MixedReality

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Mixed Reality
University of Central Florida
Media Convergence Laboratory @ IST
School of Electrical Engineering & Computer Science
Digital Media Department
Media Convergence Laboratory
Using mixed reality to solve real problems
The faces of MR
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Physical Reality (PR) – real world
Virtual Reality (VR) – purely synthetic
Augmented Reality (AR) – virtual assets
registered in real world
Augmented Virtuality (AV) – real (people,
props) layered in virtual space
Mixed Reality Properties
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Blends the real and the synthetic into a
single landscape & experience
Addresses multiple senses
Requires proper registration of real and
virtual, relative to each other
Typically requires complex behaviors of
virtual characters
Enables buy-in through imagination
Limitations along the continuum
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PR is constrained by physical space
VR limits person-to-person expression and
context of PR
AR often limits escape from real world
AV allows rich layering
In general, we want to move smoothly
along the MR continuum
Visual capture
HMDs
3d laser
Optical
Video
mocap
Light capture
Visual rendering
HMDs
Dome Screens
Flat World
Demo Dome
MR Windows
Audio capture / rendering
Surround Hydrophones
Designing
Mixing
Holophone
Delivery in constrained settings
Pipeline: Audio for VR/MR
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Planning &
Prescripting
Capturing
Synthesizing, Mixing,
and Mastering
Designing Sound &
Integrating
Delivering
Special effects
- Colorkinetics SmartJack3 (USB to DMX)
- Colorkinetics JuiceBox2 / iColor MR
Lights
- Gilderfluke MP3-50/40
- 4 Channel Dimmer Packs
- Pneumatic / Smoke System
- Sound Transducers (”Bass Shakers”)
Tracking
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Technologies
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Magnetic
Optical
Acoustical
Inertial
Vision (often with markers/features)
Hybrid (hardware and soft/hardware)
What we currently use
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Wide field of view: 51 degree in
horizontal direction, 37 degree in
vertical direction-high
resolution: VGA (640 × 480)
weight: 286 g
standard camera I/O: NTSC
Coastar (Co-Optical Axis for AR)
• IS 900 Wide Area Tracker
InterTrax2 Wireless Tracker
Registration / Illumination
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Virtual and real must be properly placed relative
to each other
Inter-occlusion must be properly managed
Mutual shadowing must occur, including shadows
from real caused by virtual light
The effects of ambient light (real and virtual) must
be rendered
Story
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Virtual characters must have appropriate
behaviors, reactive and proactive
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Virtual characters often need to mimic
those of real characters
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Capture, replay must be provided for
entertainment, after-action review, etc.
Putting it together
Content is king
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Create experiences that have long-term impact
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Experiential movie trailers
Situational awareness training
Creative collaboration
Cognitive and physical rehabilitation
Teacher screening and training
Free-choice learning
…
Imagination is the most important dimension
Siggraph ‘03 – experiential trailer
Situational awareness
MR MINI-MOUT
Peer Collaboration
Along the Continuum
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Start in PR (look at current plant)
Move to AR (add new equipment and new
windows)
Individual jumps out to VR to privately
review designs
Move to AV as all are surrounded by new
design, but still see each other
What We Must Support
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Jointly visualized “what if?” scenarios
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Face-to-face interactions
Alternative and often opposite POVs
Personal and group creation
Enablers
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Tangible and tactile components
Constructive distractions (sandbox)
Shared display (1st & 3rd person views)
Shared interfaces
Scalability, interoperability & portability
Cognitive rehabilitation
reconfigurable
kitchen
real items
to use
tethered for
now
as seen thru
HMD
patient at
home
movement for
after action
review
Patient and therapist in context of patient’s kitchen but in safety of clinic
Pre vs. Post
Spoon
Make
Cereal
Spoon
Make
Cereal
Milk
Milk
Cereal
Cereal
Bowls
Bowls
Pre-testing Home
Post-testing Home
Stuttering
Teacher screening and training
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Cost to hire a teacher is $15,000
Cost to remove can be much higher
Turnover in inner city is 50% in 3 years
Many last less than a year
Children are unintended guinea pigs
Want to select those who can succeed
Want to help those who want to succeed
Front room – early prototype
Back room -- puppeteers
Interaction with a Virtual Class
In front of class
At desk of student
Personal contact
Vision-based tracking
AI for all but student being directly addressed
Free-choice learning
Free-choice learning
Water’s journey
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Coming to a science center near you
Initial focus is on the Everglades
But, water is central to all ecologies
Move clock backwards or forwards
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Real blends to virtual
User-chosen policies affect what is experienced
Forest fire visualizations
Fire spread model from Farsite
Tree rendering from SpeedTree
Fire and smoke visualization is
ours
Used in environmental economics
& Everglades museum projects
Some basic research
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Blending of real and virtual in changing
illumination
Overcoming HMD camera limitations
Real-time video chroma keying in presence of
noise and inconsistent lighting
LOD management (forests)
Neoroevolution for virtual character behaviors
Painting in HDR
Lab people characteristics
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Original director from theater and theme parks
Lab manager from museum industry
Chief programmer from Lego
Content delivery people from digital media,
children’s literature, audio, theater, museum, …
Content providers from all over campus
PhD students have interests in graphics,
neuroevolution, vision, ecology, software
engineering, simulation & modeling
Undergraduates are mainly from CS and DM
Contact information
Charles E. Hughes
Professor & Associate Director
School of Electrical Engineering & Computer Science
Professor
Digital Media
Director, Media Convergence Lab
E-Mail: ceh@cs.ucf.edu
Home Page: http://www.cs.ucf.edu/~ceh/
Graphics Lab: http://graphics.cs.ucf.edu
Media Convergence Lab: http://mcl.ucf.edu
Contact information
J. Michael Moshell
Professor
Digital Media
Professor
School of Electrical Engineering & Computer
Science
Co-founder, Media Convergence Lab
Home Page: http://www.cs.ucf.edu/~jmmoshell/
Media Convergence Lab: http://mcl.ucf.edu
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