Reading 05
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. (Themes: Augmented Reality is an effective
teacher)
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old systems functioned, even if these systems are generally out of date or no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. (Themes: The technologies chronological evolution, previous models,
challenges faced by AR and VR)
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).
(Smartphones is the home of AR for some time now, The technology in your back
pocket)
Light: Science &
Applications, 2021, Volume 10, Number 1, Page 1
Jianghao
Xiong, En-Lin Hsiang, Ziqian He, Tao Zhan, Shin-Tson Wu
The authors use data
from the book Light: Science and Applcations, to talk about to what extent
modern day technologies have advance the world of AR and VR with PHHOE's and
LLHOES allowing more clearer crisp higher definition views into the Virtual
World. (How VR and AR works - technically speaking)
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)
Maryam Vafadar
Department of Electronic, Sama technical and vocational training college,
Islamic Azad University, Islamshahr Branch, Islamshahr, Iran’s article states
that Virtual reality faced many real challenges in both the past and modern day.
From technical challenges like instability of companies to the cultural
challenges faced in VR, mainly at what point are users accountable for their
actions in VR, if the crimes are virtual but the emotional trauma that can be
inflicted is real. To real it back to more technical chellenges, throughout
history the VR scene has always been a challenge in on itself. Massive work was
done in VR technologies through out the 80’s and 90’s with Sensorama, The Sword
of Damocles and other technologies aimed at the general public such as Nintendo’s
Power Glove and the Nintendo Virtual Boy, however while technologically
fascinating and strong blueprints for future AR and VR systems, they were
mostly commercial flops or deemed to financially steep to continually invest
in. The technology took a bit of a sleep through to the new 21st
century, were advances were made in the 2010’s in VR with companies such as
Oculus and Vive, and in AR with Nintendo in 2013 with release of the Nintendo
3DS, implementing on console standard AR games, AR capable camera and AR cards
able to be scanned by the camera to display prominent Nintendo characters in
the users real world. With the Oculus Quest and Pokemon Go, both respected
technologies not only once again where in the business of evolving into modern
day VR and AR technologies, they were once again in the general publics
crosshairs, ending the years of XR near untouched state. (Challenges for VR and
AR throughout history)
“Phenomenology, Pokémon
Go, and Other Augmented Reality Games
A
Study of a Life Among Digital Objects” by Nicola Liberati documents the recent opportunities
in AR technology that have propelled it into modern day use. In recent history
the world has seen a large evolution in AR, through Niantic’s Pokemon GO- The
Pokemon Companies answer to AR in 2016. The app used the GPS and clock features
of smartphones to pinpoint where in the world the user was located, then the
app would continue to overlay digital creatures on the users smartphone using
their camera, therefore making the character seem as though they were appearing
before the user. Such a simple AR tactic was extremely well received as the
game stayed in the relative App stores most downloaded app for many months
proceeding the initial release. While there was a bit of controversy to the
idea of the app in regards to data required to make the AR work (Access of
location, time and camera features) the general public is well accustomed to AR
since and only knows it better, on platforms such as Snapchat, Facebook, Google
and more,. Not only does this see more potential for AR driven games in modern
day such as FNAF AR, but it has also shown AR as a game genre can be just as
big and successful as any other game on the market, making recent history. (The opportunities for
VR and AR in history)
The military has been
building on VR for years since this milestone, making VR military exercises the
forefront of the technology. On a more entertainment based historic moment the
Sensorama machine, a multi-sensory simulator, was created in 1957 and patented
in 1962 by Morton Heilig. This machine included a pre-recorded film in color and
stereo, was augmented by binaural sound, scent, wind and vibrations. The user
would sit in the machines seat and peer his or her head forward, through which
the user would see curved screen. The user would then simply watch the pre-
recorded movie, when there was sound it would come in the direction of where it
would come from in real life, this was done using an augmented sound system
which allowed surround sound. The technology also blew wind in the users face,
created and masked scents and had haptic feedback installed. Costing a steep
place and not being able to find any investors, Heiligs dropped the sensorama
and went on to pioneer invaluable feedback systems and more used in modern day
VR.
Plan for paragraphs:
Chronological
Ordering of history of VR and AR (2/2)
Challenges for VR and
AR throughout history (2/2)
Advantages and Disadvantages (?)
How the technology
works and how it has evolved (Technical) (2/2)
The opportunities for
VR and AR in history (1/2)
Where we see VR and
AR in modern day and foreseeable future (1/2)
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