Lecture 2: Terminology and Basics Flashcards
Describe what Tracking is.
Tracking provides data about some object, user, etc. that is being tracked.
With regards to MR, tracking usually refers to positional tracking. The amount of (positional) data being tracked may vary depending on the area of application.
Tracking is considered an integral part of modern VR systems, as it is often seen as the key to interactive environments.
Current AR/VR devices are bundled or equipped with a number of different tracking systems that vary in tracked data, precision, flexibility, latency, ease-of-use, etc..
What type of data provides Tracking and what bodyparts, devices does it include?
A tracking system provides (positional) data for devices or objects.
May include but is not limited to:
- Head-mounted displays
- Controllers
- Fingers
- Hands
- Full body
- …
How fast do we track?
What does “latency” mean in the context of tracking? What should we keep in mind when we think about latency and tracking?
In tracking, latency is how long it takes from a change of the tracked object or device until we know about the change.
When tracking, keep in mind that we not only need to measure a change and send the data to our application. Rendering a new frame based on this new information takes some time as well (60 fps should be considered a minimum for VR)!
Even seemingly low latency values (15-20ms) are well noticeable when it comes to movement in VR!
Differentiate Rotation and Translation
What does DOF refers to? Give an example what a DOF can be.
Degrees of Freedom (DOF)
DOF refers to the number of parameters that can change individually.
With regards to tracking, a degree of freedom may be:
* Rotation around a single axis
* Translation along a single axis
“Rotation” is NOT a single degree of freedom. To freely express rotation 3 degrees of
freedom (one per axis) are needed!
Differentiate 3DOF and 6DOF
Illustrate the meaning of 3DOF and 6DOF with a sketch
What is the goal of VR? Is it the same with AR?
When users enter a virtual world, ideally they should:
* Feel like they are actually in the virtual environment
* React to input like they would in the real world
These concepts apply only to VR, as AR does not try to remove users from the real world.
Give a definition of Presence. What influences Presence?
Presence is the feeling of actually being in the virtual world and will cause the user to react to virtual input just as they would in the real world.
Convincing a user that they are present in a virtual environment is usually the goal of an interactive VR system!
Presence is not only depending on the technology used to “enter” a virtual environment,
but also influenced by:
* Content
* Interactivity
* …
Describe the term Immersion
Slater:
Let’s reserve the term ‘immersion’ to stand simply for what the technology delivers from an objective point of view. The more that a system delivers displays (in all sensory modalities) and tracking that preserves fidelity in relation to their equivalent
real-world sensory modalities, the more that it is ‘immersive’.
–> By this definition, immersion refers solely to the technological aspects of a VR system.
Other definitions of immersion refer more to the sensation of being surrounded or enveloped by a virtual environment:
Witmer and Singer:
Immersion is a psychological state characterized by perceiving oneself to be enveloped by, included in, and interacting with an environment that provides a continuous stream of stimuli and experiences.
What can be said about immersion and presence? Is there a clearly defined line between?
Immersion and presence are connected.
There is no clearly defined line between immersion and presence. High Immersion helps achieving good presence in a virtual environment!
How can we measure immersion and presence?
Usually when we want to collect data about immersion and presence, we need to talk to the users! User Studies help us collect these types of data. Multiple questionnaires are available that you can build upon!
We can use:
* SUS
* Presence Questionnnaire
* SSQ (Simulator Sickness Questionnaire)
Describe what cybersickness is. What causes it?
Some people experience symptoms similar to motion sickness when using VR systems.
This is not as common with AR, as we are watching the real world! Cybersickness is usually caused by a discrepancy between senses. Although cybersickness is influenced by many factors like quality of the tracking system
and type of content, there is currently no cure or way to avoid it for everybody!
Describe Binocular Vision
Front facing eyes
Two eyes facing the same direction perceive two images from slightly different directions.
The resulting perception is a single three-dimensional image.
We can use this principle to create the illusion of depth when artificially creating images!
Describe what parallax is
When we move a camera, the objects seem to move within the picture. When looking at the world through two eyes, the objects’ positions within the pictures shift for each eye. This shift is called parallax.
Binocular vision is a big part of depth perception. But are there more approaches to reach a illustion of depth?
Our brains can gather depth information not only from binocular vision, but also from other sources: movement, occlusion, etc. (e.g. video games, “wiggle gifs”). A single, static two-dimensional image does not work well for conveying depth!
Briefly explain Stereoscopic Rendering. What is called a
stereogram?
Stereoscopic rendering produces two images from slightly different viewpoints. One image is presented to each eye, creating the illusion of depth – if done correctly.
A pair of images - one image for the left, the other for the right eye – is called a stereogram, though the term is not commonly used.
What does IPD stands for?
Interpupilary Distance
IPD is the distance between a human’s (or dog’s) pupils.
To achieve a good illusion of depth, the IPD is adjusted to the individual we are rendering a stereogram for.
What does Vergence mean?
Viewing direction of our eyes is not parallel.When focusing on an object the eyes will move in opposite directions to focus on the target. This movement is called vergence.
What does Accommodation mean?
Besides vergence, our eyes will also focus, so we see a clear image despite varying distance. This is called accommodation. Accommodation is achieved by adjusting the lenses in our eyes.
Describe the Problem with Vergence and Accommodation
Vergence-Accomodation-Conflict:
Stereoscopy only creates the illusion of depth and our eyes try to focus on the object that we are displaying. The distance to the display and to the virtual object may not be identical, causing in a mismatch of vergence and accommodation.
The vergence-accommodation-conflict can cause problems with focus, eyestraing, fatigue,
etc.
It is a problem we currently face with HMDs, 3D displays/TVs, etc.
Desribe what FOV stands for. What can limitate the FOV?
Field of View (FOV):
The field of view denotes the area visible to a device or being. The FOV may be limited by a recording device (or eye) or by an output device (like an HMD)
How do we measure FOV? What should we consider when reading about FOV?
For our purposes FOV is usually measured in degrees.
When reading about FOV, be mindful of the direction: FOV may be horizontal, vertical
or diagonal!
What is another term for Rendering?
image
synthesis