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functioned, even if these systems are generally out of date or no longer in use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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