Rud

y D

arke

n

Page 29: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Dis

cuss

ion

Topi

cs

Page 30: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Why

?

•W

hy d

o so

few

col

lege

s and

uni

vers

ities

te

ach

VR

toda

y?–

Is th

ere

a ne

ed?

–B

arrie

rs•

Cos

t, in

stru

ctor

s, m

arke

t for

gra

duat

es?

Page 31: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Prog

ram

Con

tent

•W

hat s

houl

d be

the

cont

ent o

f a V

R e

duca

tiona

l pr

ogra

m?

–B

acca

laur

eate

? G

radu

ate?

–Te

chni

cal

•A

rchi

tect

ures

, har

dwar

e, s

yste

m e

ngin

eerin

g,

prog

ram

min

g

–D

esig

n•

Vis

ual d

esig

n fo

r VR

, des

igni

ng in

tera

ctio

n

–Sc

ienc

e•

VR

as

a ps

ycho

logi

cal t

ool,

soci

olog

ical

stu

dies

Page 32: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Prog

ram

Del

iver

y

•W

hat l

earn

ing

mod

es te

nd to

wor

k be

st?

–Tr

aditi

onal

cla

ssro

om,

–La

bora

tory

han

ds-o

n,–

Dis

tanc

e le

arni

ng,

–a

mix

?•

How

do

we

ensu

re q

ualit

y re

gard

less

of

lear

ning

mod

e?

Page 33: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Educ

atio

nal M

arke

ts

•W

hat p

rofe

ssio

ns a

nd c

aree

r pat

hs

shou

ld V

R b

e m

arke

ted

to?

–Te

chni

cal,

artis

ts, m

edic

al, m

ilita

ry, e

tc.

•W

ould

ther

e be

a m

arke

t for

sho

rt co

urse

s or

cer

tific

ates

?•

Sin

ce th

ere

are

so fe

w s

choo

ls te

achi

ng

VR

, sho

uld

they

poo

l res

ourc

es a

nd

offe

r joi

nt p

rogr

ams?

Page 34: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Teac

hing

Virt

ual R

ealit

y:

Whe

n an

d H

ow?

“Hum

an F

acto

rs a

nd In

tegr

ated

Med

ia S

yste

ms”

Skip

Riz

zo,

Ph.D

.Sk

ip R

izzo

, Ph

.D.

Inte

grat

ed M

edia

Sys

tem

s Ce

nter

and

Inte

grat

ed M

edia

Sys

tem

s Ce

nter

and

Scho

ol o

f G

eron

tolo

gySc

hool

of

Ger

onto

logy

Uni

vers

ity

of S

outh

ern

Calif

orni

aU

nive

rsit

y of

Sou

ther

n Ca

lifor

nia

213

213 --

740

740 --

9819

9819

ariz

zoar

izzo

@@us

cus

c ..ed

ued

u

Page 35: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Purp

ose

of th

e co

urse

:Pr

ovid

e an

intro

duct

ion

to th

e de

sign

, dev

elop

men

t and

eva

luat

ion

of V

irtua

l Rea

lity

and

Inte

grat

ed

Med

ia S

yste

ms f

rom

a H

UM

AN

us

er p

ersp

ectiv

e.

Targ

eting

EE a

nd C

S Gr

adua

te S

tude

nts

Page 36: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

But

firs

t…w

hat d

o th

ese

ques

tions

hav

e in

com

mon

?•

Wha

t is t

he d

iffer

ence

bet

wee

nSe

nsat

ion

and

Perc

eptio

n?•

Wha

t are

thre

e pr

oces

ses o

r cue

s tha

t gov

ern

hum

ande

pth

perc

eptio

n•

Nam

e or

des

crib

e tw

o di

ffer

ent t

ypes

ofA

ttent

ion

Proc

esse

s?•

Wha

t isF

itt’s

Law

?•

Wha

t is a

nem

otio

nan

d ho

w w

ould

you

mea

sure

one

to

dete

rmin

e its

influ

ence

on

hum

an p

erfo

rman

ce in

a V

E?

Page 37: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

But

firs

t…w

hat d

o th

ese

ques

tions

hav

e in

com

mon

?•

Wha

t is a

nIn

stitu

tiona

lRev

iew

Boa

rd?

•W

hat i

s the

diff

eren

ce b

etw

een

aw

ithin

and

bet

wee

ngr

oups

des

ign?

•W

hat i

s aco

ntro

l gro

up?

•W

hat a

rein

depe

nden

t and

dep

ende

ntva

riabl

es?

•N

ame

a te

st o

fsta

tistic

al si

gnifi

canc

e.•

Nam

e on

e m

etho

d us

ed in

Usa

bilit

y En

gine

erin

g?•

Wha

t is a

requ

irem

ents

anal

ysis

?

Page 38: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

But

firs

t…w

hat d

o th

ese

ques

tions

hav

e in

com

mon

?•

Wha

t are

the

4 U

nive

rsal

3D U

ser I

nter

face

Task

s?•

Wha

t is t

he d

iffer

ence

bet

wee

nTr

avel

and

Way

findi

ng?

•W

hat i

s the

diff

eren

ce b

etw

een

Imm

ersi

on a

nd

Pres

ence

?•

Nam

e 3

met

hods

use

d to

infe

rPre

senc

e?•

Wha

t is t

he d

iffer

ence

bet

wee

nSi

mul

ator

Si

ckne

ss a

nd A

ftere

ffec

ts

Page 39: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

The

cour

se is

bro

ken

dow

n in

to 3

M

ain

Com

pone

nts

•Th

e H

uman

Use

r(C

lass

es 1

-5)

•Th

e Te

chno

logy

(C

lass

es 6

-10)

•H

ands

-on

Wee

kly

Proj

ects

(C

lass

es 1

1-15

)

Page 40: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

The

cour

se is

bro

ken

dow

n in

to 3

M

ain

Com

pone

nts

•Th

e H

uman

Use

r (C

lass

es 1

-5)

Page 41: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

The

Hum

an U

ser

(Cla

sses

1-5

)H

isto

ry o

f H

uman

Fac

tors

, H

CI &

VR/

Info

Tec

hTe

chno

logy

Lif

ecyc

les,

Uni

vers

al A

cces

s, In

form

atio

n So

ciet

y fo

r Al

l, D

igit

al D

ivid

e, e

tc.

Sens

atio

n an

d Pe

rcep

tion

Cogn

itiv

e Pr

oces

ses

Emot

iona

l & S

ocia

l Fac

tors

Basi

c H

uman

Res

earc

h M

etho

dolo

gy a

nd S

tati

stic

sM

ore

Spec

ific

Res

earc

h M

etho

dolo

gies

(H

F, H

CI,

Use

r-Ce

nter

ed D

esig

n, U

sabi

lity

Engi

neer

ing,

etc

.)

The

cour

se is

bro

ken

dow

n in

to 3

M

ain

Com

pone

nts N

a t

i o n

a l

S c

i e

n c

e F

o u

n d

a t

i o n

E n

g i

n e

e r i

n g

R e

s e

a r

c h

C e

n t

e r

Hum

an V

isua

l Fie

ld o

f Vi

ew

Inst

anta

neou

s Fi

eld

of V

iew

(on

e ey

e):

120o

(Ele

v) x

150

o (A

z)In

stan

tane

ous

Fiel

d of

Vie

w (

two

eyes

):12

0oEl

x 2

00o A

zBi

nocu

lar

Ove

rlap

:12

0oEl

and

Az

Typi

cal H

MD

FOV

Page 42: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

The

cour

se is

bro

ken

dow

n in

to 3

M

ain

Com

pone

nts

•Th

e Te

chno

logy

(Cla

sses

6-1

0)

Page 43: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

The

cour

se is

bro

ken

dow

n in

to 3

M

ain

Com

pone

nts

•Th

e Te

chno

logy

(Cla

sses

6-1

0)–

Dis

play

Tec

hnol

ogy

(Vis

ual,

Aud

itory

, Hap

tics,

Olfa

ctio

n)–

Softw

are

–Tr

acki

ng–

The

Use

r Int

erfa

ce a

nd In

tera

ctio

n M

etho

ds–

Virt

ual H

uman

s and

Aut

onom

ous A

gent

s–

SWO

T A

naly

sis o

f Virt

ual R

ealit

y–

Ove

rvie

w a

nd A

naly

sis o

f App

licat

ion

Are

as–

Stra

tegi

c V

R R

esea

rch

Are

as (P

rese

nce,

Sid

e Ef

fect

s, Tr

ansf

er

of T

rain

ing,

etc

.)–

The

Futu

re: T

echn

olog

y, A

pplic

atio

ns &

Impa

ct o

n So

ciet

y

Page 44: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

•H

ands

-on

Wee

kly

Proj

ects

(C

lass

es 1

1-15

)

The

cour

se is

bro

ken

dow

n in

to 3

M

ain

Com

pone

nts

Page 45: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

•H

ands

-on

Wee

kly

Proj

ects

(C

lass

es 1

1-15

)

The

cour

se is

bro

ken

dow

n in

to 3

M

ain

Com

pone

nts

"Unl

ess

indi

vidu

als

take

a v

ery

acti

ve r

ole

in w

hat

it i

s th

at t

hey

are

stud

ying

, un

less

th

ey l

earn

to

ask

ques

tion

s, t

o do

thi

ngs

hand

s on

, th

e id

eas

just

dis

appe

ar."

Har

vard

psy

chol

ogis

t, H

owar

d G

ardn

er o

n th

e ba

sic

prem

ise

behi

nd“p

roje

ct-b

ased

”le

arni

ng.

Page 46: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

•H

ands

-on

Wee

kly

Proj

ects

(C

lass

es 1

1-15

)

The

cour

se is

bro

ken

dow

n in

to 3

M

ain

Com

pone

nts

In t

he f

inal

thi

rd o

f th

e co

urse

, st

uden

ts s

ee t

wo

rese

arch

pr

esen

tati

ons/

dem

os f

rom

IMSC

labs

dur

ing

each

cla

ss s

essi

on.

Gra

phic

s La

b

Imm

ersi

ve A

udio

Lab

Hap

tics

Lab

Visi

on-B

ased

Tra

ckin

g La

b

Pano

ram

ic V

ideo

Lab

Dat

a M

inin

g La

b

For

Exam

ple:

Page 47: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

–H

ands

-on

Wee

kly

Proj

ects

(C

lass

es 1

1-15

)

The

cour

se is

bro

ken

dow

n in

to 3

M

ain

Com

pone

nts

In t

he f

inal

hou

r of

the

cla

ss,

the

stud

ents

are

bro

ken

into

gr

oups

and

eac

h gr

oup

will

be

resp

onsi

ble

for

the

prod

ucti

on

of a

3-p

age

tech

nolo

gy a

nd h

uman

fac

tors

rev

iew

pap

er.

In

addi

tion

to

the

actu

al c

onte

nt c

halle

nge

for

this

, th

e "p

roce

ss"

is h

oped

to

be a

n ex

erci

se in

the

typ

e of

"c

oope

rati

ve"

effo

rt t

hat

is r

equi

red

in a

mul

tidi

scip

linar

y w

ork

or a

cade

mic

env

iron

men

t (a

s w

ell a

s in

the

reg

ular

old

"r

eal-

wor

ld")

.

Page 48: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Stud

ents

hav

e el

ectro

nic

acce

ss

to a

ll co

urse

not

es, p

ower

poin

ts

and

a lib

rary

of r

equi

red

and

optio

nal r

eadi

ngs

Page 49: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Wha

t do

Engi

neer

s and

Com

pute

r Sci

entis

ts T

hink

ab

out “

Psyc

holo

gy, e

tc.”

tryi

ng to

snea

k in

to th

e “H

ard”

Sci

ence

s?

Page 50: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

“Use

r-C

ente

red

Des

ign

and

Eval

uatio

n of

a R

eal-T

ime

Battl

efie

ld V

isua

lizat

ion

Virt

ual

Envi

ronm

ent”

Dor

othy

Hix

, et a

l.

IEEE

VR

1999

“B

est

Pape

r” A

war

d

Page 51: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

“Usi

ng th

e Vi

rtua

l Wor

ld to

Im

prov

e Q

ualit

y of

Life

in th

e Re

al

Wor

ld”

Larr

y H

odge

s

IEEE

VR

2001

Key

note

A

ddre

ss

Page 52: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

“Do

Avat

ars D

ream

of D

igita

l Sh

eep?

Vir

tual

Peo

ple

and

the

Sens

e of

Pre

senc

e”M

el S

late

r

IEEE

VR

2002

Key

note

A

ddre

ss

Page 53: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

IEEE

VR

2003

“B

est

Pape

r” A

war

d“H

uman

Mov

emen

t Per

form

ance

in

Rel

atio

n to

Pat

h C

onst

rain

t—Th

e La

w o

f Ste

erin

g an

d Lo

com

otio

n”Sh

umin

Zhai

& R

ogie

rWol

tjer

IBM

Alm

aden

Res

earc

h C

ente

r

Page 54: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Des

ignin

g for

Soci

ety'

, Bat

h U

niv

ersi

ty,

UK,

8-1

2 S

epte

mber

2003

--H

CI

2003,

the

17th

annual

Hum

an-C

om

pute

r In

tera

ctio

n C

onfe

rence

org

anis

edby

the

Bri

tish

Com

pute

r Soci

ety

HCI

Gro

up,

will

tak

e pla

ce in B

ath

, Engla

nd,

8-1

2 S

epte

mber

2003. The

confe

rence

will

bring t

oget

her

fro

m a

ll ove

r th

e w

orld r

esea

rcher

s, p

ract

itio

ner

s an

d e

duca

tors

with inte

rest

s in

the

man

y fa

cets

of

hum

an-c

om

pute

r in

tera

ctio

n,

usa

bili

ty a

nd inte

ract

ive

syst

ems.

It is

by

now

alm

ost

a t

ruis

m t

hat

the

conce

rns

and g

oal

s of H

CI

hav

e sh

ifte

d o

ver

the

year

s fr

om

a focu

s on indiv

idual

inte

ract

ion b

etw

een

a hum

an a

nd a

com

pute

r to

under

stan

din

g,

des

ignin

g,

const

ruct

ing

and e

valu

atin

g c

om

ple

x in

tera

ctiv

e sy

stem

s in

volv

ing m

any

peo

ple

and m

any

tech

nolo

gie

s. D

evel

opm

ents

in s

oft

war

e an

d h

ardw

are

tech

nolo

gie

s hav

e push

ed a

pplic

atio

ns

tow

ards

support

ing o

ur

colla

bora

tive

and c

om

munic

ativ

e nee

ds

as s

oci

al b

eings,

both

at

work

and a

t pla

y. A

t th

e sa

me

tim

e, s

imila

r dev

elopm

ents

are

push

ing t

he

hum

an-c

om

pute

r in

terf

ace

bey

ond t

he

des

ktop a

nd into

our

pock

ets,

st

reet

s an

d b

uild

ings.

Thes

e dev

elopm

ents

pro

vide

exci

ting

chal

lenges

and o

pport

unitie

s fo

r H

CI.

How

do w

e des

ign for

usa

bili

ty

when

the

hum

an-c

om

pute

r in

terf

ace

is d

isper

sed a

nd inte

rwove

n

thro

ughout

our

envi

ronm

ent?

How

can

we

under

stan

d a

nd a

ccount

for

the

web

of in

fluen

ces

amongst

soci

ety,

envi

ronm

ent

and

tech

nolo

gy?

Page 55: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

“The

Old

Com

putin

g is

abo

ut

Com

pute

rsTh

e N

ew C

ompu

ting

is a

bout

U

SERS

!”Be

n Sh

neid

erm

an

Page 56: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

NSF

200

1 Si

te V

isit

Rev

iew

of

IMSC

’sH

F Pr

ogra

m…

“The

re h

ave

been

a n

umbe

r of

sig

nifi

cant

ach

ieve

men

ts b

y th

e Ce

nter

in t

he la

st y

ear.

O

f pa

rtic

ular

not

e ha

s be

en it

s in

crea

sed

emph

asis

on

HCI

and

use

r-ce

nter

ed r

esea

rch

of v

ario

us s

orts

–so

met

hing

, w

hich

had

bee

n ra

ised

as

a co

ncer

n by

pre

viou

s pa

nels

.

We

see

the

elev

atio

n of

thi

s ar

ea t

o th

at o

f a

thru

st a

s a

posi

tive

de

velo

pmen

t w

hich

ref

lect

s an

impo

rtan

t im

prov

emen

t fr

om t

he

prev

ious

yea

r.W

e al

so u

rge

the

Cent

er t

o co

ntin

ue it

s ef

fort

s in

thi

s di

rect

ion,

and

cau

tion

tha

t th

e ov

eral

l tas

k of

ful

ly le

vera

ging

the

sign

ific

ant

bene

fits

tha

t th

is a

rea

can

brin

g w

ill b

e a

diff

icul

t on

e–

it

will

req

uire

att

enti

on,

effo

rt,

and

reso

urce

s fo

r a

num

ber

of y

ears

.

This

tas

k w

ill b

e pa

rtic

ular

ly d

iffi

cult

bec

ause

it r

equi

res

the

incl

usio

n of

sig

nifi

cant

ly d

iffe

rent

met

hodo

logi

es,

appr

oach

es,

and

outl

ooks

(w

hen

com

pare

d w

ith

the

othe

r, a

spec

ts o

f th

e Ce

nter

, w

hich

are

pri

mar

ily r

oote

d in

a f

airl

y co

nven

tion

al E

E an

d CS

en

gine

erin

g cu

ltur

e).”

Page 57: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics
Page 58: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

The

End

for n

ow…

.

Page 59: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Teac

hing

Virt

ual R

ealit

y

IEEE

VR

200

4B

ill S

herm

an, N

CSA

/UIU

C

Page 60: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

VR

Edu

catio

n at

UIU

C

•C

S397

-WR

S: In

trodu

ctio

n to

Virt

ual R

ealit

y•

CS4

90: G

radu

ate

Inde

pend

ent S

tudy

•G

et a

job

at N

CSA

or t

he B

eckm

an In

stitu

te–

(or w

ith a

rese

arch

er a

ffili

ated

with

eith

er)

Page 61: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

CS3

97W

RS:

Intro

to V

R

•Ta

ught

for p

ast 5

aca

dem

ic y

ears

•Pr

ereq

uisi

te: I

ntro

to C

ompu

ter G

raph

ics

–H

omog

eneo

us m

atrix

tran

sfor

mat

ions

–O

penG

L

•Pa

rtici

pant

s–

Gra

duat

e an

d un

derg

radu

ate

stud

ent m

ixtu

re–

CS

stud

ents

& E

ngin

eerin

g st

uden

ts in

labs

usi

ng th

e C

AV

E–

Circ

a 85

stud

ents

ove

r 5 y

ears

Page 62: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

CS3

97W

RS:

The

Stu

dent

s

•W

here

did

they

go?

–1

to N

ASA

Lan

gley

–1

to N

CSA

–~8

3 to

som

ewhe

re e

lse,

pre

sum

ably

not

doi

ng V

R•

Whe

re sh

ould

I se

nd th

em?

–Fo

r gra

duat

e st

udie

s–

For e

mpl

oym

ent

Page 63: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

CS3

97W

RS:

The

Cou

rse

•ht

tp://

ww

w.n

csa.

uiuc

.edu

/VR

/cs3

97w

rs•

16-2

4 st

uden

ts•

5 gr

aded

subm

issi

ons

–3

prog

ram

min

g as

sign

men

ts (5

% e

ach)

–1

test

(mid

term

) (25

%)

–Se

mes

ter p

roje

ct (6

0%)

•V

R In

terf

ace

–N

CSA

’s C

AV

E

Page 64: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

CS3

97W

RS:

The

Mat

eria

l

•Pr

esen

ted

as st

anda

rd le

ctur

e(s

tude

nts f

ollo

w a

long

on

wor

ksta

tions

or l

apto

ps)

•½

Ove

rvie

w o

f VR

(“U

nder

stan

ding

VR

”)

•D

ispl

ay d

evic

es &

inpu

t dev

ices

•Se

lect

ion

& m

anip

ulat

ion

•Tr

avel

& w

ayfin

ding

•½

VR

pro

gram

min

g tu

toria

ls (f

reev

r.org

)•

Ope

nGL

& P

erfo

rmer

•So

und

libra

ries

•V

TK v

isua

lizat

ion

tool

kit

Page 65: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

CS3

97W

RS:

Exa

mpl

e w

ork

•A

ssig

nmen

t 1: 3

D p

aint

ing

Page 66: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

CS3

97W

RS:

Exa

mpl

e W

ork

•Pr

ojec

t Pre

sent

atio

ns

Page 67: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

CS3

97W

RS:

Issu

es

•G

radi

ng ta

kes a

long

tim

e•

CA

VE

is a

lim

ited

reso

urce

•C

AV

E is

not

an

audi

toriu

m•

CA

VE

is p

art o

f a re

sear

ch in

stitu

te, n

ot th

e C

ompu

ter S

cien

ce d

epar

tmen

t(w

ithou

t a fr

ee V

R fa

cilit

y, it

’s m

uch

mor

e di

ffic

ult t

o te

ach

VR

–un

less

the

cour

se is

: “H

ow to

bui

ld a

VR

syst

em fr

om sc

ratc

h”)

Page 68: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

A V

R P

rogr

am

•In

trodu

ctio

n to

Virt

ual R

ealit

y•

Adv

ance

d V

R p

rogr

amm

ing

(for

app

licat

ions

)•

VR

Cas

es S

tudi

es•

VR

app

licat

ion

desi

gn la

b•

Hum

an fa

ctor

s in/

of V

R•

3/6-

DoF

Inte

rfac

e de

sign

and

ana

lysi

s•

VR

tech

nolo

gy d

evel

opm

ent

•?

Page 69: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

FIN

Page 70: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Teac

hing

Prin

cipl

es o

f Virt

ual

Envi

ronm

ents

G. D

rew

Kes

sler

Com

pute

r Sci

ence

and

Eng

inee

ring

Lehi

gh U

nive

rsity

dkes

sler

@cs

e.le

high

.edu

Page 71: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

My

Bac

kgro

und

•Ta

ught

gra

duat

e/se

nior

leve

l cou

rses

in V

irtua

l En

viro

nmen

ts

•D

evel

oper

of t

he S

impl

e V

irtua

l Env

ironm

ent

(SV

E) to

olki

t–

C li

brar

y an

d ru

n-tim

e sy

stem

–U

sed

for s

tude

nt p

roje

cts i

n th

e co

urse

–D

esig

ned

to g

et si

mpl

e V

R a

pp d

one

quic

kly

–Su

ppor

ts im

plem

entin

g in

tera

ctio

n te

chni

ques

, re

nder

ing

tech

niqu

es, d

evic

e ha

ndlin

g, e

tc.

Page 72: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

VEs

Shou

ld b

e Ta

ught

in G

radu

ate

CS

Prog

ram

s•

Cur

rent

tech

nolo

gy a

llow

s a c

ompu

ter g

ener

ated

en

viro

nmen

t to

coin

cide

with

the

real

wor

ld•

3D tr

acki

ng, n

on-k

eybo

ard/

mou

se in

put

–En

cum

bere

d (w

orn

rece

iver

, hel

d I/O

dev

ice)

–U

nenc

umbe

red

(vis

ion-

base

d ob

ject

rec.

, spe

ech)

•3D

dis

play

s–

Encu

mbe

red

(ste

reo

glas

ses,

HM

D)

–U

nenc

umbe

red

(aut

oste

reos

copi

c)•

Stud

ents

nee

d to

“th

ink

outs

ide

of th

e bo

x”

Page 73: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

VE

Cou

rse

Shou

ld b

e H

ands

-on

•Ex

perie

nce

head

trac

ked

3D d

ispl

ay

•M

ake

an in

tera

ctiv

e 3D

wor

ld

•Te

st o

ut in

tera

ctio

n te

chni

ques

, ren

derin

g te

chni

ques

, et

c.

Page 74: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

VE

Softw

are

Tool

Req

uire

men

ts

•C

heap

(i.e

. pra

ctic

ally

free

)•

Wel

l doc

umen

ted

•Ea

sy to

inst

all,

conf

igur

e, a

nd ru

n a

sim

ple

wal

kthr

ough

app

.•

Easy

to se

t up

a sc

ene

grap

h of

obj

ects

•Ea

sy to

pro

gram

beh

avio

rs o

f obj

ects

in th

e sc

ene

•Ea

sy to

pro

gram

use

r int

erac

tion

(nav

igat

ion,

se

lect

ion,

man

ipul

atio

n)•

Easy

to sw

itch

betw

een

disp

lay

& in

put d

evic

e co

nfig

urat

ions

Page 75: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

A F

ew F

ree

VE

tool

kits

•A

lice

(ww

w.a

lice.

org)

•B

lend

er3D

(w

ww

.ble

nder

3d.o

rg)

•D

IVE

(ww

w.si

cs.se

/div

e)•

DIV

ERSE

(div

erse

.sour

cefo

rge.

net)

•Fr

eeV

R

(ww

w.fr

eevr

.org

)•

Java

3D

(java

.sun.

com

/pro

duct

s/ja

va-m

edia

/3D

)•

Pand

a3D

(w

ww

.etc

.cm

u.ed

u/pa

nda3

d)•

Mav

erik

(w

ww

.gnu

.org

/sof

twar

e/m

aver

ik)

•V

RJu

ggle

r (w

ww

.vrju

ggle

r.org

) •

VIR

PI

(ww

w.n

at.v

u.nl

/~de

smon

d/V

IRPI

)•

Page 76: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Tool

s Int

ende

d fo

r Diff

eren

t Pu

rpos

es•

Cre

atin

g dy

nam

ic, i

nter

activ

e 3D

wor

lds

–G

UI s

cene

bui

lder

, beh

avio

r scr

ipts

–Al

ice,

Pan

da3D

, Ble

nder

3D•

Con

verti

ng a

3D

app

licat

ion

to a

VE

appl

icat

ion

–H

andl

e V

E in

put d

evic

es, d

ispl

ays

–VR

Jugg

ler,

DIV

ERSE

, Fre

eVR

•C

ompr

ehen

sive

VE

deve

lopm

ent

–G

eom

etry

load

ers,

prog

ram

min

g lib

rary

, VE

devi

ces

–D

IVE,

Mav

erik

, Jav

a3D

Page 77: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Cha

lleng

e: D

escr

ibin

g th

e 3D

wor

ld, a

nd

its b

ehav

ior

•N

eed

a sc

ene

grap

h to

exp

ress

refe

renc

e fr

ames

–N

odes

in g

raph

•N

eed

met

hods

to re

late

obj

ects

in c

omm

on

coor

dina

tes

–O

bjec

t-cen

tric

oper

atio

ns (“

mov

e fo

rwar

d”)

(Con

way

, 199

7)–

Mov

emen

t rel

ativ

e to

oth

er o

bjec

ts

Page 78: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Cha

lleng

e: D

efin

ing

3D U

ser

Inte

ract

ion

•H

elps

to h

ave

an n

ode

base

dus

er m

odel

–Ea

sy to

ask

whe

re e

yes,

head

, vie

w, e

tc. a

re–

Allo

ws f

or o

bjec

t rel

ativ

e m

etho

ds–

Trac

king

dat

a ca

n be

inco

rpor

ated

dire

ctly

Wor

ldU

ser

Wor

kspa

ce

Use

r

Hea

d

Rig

ht e

yeLe

ft ey

e

Han

d

Trac

ker 1

refe

renc

e

Trac

ker 1

Hea

d

Rig

ht e

yeLe

ft ey

e

Page 79: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Exam

ple:

Sel

ectio

n•

Ray

cas

ting

–A

ttach

ray

to h

and

–Sh

oot r

ay in

han

d “f

orw

ard”

dire

ctio

n•

Occ

lusi

on (i

mag

e pl

ane)

sele

ctio

n–

Atta

ch ra

y to

han

d–

Shoo

t ray

in o

ppos

ite d

irect

ion

of e

ye in

han

d co

ordi

nate

s

Page 80: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Java

3D U

ser M

odel

Vie

wC

anva

s3D

Scre

en3D

Vie

wPl

atfo

rm

Scen

e G

raph

Phys

ical

Bod

yPh

ysic

alEn

viro

nmen

t

Trac

ker b

ase

Phys

ical

Bod

y→se

tHea

dToH

eadT

rack

er()

Phys

ical

Envi

ronm

ent→

setC

oexi

sten

ceTo

Trac

kerB

ase(

)

(HM

D V

iew

)

Scre

en3D

→se

tHea

dTra

cker

ToR

ight

Imag

ePla

te()

Hea

d tra

cker

Hea

dLe

ft ey

e im

age

Rig

ht e

ye im

age

Left

eye

Rig

ht e

yePh

ysic

alB

ody→

setR

ight

EyeP

ositi

on()

Page 81: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Cha

lleng

e: S

witc

hing

Har

dwar

e

•N

ode

base

d us

er m

odel

als

o he

lps w

ith d

ispl

ay

conf

igur

atio

n ch

ange

s

•Id

eally

, cha

nged

thro

ugh

syst

em-s

peci

fic c

onfig

. file

•Eg

. Jav

a3D

Con

figur

edU

nive

rse

utili

ty c

lass

Wor

ld

Wor

kspa

ce

Hea

d

Rig

ht e

yeLe

ft ey

e

Han

d

Vie

w

Use

r

. . .

Page 82: Panel - Teaching Virtual Reality: Why and How? · Programming skills b. VR familiarization* c. Human factors/training introduction* d. Qu antitative skills 2. a. Computer graphics

Our

Eva

luat

ion:

App

ropr

iate

for V

E C

ours

ewor

k?

Des

crib

ing

dyna

mic

3D w

orld

Scen

e gr

aph

VR

har

dwar

esu

ppor

t

Des

crip

tive

user

mod

el

Alice

Blender

Panda3

DIVER

VRJugg

FreeVR

DIVE

Maverik

Java3D

ler

3DSE

D

Not

Sup

porte

dW

ell S

uppo

rted