Title:
Virtual Reality: Full Steam Ahead
Virtual Reality: Full Steam Ahead
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Author(s)
LaValle, Steven M.
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Abstract
Using the latest technology, we can safely hijack your most trusted senses,
thereby fooling your brain into believing you are in another world. Virtual
reality (VR) has been around for a long time, but due to the recent
convergence of sensing, display, and computation technologies, there is an
unprecedented opportunity to explore this form of human augmentation with
lightweight, low-cost materials and simple software platforms. This is an
intense form of human-computer interaction (HCI) that requires re-examining
core engineering principles with a direct infusion of perceptual psychology
research.
Developing systems that optimize classical criteria might lead to
overcomplicated solutions that are too slow or costly in practice, and yet
could make no perceptible difference to users. Simple adaptation of
techniques that were developed for on-screen viewing, such as cinematography
and first-person shooter game play, often lead to unpleasant VR experiences
due the presentation of unusual stimuli or due to mismatches between the
human vestibular system and other senses. With the rapid rise in consumer VR,
fundamental research questions are popping up everywhere, slicing across
numerous disciplines from engineering to sociology, to film, to medicine.
This talk will provide some perspective on where we have been and where we
might be going next.
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Date Issued
2014-09-05
Extent
61:58 minutes
Resource Type
Moving Image
Resource Subtype
Lecture