100% satisfaction guarantee Immediately available after payment Both online and in PDF No strings attached
logo-home
Summary Lecture notes VR, AR, and Mixed Reality $4.81
Add to cart

Summary

Summary Lecture notes VR, AR, and Mixed Reality

 63 views  0 purchase
  • Course
  • Institution

Lecture notes of the course VR, AR, and Mixed Reality.

Preview 2 out of 14  pages

  • December 11, 2019
  • 14
  • 2019/2020
  • Summary
avatar-seller
1


Exam information
- 9 open questions:
- Definitions of important concepts
e.g. Please define the difference between virtual agents and avatars.
- Open questions about the course literature
e.g. Peeters and Dijkstra (2018) were the first to study bilingualism using virtual reality. To
what extent are their VR experiments different compared to traditional experiments in this
field of study?
- Open questions testing for insight
e.g. your friend owns a supermarket. She is considering using virtual agents to help
customers. On the basis of the studies by Heyselaar and colleagues (2017), what would you
advise her in terms of the smiling and eye blinking behavior of the to-be-developed virtual
agents?

Lecture 1
VR = the substitution of the interface between a person and the physical environment with an
interface to a simulated environment. → We as people interact with the world and our senses
get all sorts of information (smelling, touching). Our natural interface between us and the
world. The idea of VR is substituting our senses by something virtual, a simulated
environment. Computer-generated.
- The substitution of the interface between a person and the physical environment with an
interface to a simulated environment.
- An interactive computer-generated experience taking place within a simulated
environment.
AR = take the real world as it is and start adding digital elements. Like the Pokémon GO app.
The real world annotated with additional information.
- An interactive experience of a real-world environment whereby the objects that reside in
the real-world are "augmented" by computer-generated perceptual information.
MR = adding additional entities to the world. But the element can be treated as if they are
real. Can be done with for example wearing special gloves that can give feedback. Merging
of real and virtual worlds to produce new environments.
- Additional entities are added to the real world, which can be treated as if they were real.
- The merging of real and virtual worlds to produce new environments and visualizations
where physical and digital objects co-exist and interact in real time.
The virtual continuum
The virtual continuum: two different concepts on both ends: the real environment and the
virtual environment. There are various senses, not only vision, but also smell, sound, touch
etc. so on the complete right side, all these things would needed to be incorporated to be
completely virtual. In between you have augmented reality (more real than virtual) and
augmented virtuality (more virtual than real). Mixed reality is the overarching one.




The basic principle: one’s physical location not necessarily corresponds to one’s mental
location. One forgets its actual environment and gets immersed:
- Dreaming/mind wandering
- Literature (movies/paintings/music)
- LSD
- Computer games
- VR
Mobile VR: smartphone as processing unit and display, no cables.
Cardboard: low cost, DIY approach.

, 2


Binocular vision and stereopsis:
Both your eyes are in a slightly different location, see the world in a slightly different way.
Your brain is used to this. The brain can calculate three dimension space around you. 3D
(depth). Can be tricked → the images are only slightly different, so your brain calculates a
three dimensional space. 3D world is “invented”.
CAVE (CAVE Automatic Virtual Environment)
Virtual world is projected on screens. With 3D glasses, the virtual world comes towards you.
Shutter glasses
Rapid alternation of images presented to one eye at a time – leading to depth perception.
Cave versus head-mounted display
- Seeing yourself
- Hand gestures and facial expressions
- Measuring brain activity (easier in CAVE environment than with VR headset)
- Presence: in a nicely working VR simulation, people believe that they are in the virtual
world. Overall, this works better with headsets than with CAVE environments. They more
quickly believe the things they see are real.
Tracking, rendering, display
- Tracking: measuring body movements (e.g. body position, head rotation, eye
movements). Where you look, should be tracked in some way. In VR headsets, the
system tracks and adapts to where you look.
- Rendering: you take information from the tracking system to render it to the virtual world
so that it makes sense. Taking a 3D model and instantiating the proper sensory
information (sights, sounds, touch, etc.) for the newly tracked location.
- Display: the manner in which the physical senses are replaced with digital information.
Simulation sickness: Delay between your movements and the way you see it on the display.
This delay between the way you move and how your environment adapts causes motion
sickness.

Important concepts: immersion & presence
- Immersion: technical capability of the system to deliver a surrounding and convincing
environment with which the participants can interact. Can be measured objectively →
relates how immersive the system is. Tracking increases immersion.
- Presence: the subjective experience of feeling and behaving as if one is in the virtual
world.
This experience of the participant is subjective and differs for different people (degree of
presence can be different per participant as well.
- Spatial presence: illusion of being in a distant/different place. Being there.
- Social presence: subjective experience of closeness and connectedness with others in
mediated communication. Do you feel connected to the people. Being with.
- Co-presence: ability to touch virtual others and/or jointly manipulate shared space and
shared objects. E.g. touching virtual others, if this is possible → higher degree if co-
presence. Being there with.
Presence is a psychological state .. in which even though part or all of an individual’s current
experience is generated by .. technology, part or all of the individual’s perception fails to ..
acknowledge the role of the technology in the experience.
- Measuring presence
Subjectively: questionnaires: Subjectively: sense of presence inventory:

The benefits of buying summaries with Stuvia:

Guaranteed quality through customer reviews

Guaranteed quality through customer reviews

Stuvia customers have reviewed more than 700,000 summaries. This how you know that you are buying the best documents.

Quick and easy check-out

Quick and easy check-out

You can quickly pay through credit card or Stuvia-credit for the summaries. There is no membership needed.

Focus on what matters

Focus on what matters

Your fellow students write the study notes themselves, which is why the documents are always reliable and up-to-date. This ensures you quickly get to the core!

Frequently asked questions

What do I get when I buy this document?

You get a PDF, available immediately after your purchase. The purchased document is accessible anytime, anywhere and indefinitely through your profile.

Satisfaction guarantee: how does it work?

Our satisfaction guarantee ensures that you always find a study document that suits you well. You fill out a form, and our customer service team takes care of the rest.

Who am I buying these notes from?

Stuvia is a marketplace, so you are not buying this document from us, but from seller romybergmans1. Stuvia facilitates payment to the seller.

Will I be stuck with a subscription?

No, you only buy these notes for $4.81. You're not tied to anything after your purchase.

Can Stuvia be trusted?

4.6 stars on Google & Trustpilot (+1000 reviews)

61231 documents were sold in the last 30 days

Founded in 2010, the go-to place to buy study notes for 15 years now

Start selling
$4.81
  • (0)
Add to cart
Added