For the purposes of this report it was considered appropriate to partition a VR system into three categories; non-immersion, semi-immersion and full immersion systems dependant on the degree of immersion present. This partitioning facilitates consideration of the peripheral interface and ultimately cost.
The main features of a desk top VR system are its use of a computer generated virtual environment which is delivered by a conventional desk based high resolution monitor and fairly standard interaction devices such as keyboards and mice. Desk-top VR is essentially based on an enhanced version of the familiar personal computer, though not necessarily limited to IBM clones. If a 3D environment is being used then 3D interaction devices such as a Space Ball may be more appropriate. Desk-top VR applications do not generally demand the highest graphics performance, meaning that top of the range ‘PC clones’ can be used. However, for true 3D a means of viewing the display stereoscopically will be required.
Advantages
The significant advantage of a desk-top VR system is the cost since it is significantly lower than other forms of VR system. However, a desk-top VR system provides almost no sense of immersion in a virtual environment. For some applications this may be acceptable but where perception of scale is important then this can be a serious problem.
Appendix C shows the functional decomposition of a current generation desk-top VR system. It will be noted that no special hardware is required other than that required for a multi-media system.
Issues
There a number of issues that will require attention in the near future including:
The term semi or partial immersive VR has only recently emerged as a description for an extremely interesting VR concept based on a fixed, wide angle display system. Many of the concepts for semi immersive VR spun off directly from the flight simulation field. Therefore, it is no suprise that the enabling technologies are highly developed and generally available off-the-shelf.
The main components of this type of VR system include a reasonsably high performance graphics computer and a wide angle display in excess of 60°. This can be provided by either :
Low cost LCD based projection can be used but care must be taken to ensure that they are used on flat screens otherwise considerable distortions will occur. Resolution should not be neglected as this will be a function of the display technology and field of view.
Advantages
Projection based systems provide a greater sense of presence than desk-top systems because of the wider field of view. For example, an IMAX theatre exploits the sense of presence one gets in a very wide field of view display system. The quality of the projected image is also a very important factor. For the highest resolution it may be necessary to employ a number of projection systems, each projector making up a part of the composite picture. Typical resolutions for multiple projection systems range from 1000 to 3000 lines which are considerably better than that provided by head mounted displays. The cost of providing and maintaining a semi immersion system can be very high compared to a desk-top system but the increased sense of immersion and presence can often be justified. Unlike VR systems where a head mounted display is used, a projection VR system allows a number of people to share and be involved in the same virtual environment. This aspect has important implications for use as an educational tool since it will allow a teacher and student to work in the same virtual environment.
The term Reality Centre was developed by Silicon Graphics Inc for semi immersive VR systems. The Reality Centre has proved itself to be a very powerful method of presenting virtual environments. Consequently, there is expected to be a growth of such facilities across the world. At the moment their cost is fairly prohibitive so these may develop initially as regional centres.
Unlike desk-top VR systems a projection based VR system can go a long way towards producing a visual image that allows a true sense of scale to be achieved. The use of multiple projection based systems can result in extremely high resolution images being produced - but this comes with a significant cost increase.
As will be discussed later Reality Centres (or for that matter any VR system) can be networked together. This will provide a very flexible teleconferencing facility bringing together key people from anywhere in the world.
Issues
There are many issues relating to semi immersion VR systems and include:A fully immersive VR system is one that tends to be thought of first when most people think of a VR system. To achieve full immersion the user has to employ a head-coupled display which is either head mounted or arranged to move with the head. A sense of full immersion is achieved because the display provides a visual image wherever the user is looking. Consequently, a head coupled display provides a 360° field of regard. The field of view of a head coupled display is also very important and it is essential to note that the sense of immersion will be a function of the quality of the display provided in terms of resolution, field of view, update rate and image lags etc.
Advantages
All fully immersive VR systems give a sense of presence in the virtual environment that cannot be equalled by other VR approaches. This is a direct consequence of having a field of regard of 360° where images can be presented wherever the user is looking. The ability to exclude visible features of a real environment can lead to the sense of immersion taking place very quickly.
Issues
There are many issues relating to head coupled displays and it is not possible to list them here. Current issues surrounding the use of fully immersive VR systems revolve around limitations in current technology. However, it is expected over time that many of these issues will be resolved. The most critical issues include: human factors, required display resolution, weight of head mounted display, image lags, cost.
Qualitative Performance | |||
---|---|---|---|
Main features | Non-immersive VR(Desk-top) | Semi Immersive VR(Projection) | Full Immersive VR(Head- coupled) |
Resolution | High resolution | High 1000 - 3000 | Low - medium 300 -1000 |
Scale (perception) | Low | Medium - high | High |
Sense of situation awareness(navigational skills) | Low | Medium | High |
Field of regard | Low 50° typically | Medium 150° | High 360° |
Lag | Low | Low | Medium - high |
Immersion | Non-low | medium-high | medium-high |
Graphics Multimedia Virtual Environments Visualisation Contents