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06/03/2010

Content
1. Background
1.1 Literature and fundamentals
1 2 From flight simulator to flight simulator
1.2

Virtual reality 2. Keywords


VR triangle, Immersion, presence, cave, etc.

A. Fundamentals 3. Applications
3.1 Transport
Daniel Thalmann – Stéphane Gobron 3 2 Civil
3.2 Ci il engineering
i i
3.3 Psychotherapy
3.4 Bio-medical
3.5 Entertainment
4. Short debate

1.1 Literature & fundamentals


Recommended books
1. Background • M.Gutierrez, F.Vexo, D.Thalmann, Stepping into Virtual Reality,
1 1 Literature
1.1 Lit t and
d fundamentals
f d t l S i
Springer, 2008
Recommended books • Grigore Burdea, Philippe Coiffet, Virtual Reality Technology,
What are we talking about? 2nd edition, John Wiley, 2003
• N.Magnenat-Thalmann, D.Thalmann, Handbook of Virtual Humans,
John Wiley, 2004

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1.1 Literature & fundamentals 1.1 Literature & fundamentals


What are we talking about? What are we talking about?
• VR one of hottest R&D areas in computer industry today • A market in expansion: virtually anything

• Potential applications
~ medical imaging: training & diagnostic, future surgery?
~ interior design & architectural mock-up, civil engineering
~ videoconferencing
~ exploration of future worlds
~ ethics, philosophy, psychology, who am I & what are we?
~ entertainment
• VR often thought of as new technology
~ but development dates back almost 50 years to flight simulators built by
aircraft industry and U.S. Air Force during and after World War II

1.2 From flight simulator to flight simulator


History of Virtual Reality
• Student pilots learned how to manoeuvre airplanes by:
1. Background • manipulating
p g controls in specially
p y built airplane
p cockpits
p
1.2 From flight simulator to flight simulator • removed from airplanes themselves
A dream and a nightmare • mounted on movable platforms that tilted and rolled based on
pilot's actions on controls

First Link Simulator, 1929

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1.2 From flight simulator to flight simulator 1.2 From flight simulator to flight simulator
History of Virtual Reality Cinerama
• VR's future influenced by film techniques!
• Stereoscopic 3-D cinema and wide-screen systems • Cinerama, best-known of these technologies, sought to expand movie-
• Hollywood
H ll d starting
t ti ffrom early
l 1950's
1950' going experience by filling a larger portion of audience's
audience s visual field

• Breakthrough with “TRON”


• /!\ to “Avatar” ☺ • 3 cameras, shooting from slightly different angles, used to film each
TRON, 1982 scene in Cinerama movie

AVATAR, 2009

1.2 From flight simulator to flight simulator 1.2 From flight simulator to flight simulator
Cinerama Sensorama
• Film then synchronized and • in 1962, Sensorama: simulation
projected onto 3 large screens of sensory experiences of a
that curved inward, wrapping motorcycle ride by combining
around audience's peripheral 3D movies, stereo sound,
visual field wind, and aromas
• Technology proved too costly to • Special seat and binocular
be embraced by most showing California landscapes
commercial theatres and Brooklyn streets
• Theoryy of visual immersion
becomes an important VR
element ?

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1.2 From flight simulator to flight simulator


1.2 From flight simulator to flight simulator
Head Monted Display (HMD) Ivan Sutherland
• 1960s: early versions of HMDs • Pioneer in computer graphics, probably contributing more than any
=> Raymond Goertz at Argonne National Laboratory, Illinois, USA other individual to its development
• Di
Displaying
l i images
i ffrom remote,
t closed-circuit
l d i it cameras, th these were Sketchpad , program developed by Sutherland (his thesis),
• 'Sketchpad' thesis) used
used for viewing inside "hot cells" where radioactive materials computer technology to create images from abstract ideas
were handled experimentally or processed in small batches for use • Using Sketchpad and a pen-like device, a computer could create sophisticated
in nuclear power and medicine images on a display screen resembling a television set
• 1965: wrote about 'The ultimate display' which included
• interactive graphics
• force
force-feedback
feedback devices
• mentioned audio, smell and even taste!

... ...

Ivan Sutherland

1.2 From flight simulator to flight simulator 1.2 From flight simulator to flight simulator
Ivan Sutherland (2) The Aspen Movie Map
• 1968: described HMD that tracked viewer and
updated graphics display to correctly reflect new • Developed by group of researchers including Scott Fisher at MIT
viewing position • Showed video images of Aspen,
Aspen Colorado,
Colorado USA
• Used of two displays visible from a pair of • Visitors could navigate by indicating their choices on touch-
half_silvered mirrors => stereoscopic computer sensitive display screen
graphics images overlaid onto the real world
• In the late 1960's and 1970's, research on a
number of fronts formed basis of today VR

Scott Fisher

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1.2 From flight simulator to flight simulator 1.2 From flight simulator to flight simulator
Videoplace NASA
• Videoplace: 1970 • Mid-1980's: different technologies converged to
• One of several experimental
p artistic environments y
create first true VR system
designed by arts scholar Myron Krueger • Researchers at NASA' s Ames Research Centre charged
• Computer responds to gestures of audience by Myron Krueger with creating affordable pilot training system for
interpreting, and even anticipating actions manned space missions
• Audience members could "touch" each other's video- • People involved: Scott Fisher, Stephen Ellis, Michael
generated silhouettes, and animated organisms McGreevy, and Warren Robinett
computers used to create what Krueger called "artificial • => development of Virtual Interface Environment
reality" Workstation Scott Fisher @ NASA
• First system combined such standard VR elements as
computer graphics and video imaging, 3-D sound, voice
recognition and synthesis, and HMD

1.2 From flight simulator to flight simulator 1.2 From flight simulator to flight simulator
NASA (2) Visual Programming Language (VPL)
• Jaron Lanier's company, VPL Research, first company to
• Data glove, based on invention designed to play air
focus efforts on developing products for infant VR
guitar, completed the system
industry, and provided headgear and gloves used in many
• 1984: Mike McGreevy and Jim Humphries early VR applications
=> VIVED (VIrtual Visual Environment Display ) • Head- tracking helmets and data gloves, wired to a
• They evaluated potential of monochrome HMD system VIVED specially programmed computer system, provide
for future astronauts traditional entry into virtual worlds

• VIEW (Virtual Interactive Environment Workstation)


project developed general-purpose, multisensory,
personal simulator and telepresence device

VIEW
Jaron Lanier

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1.2 From flight simulator to flight simulator 1.2 From flight simulator to flight simulator
Virtual worlds without using immersion devices Flight simulators
• PHANTOM
• developed at MIT A.I. Lab • Development of flight simulators has
• creates illusion of touching virtual objects made very significant contributions to
• Projected systems development of VR
• often used in museums and for medical displays • Much of technology needed for VR
• take image of user's motions developed for US Air Force
• display it with other images on large screen • Graphics included
• Simulation VR • friend /foe identification
• widely found in VR game arcades
• use combination of video monitors and movable platforms • targeting information
PHANTOM
• create
t virtual
i t l experiences
i • threat information,
information e.g.
e g based missile sites
• optimal flight path information

US navy VR Flight Simulator

1.2 From flight simulator to flight simulator 1.2 From flight simulator to flight simulator
Flight simulators (2) Flight simulators (3)
• Magic Edge • Fighter pilot
• Restaurant/bar in Mountain View, California, offers VR flight simulators • operating under extremely high stress levels
• Fighter
g pilots battle each other
p
• Fully rendered virtual landscape • both
b h cognitive and
d physical
h l
• yet has to assimilate and process masses of data

Magic Edge

• Goertz, and later Michael Noll of Bell Laboratories, also developed


prototype force-feedback devices

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1.2 From flight simulator to flight simulator


Flight simulators (4) BOEING
Commercial aviation

• Needs for flight simulators:


• rapid update rates
• i.e.
i very fast
f t tracking
t ki andd redisplay
di l
• preferably 60 frames per second (fps), at the very least 30 fps
2. Keywords
• short lag times Immersion & presence
• no noticeable delay between movement and production of correct visuals Interaction, real-time, behavior, feeling, paradigm, cave, BIP
• secondary visual cues
• shadows and textures
• motion and force feedback
• techniques for management and efficient display of complex worlds

• Professional flight simulator are still expensive (millions of $)


• For VR, we must achieve similar fidelity at a tiny fraction of the cost

2. Keywords 2. Keywords
Triangle of Virtual Reality Triangle of Virtual Reality (2)

Real Time • Immersion


Feeling to be in the 3D Virtual Space

• Interaction
Possibilty of moving in the 3D space and manipulate objects

VR • Real Time
Actions can immediatelyy modify
fy the state off the space
p

Immersion Interaction

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2. Keywords 2. Keywords
Virtual Environments (VEs) VEs (2)
• VE: technology capable of shifting a subject into a different • Acceptance of VEs in industrial application, i.e.:
environment without physically moving him/her • product development

• Subject's
S bj t' sensory organs manipulated
i l t d to
t perceived
i dd desired
i d VE • product presentation

• Computer based manipulation model • process control heavily

• Based on physical description of VE • Dependence on key issues like:


• Able to create arbitrarily environments • quality of presentation
• easiness of interaction and
• correctness of behavior

• Two keys concepts: Immersion and Presence

2. Keywords 2. Keywords
Immersion Immersion (2)
• Paradigm: a world representation, a way to see the world
According to Slater, participant "immersed" in VE in two ways
• Immersion is a key issue in VR, central to paradigm where
1. Through VE displaying sensory data depicting his surroundings
• user becomes part of simulated world
• Part of immediate surroundings consist of representation of participant's body and
• rather than simulated world being feature of user's own world environment displayed from unique position and orientation defined by place of
participant's viewpoint within environment
• First “immersive VR systems”: flight simulators where immersion
• Body tracking devices, such as electromagnetic sensors enable movements of person's
achieved by subtle mixture of real hardware and virtual imagery whole body and limbs to become part of dynamic changes to objects in VE under his
immediate control
2 Proprioceptive signals about disposition and dynamic behavior of
2.
human body and its parts become overlaid with consistent sensory
data about representation of human body: "Virtual Body" (VB)

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2. Keywords 2. Keywords
Immersion (3) Immersion (4) – e.g. turning the head around
• Usual conditions
A very simple example
• Displays should be stereoscopic, e.g. HMDs.
• Resolution should be significant
g
• Continual stream of sensory data: 1. A perceiver experiences a change in ambient optic array corresponding to turn
• Visual 2. Side objects become occluded by head, go out of view, others come into view
• Auditory 3. There is translation of whole, and
• Tactile re-arrangement of object occlusion
• Kinesthetic relationships
• Olfactory sensory data 4 Objects and parts of body,
4. body now occlude
different parts of other surfaces, and
become occluded in different way
• External sensory data not enough to create immersion themselves
• human body must itself be tracked
• displays driven by movements of human body

2. Keywords 2. Keywords
Immersion (5) – e.g. turning the head around (2) Presence
• The person cause changes in the scene • According to Slater:
• e.g. movement of arm will cause change in occlusion structure “An Immersive Virtual Environment (IVE) may lead to sense of presence for participant
takingg part
p in such an experience”
p
• Presence: psychological sense of "being there“
• Immersion should requires overall body tracked in environment based on technologically founded immersive base
=> changes transmitted to display systems => “great immersion” • Any given immersive system => not always lead presence
=> depends of person
• Head tracking essential: users point of view for proper rendering • Presence so fundamental to our everyday existence
• graphical projections => very difficult to define
• eventually 3D sound, etc.

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2. Keywords 2. Keywords
Presence (2) Presence (3): competing signals
• Consider negation sense of presence: • Presence especially interesting when competing signals from
• loss of locality at least two ‘environments’
• “no
no presence
presence” => “no
no locality”
locality • How
H will
ill you act?
t?

• Constructing models of world


• different individuals => different sensory data

• Participant “forget”
forget physical world =>
> treat virtual world as real
• E.g. flight simulators => very high degree of presence for users
• Only provide presence in one relatively fixed environment => airplane cockpit
• VR systems should provide presence
• limited only by imaginations of environment designers

2. Keywords 2. Keywords
Presence (4): as a selector Presence vs. immersion
• Given competing signals • A book
Choose action based on selection amongst hypotheses • A TV program
• I am in this world • as game where the public could interact
• I am in that world
• A Film
• Am I mixed up?
• A video game at home:
• Hypotheses relating to the fundamental question:
• Small screen, mouse & keyboard
~ Where am I?
• Large video screen and 3D sound
• Eye toys© Sony
• A video game in game center
• A simulation VR center
• A dream

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2. Keywords
Domain responses
• Reading a novel => psychological
• Movie => + some body movement
• 3D movie => + more body movement
• Game => + interactive body movement
• Immersive VR => + total body movement
• Specific emotional topic: e.g. “Fire!”
• In a movie or computer game, no one would rush out of the room
• In immersive VR – they might do so!

2. Keywords 2. Keywords
Effect: implications for measurement Measurement
• Questionnaires deliver an integration over time of • BIPs ‘Breaks In Presence’ – possible to build a measure
• conscious/voluntary/supported responses based on when these occur
• Behavioural
B h i l measures require
i • Sampling
S li
• imposition of events • Behavioural observation
• may not be part of the environment
• Unification of BIPs + physiological?
• E.g. standing on top of a chair in virtual or real worlds
• Deliberate introduction of conflicting signals
• E.g. shadows
• Physiological measures => specific types of event
• E.g. anxiety provoking: social Phobia
• Biofeedback measures
• hearth rhythm, blood pressure, skin conductivity, etc.
VR Treadmill
“makes running indoors feel like running outdoors”

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2. Keywords
Cave
• Surround-screen projection-based VR system
• Illusion of immersion created by projecting 3D CG into
• E.g.
E cube
b composed
d off display
di l screens surround
d the
h viewer
i 3 Applications
3. A li ti
• Coupled with head tracking systems 3.1 Transport
• Other tracking systems e.g. Hand 3.2 Civil engineering
• Usually surround audio feedback 3.3 Psychotherapy
3.4 Bio-medical
• Viewer explores virtual world by moving and interacting in the VE 3.5 Entertainment

Applications of Virtual Reality: why?

• VR may offer enormous benefits to many different applications areas


• Main reason why it has attracted so much interest:
3. Applications
pp
3.1 VR applied to transport
Any transport: cars, ships, aircrafts, etc.
Enable to explore and manipulate data with only one limit:
Your imagination

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3.1 VR applied to transport 3.1 VR applied to transport


3.1.1 Vehicle Simulation
3.1.1 Vehicle Simulation
• for ergonomics and security • for engineering issues
Issues
E.g. optic and collision
Issues • Designing driver’s front board
• New car: size 1:1 car mock
mock-up
up => tricky
y optical
p p
problem
• Improving vehicle safety • 3D collision, e.g. cable inside doors
=> Peugeot and A380 examples

3.1 VR applied to transport 3.1 VR applied to transport


3.1.1 Vehicle Simulation
3.1.2 Shipping simulation
• Haptic Feedback => Presence

Major issues
• Extremely difficult to conduct => special training
• Expensive and dangerous load => security
e.g. Augmented “virtuality”?!

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3.1 VR applied to transport


3.1.3 Flight simulator
• Real cockpits with their instruments,
joysticks, levers, switches, buttons, etc.
• Each instrument p possess individual 3. Applications
pp
mechanical characteristics 3.2 VR applied to civil engineering
• Pilots constrained to floor-mounted Architecture, Virtual cities
chairs, and during take-off and landing
scenarios, restrained by seat belts SGI simulator

• It would be “ridiculous” to build all


instruments and chairs in virtual world

Virtual take off simulator

3.2 VR applied to civil engineering 3.2 VR applied to civil engineering


Architecture Architecture
• VR for visiting of buildings and monuments • VR for understanding – a complex model

• Archit. Michel Marot (inaug. 1972) • an e.g. of complexity: how solving the slope issue and mixing nature?

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3.2 VR applied to civil engineering


3.2 VR applied to civil engineering
Architecture Architecture
• VR for understanding – light philosophy • VR for improvement and modeling
• New tool for modelling and designing buildings
• HMI difficult to develop, many issues:
=> CS,
CS CG,
CG 3D design,
design multi-param.,
multi param haptic,
haptic psyco.,
psyco physio.,
physio etc.
etc
• The light !
• Which pictures
(a) (b) are real?

• Soft. Eng. approach


(c) (d) • Team work advice

3.2 VR applied to civil engineering 3.2 VR applied to civil engineering


Architecture Virtual cities
• VR remaining far from reality • Virtual cities in VR are computer based spaces that
Compare to reality... • give the users the sense, mostly visual, of being part of them
• Graphical rendering are not realistic • usuallyy byy movingg inside them in real-time
• Is it an issue? What is important? • Two classical techniques
• panoramic views
• 3D-models
• 3D-models cities can be re-creation of real cities or imagined cities
• Cities can be interactive, single-user or multi-user interfaces

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3.2 VR applied to civil engineering 3.2 VR applied to civil engineering


Virtual cities: panoramic views Virtual cities: 3D Modeled Cities (1/3)
• Users have a 360°(panoramic) view • Very popular and correspond the most closely to the definition of VR
of the city, which gives them a good
impression of being there • “Real” immersion in a virtual environment, sometimes with sound
• The plugin QuickTimeVR is usually • Can be used for
needed • entertainment or business
• Generally uses real images • virtual reality immersive training: fire, police, emergencies etc.
Example: Helsinki • “urbanistic “ or architectural planification, etc.
• Inconvenient
Users cannot change their view point in a • Visitors can
continuous (natural) way Omnidirection View • walk virtually in the city,
city as if they were walking in a real place
=> movement restricted to head mvt • freely explore streets and buildings from any angles
• => It is especially convenient to be able to fly above the city

3.2 VR applied to civil engineering 3.2 VR applied to civil engineering


Virtual cities: 3D Modeled Cities (2/3) Virtual cities: 3D Modeled Cities (3/3)
3D-models in VRML – Advantages 3D-models in VRML – Drawbacks
• Visualized with simple browser with plugin • Long download from the internet
• Lots of models • Complete realistic models are rarely for free
• Multi platform => little or no interaction facilities
• Cosmoplayer for Window and MacIntosh
• Usually free but uncompleted models
• VRweb for Linux and Unix stations
• Uses a single-user interface

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3.2 VR applied to civil engineering 3.2 VR applied to civil engineering

Virtual cities: Examples of 3D Cities Virtual cities: Google Earth examples


San Francisco
Philadelphia

Helsinki

NY

Berlin
Venezia

LaDefence

3.2 VR applied to civil engineering 3.2 VR applied to civil engineering


Virtual cities: Google Earth examples Virtual cities: Building & virtual human

• The ghost cities issue


• Virtual
Vi lhhuman are “CG costly”
l ”
• Compromising between building and people

• D
Do you have
h some
free time to improve
virtual Lausanne? ☺
Lausanne

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3.3 VR applied to psychology


VR for Psychoterapy

• possible to recreate situations in VE

3. Applications • immersing real patient into virtual scenes


• use off virtuall h
human ((VH))
3.3 VR applied to psychology
•E.g.
Psychotherapy, phobia, treatment of PTSDT
• to re-unite patient with deceased parent
• allowing re-live situations
• /!\ ethic?

Classical vs. VR psychoterapy

3.3 VR applied to psychology 3.3 VR applied to psychology


Phobia (1/6) Phobia: Social phobia (2/3)
/!\ for all phobia the notion of presence is essential
Second solution:
• Social Phobia ((1/3)
/ ) The ’Phobia’ symbolic Virtual Environment
- Agoraphobia (fear of crowd)
- Lack of self confidence in front of a person representing authority

First solution: the ’Phobia’ Realistic Virtual Environment

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3.3 VR applied to psychology


Phobia: Social phobia (3/3)

3.3 VR applied to psychology 3.3 VR applied to psychology


Phobia: Acrophobia – fear of height Phobia: Arachnophobia – fear of spiders

• very common phobias is the fear of heights


• Psychological treatments for this, as well as
for other phobias includes exposure to real
anxiety
• VR enables a therapist and a patient to • Created at the University of Washington
achieve the complete control of the virtual
world • After identifying a phobic patient, SpiderWorld was created by placing
virtual spiders in the virtual kitchen
• Prior to treatment, the patient had been clinically phobic for nearly 20
years andd hhad
d acquired
i d a numberb off spider-related
id l d obsessive-compulsive
b i li
behaviours
• During VR therapy, the patient was sometimes encouraged to pick up the
virtual spider and/or web with her cyber hand and place it in orientations
that were most anxiety provoking

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3.3 VR applied to psychology 3.3 VR applied to psychology


Phobia: fear of fire Treatment of Post-Traumatic Stress Disorder
• created to treat Vietnam veterans
suffering from post traumatic stress
• Reconstruction of a real disorder
y
scene – our faculty • currentlyy under evaluation by y
• Repetitive task without fire psychotherapists at the Atlanta
Veterans Administration hospital
• Last one => fire spreading
• users wear a virtual reality helmet and
ride (including landing and taking off
from an open field) a combat
helicopter over various Vietnam
terrain like rice paddies
paddies, river
river, jungle

3.4 Bio-medical
Simulation (1/3): testing and experiment
3. Applications
3.4 VR applied to bio-medical • Microorganism spreading simulation
- Simulation:
Si l ti di
diagnostic,
ti training,
t i i f
forecast
t
- Dealing with pain • Phytoplankton:
population density
- Surgery
and health situation
- Future

• Food supply
density

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3.4 Bio-medical 3.4 Bio-medical


Simulation (2/3): diagnostic Simulation (3/3): training
• Large matrices visualization and interaction • Injuries
• Intensive use of graphics cards • Heart attack => remain a project
• Not tested
d yet in an immersive situation with
h physicians
h

• Organ simulation using haptic device

3.4 Bio-medical 3.4 Bio-medical


Dealing with pain or fear of pain (1/3) Dealing with pain or fear of pain (2/3)

Comparison Between Nintendo and VR

Video game during wound care In VR during wound care

- Hoffman, Doctor, Patterson, Carrougher & Furness, T.A. III (2000)


Burn wound care & Physical therapy (Hoffman et al.) - Use of virtual reality for adjunctive treatment of adolescent burn
pain during wound care: a case report.

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3.4 Bio-medical 3.4 Bio-medical


Dealing with pain or fear of pain (3/3) Surgery

• Microorganism spreading simulation

VR ankle rehabilitation exercise

(Burdea et al.)

3.4 Bio-medical
Future?

3. Applications
3.5 VR applied to emergency situations
Psychotherapy, phobia, treatment of PTSDT
real-time
full body
scanning

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3.5 Emergency situations 3.5 Emergency situations


• VR techniques used to create models • Emergency management characterized by:
of the real world which have many ~ unexpected combinations of rare events
y
potential applications in safety ~ emotionally charged environments
• Obvious use: training in operation of ~ inadequate information on conditions
equipment in simulators ~ potentially significant hazards
~ time sensitive action requirements
• Errors of trainees do not damage • Various and complex data input, and unusual
equipment or the people involved combination of events => VR tools ideal technique
• VR methods can provide tools to:
~ manage an emergency
~ assist planning and development of emergency response plans
~ provide training tools for emergency managers and rescue teams

3.5 Emergency situations 3.5 Emergency situations


Functions of Emergency Management Advanced Disaster Management Simulator

• Train emergency personnel in handling


fire & hazardous materials
• Emergency management
• Can
C b be expanded
d d to iinclude
l d medical
di l
=> many different activities emergencies, natural disasters and
• Breaks down to some basic steps: generally other incidents that require
~ Collect information on the emergency field
command-and-control skills
~ Analyze the significance of the data • Customization of scenarios, exercises
~ Make decisions of appropriate action
and environments
~ Investigate specific activities and task • Evaluation of trainee can be done with
computerized scoring

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3.5 Emergency situations 3.5 Emergency situations


VR in mine emergency management VR earthquake simulator

VR used to simulate the emergency situations in mines; aims:


• Preparation for the earthquake through the
• To train rescue teams virtual reality experience
• To gather the data from emergency area • simulation utilizes result of the research on
the behaviour of a collapse of furniture, floor
• To prevent emergency situations and wall
• training of the actions that should be carried
out when the earthquake occurred
• p
possible to freelyy set the existence and the
installation sites of fire extinguisher,
emergency bag, torch, etc.
• scenario –family evacuating from their house

3.5 Emergency situations 3.5 Emergency situations


Virtual hostage rescue Virtual hostage rescue (2)

• VRaptor –Virtual Reality Assault Planning, Training, Or Rehearsal


• virtual reality simulation for two
two-person
person law enforcement teams Other examples
• participant's task
• to determine who are the hostages and save them
• take prisoner those kidnappers who surrender
• shoot those who fire weapons
• y characters: 2 men, 2 women
four virtual reality
• sitting, standing, or lying in a room

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3.6 Entertainment
Video-game
• area which starts to drive
development of VR technology
3. Applications
pp
• biggest limiting factor in VR
3.6 VR applied to Entertainment research today: sheer expense of
Video game, exploring, sport training technology because low volumes
• For entertainment, mass
production required
• Another alternative: development
of "Virtual
Virtual Worlds"
Worlds for
Lunaparks/casinos
Atlantis Cyberspace

3.6 Entertainment 3.6 Entertainment


Exploring Sport training: e.g. Virtual petanque
• Exploring unreachable places • Semi immersive environment: Large Projection
Screen, 3D animations and sound
• Magnetic tracker & Data Glove: for acquiring
h d gestures
hand t and
d wrist
i t position/orientation
iti / i t ti

- Gesture recognition (grasp and throw


balls) and physics simulation
(parabolic trajectory of balls and rigid-
body dynamics)

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3.6 Entertainment
Sport training: e.g. Football
• Faculty of sport science of Marseille, FR
• Full immersive environment: four projection
screens (of 3x4 m)
• Virtual human development with motion
capture of professional soccer player
-Olympic de Marseille
4. Short discussion

Can andd should


C h ld we simulate
i l t anything?
thi ?
What is reality?
What is not virtual?

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