Reading 04, Analysis

 


The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Volume XLII-2/W3, 2017 3D Virtual Reconstruction and Visualization of Complex Architectures, 1–3 March 2017, Nafplio, Greece. The authors (T. P. Kersten a*, F. Tschirschwitz a, S. Deggim of a HafenCity University Hamburg, Photogrammetry & Laser Scanning Lab, Überseeallee 16, D-20457 Hamburg, Germany - (Thomas.Kersten, Felix.Tschirschwitz, Simon.Deggim)@hcu-hamburg.de) keep a history of VR in Virtual Museums or “MR”. MR has been around longer than many would realise, the authors date it back to the 1990’s depending on your definition of MR, which they define as “a virtual museum is a * Corresponding author digital entity that draws on the characteristics of a museum, in order to complement, enhance, or augment the museum experience through personalization, interactivity and richness of content. Virtual museums can perform as the digital footprint of a physical museum or can act independently”. I find the authors study in MR to be paramount to Processing, understanding, and writing formally about the history of XR as without MR, there would be many a museum around the world simply missing experiences they rely on as whole exhibits, including the Smithsonian! The ability to step into an enhanced virtual museum is that of a historic importance, allowing users in the authors example to step into the Old Segeburg Town House of the 19th century, and all of its different builds throughout the years, an experience unlike any a regular museum could demonstrate to such effectiveness.

The Authors (Tomasz Mazuryk and Michael Gervautz Institute of Computer Graphics Vienna University of Technology, Austria [mazuryk|gervautz]@cg.tuwien.ac.at http://www.cg.tuwien.ac.at/) comb through the history of VR through the aspects of applications and technology, as well as giving there insights on what could be possible in the future. The technology of the time is mentioned from Sensorama in 1960-1962 to todays’ AR features, then the study of the technology and how it has been made work over the years is dissected. I believe it is important to know how these old systems functioned, even if these systems are generally out of date or no longer in use in modern day headsets. Zeltzer’s Cube, the terms Telepresence, Temporal Resolution and many more. This helped me understand more how beacons, see through ability, built in camera’s and more became common place in VR headsets.

The Authors (Tomasz Mazuryk and Michael Gervautz Institute of Computer Graphics Vienna University of Technology, Austria [mazuryk|gervautz]@cg.tuwien.ac.at http://www.cg.tuwien.ac.at/) comb through the history of VR through the aspects of applications and technology, as well as giving there insights on what could be possible in the future. The technology of the time is mentioned from Sensorama in 1960-1962 to todays’ AR features, then the study of the technology and how it has been made work over the years is dissected. I believe it is important to know how these old systems functioned, even if these systems are generally out of date or no longer in use in modern day headsets. Zeltzer’s Cube, the terms Telepresence, Temporal Resolution and many more. This helped me understand more how beacons, see through ability, built in camera’s and more became common place in VR headsets.


Pope. Introduction to Virtual and Augmented Reality. 2018. Article. 2022, demonstrates how many different technologies and years of research went into a technology that has been taken into a lot of everyday objects and slept on, Augmented Reality. The use of AR in games like Pokemon Go, Five Nights at Freddy’s AR and games such as Face Raiders on the Nintendo 3DS and the AR cards bundled in with these 3DS systems. The ability for users to introduce the ability to add virtual elements to the real world through complex camera operating, CPU and a powerful GPU is so commonplace now, even some last generation handheld console like the 3DS sport these features! Not to mention everyones favourite guilty pleasure when your board with your phone, face filters! Allowing users to add virtual dancing hotdogs to the real world is definitely what Morton Heilig would have wanted (The inventor of Sensorama).

Authors Tao Zhan Kun Yin, Jianghao Xiong, Ziqian He, Shin-Tson Wu from the

College of Optics and Photonics, University of Central Florida, Orlando, FL 32816, USA produced a document available online 22 July 2020, Version of Record 3 August 2020 in which they explored the “Augmented Reality and Virtual Reality Displays: Perspectives and Challenges”. In this article the authors analyse the requirements of the human visual system, to then analyse the requirements of a VR visual system. The monocular FOV of a human eye is about 160 degrees by 130 degrees, with the combined binocular FOV increasing to 200 degrees by 130 degrees. The problem for VR designers throughout history is the way in which we should see images in VR, creating a broad FOV with a low resolution allows the users to look around, but not be able to distinguish anything, meanwhile creating a screen with a high resolution to that of a human eye (around 8k resolution) has yielded results such as 4k resolution in some headsets, with major drawbacks such as the amount of processing power being required and also the steep cost of technology. It is for reasons like this earlier headsets were very low resolution technologies and did not try to take the human eye at full FOV or resolution. In 2010 however, Rossi, A. Roorda (The relationship between visual resolution and cone spacing in the human fovea) has made VR a lot more realistic and closer to a consumer-friendly cost as well as FOV and resolution. This is done via only making the central viewing zone a high resolution, as the fovea is where the most detail is brought in through the human eye. (How the technology works and how it has evolved (Technical)

Overview of “Virtual Reality Technologies Yuri Antonio Gonçalves Vilas Boas School of Electronics and Computer Science University of Southampton Southampton, United Kingdom yavb1g12@soton.ac.uk “ – The authors examine some of the classics of Virtual Reality. The before mentioned Sensorama is documented, however I would like to focus on some other technologies of the times leading to today’s technology. “The Sword of Damocles” was a BOOM (Binocular Omni Orientation Monitor) that allowed users to track both the position of their eyes and the direction the user was looking. This revolutionary technology was, simply put, years ahead of its time. The Sword of Damocles had its processing computers hanging from a ceiling, since it was too bulky, and then a headset was placed on the user underneath connected via wires, hence earning its name based on the Greek story of sword being suspended above a kings throne by a hair. This technology pioneered many technologies for HMD’s (Head Mounted Displays) such as stereoscopic images, tracking systems, central viewing screens and it spawned more commercial forms of virtual reality peripherals such as wired gloves, leading to the inspiration for the Nintendo Power Glove.( Chronological Ordering of history of VR and AR)






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