Multimedia, Virtual Reality, and Augmented Reality: Core Concepts

Fundamentals of Multimedia

Multimedia Defined

Multimedia refers to media that uses multiple forms of information content and information processing.

Linear vs. Non-Linear Multimedia

Explain the differences between linear and non-linear multimedia. In linear multimedia, the user has no control over the flow of information. Non-linear multimedia, on the other hand, allows for user interaction and control.

Examples of Multimedia Applications

Give examples of multimedia in the following areas:

  • Commercial and Entertainment: Product advertisement via email, flyers, and interactive entertainment experiences.
  • Education: Educational games and interactive learning platforms.
  • Industry: Computer-aided design and manufacturing (CAD/CAM) systems.
  • Mathematics and Scientific Research: Visualization of complex data, such as atomic models.
  • Medicine: Remote surgery using robotic systems.

Fundamentals of Virtual Reality

Alternative Names for VR

Virtual Reality (VR) is also known as a virtual environment, artificial reality, or a virtual world.

Definition of VR

VR is a user interface that involves real-time simulation and interaction, creating an immersive experience.

The VR Triangle: Immersion, Interaction, and Imagination

  • Immersion: The feeling of being present within the virtual environment.
  • Interaction: The ability to manipulate and interact with the virtual environment in real-time.
  • Imagination: The user’s ability to perceive the virtual environment as real, enhancing immersion.

Immersive vs. Non-Immersive VR

An immersive virtual environment makes the user feel completely present in the virtual world. A non-immersive environment, in contrast, presents the virtual world through a screen, such as a computer monitor or television.

Differentiating Reality, AR, AV, and Virtual Environments

  • Real Environment: The physical world without any digital additions.
  • Augmented Reality (AR): The real environment with virtual elements overlaid.
  • Augmented Virtuality (AV): A virtual environment with real-world elements incorporated.
  • Virtual Environment: A fully simulated environment, typically without real-world elements.

Reasons to Use VR

  • Simulations of dangerous real-world scenarios.
  • Cost-effective training in expensive real-world environments.
  • Creation of experiences that are larger or more expansive than real-world limitations.

Reasons Not to Use VR

  • High system cost.
  • Complexity of development.
  • Potential discomfort from equipment.

Ivan Sutherland

Ivan Sutherland was an American computer scientist who created the first Head-Mounted Display (HMD).

The Origin of the Term “Virtual Reality”

The term “Virtual Reality” was coined in 1989 by Jaron Lanier.

Five Elements of a VR System

  • Engine: Software that maps input/output (drivers) and manages the virtual world database.
  • Software: Device and I/O support, facilitating communication.
  • I/O Devices: Interface and navigation tools for user interaction.
  • Gestures: Human factors considerations in VR design.
  • Applications: Practical uses of VR, such as in medicine or entertainment.

Human Factors Considerations in VR

  • Will the user feel comfortable?
  • Will the user understand the system’s limitations?
  • What user characteristics influence VR performance?

VR Application Areas

  • Traditional: Medicine, art, military, entertainment.
  • Emerging: Manufacturing, oil and gas.

Research Questions in VR

  • How can realism be increased?
  • How can latency be decreased?
  • How can transparent collaboration between users be facilitated?

Basic Augmented Reality

Definition of AR

Augmented Reality (AR) combines the real world, as seen by the user, with a computer-generated virtual scene.

The Utopian Goal of AR

The ultimate goal of AR is to create a system where the user cannot distinguish between the real world and the virtually augmented elements.

Immersion in VR vs. AR

In VR, the user is fully immersed in the virtual world and has no access to the real world. In AR, the user sees the real world with virtual objects overlaid.

AR vs. Hollywood Movie Effects

In Hollywood movie effects, the user cannot interact with the virtual elements. AR, on the other hand, allows for real-time interaction, making it distinct from passive movie effects.

Components of a Typical AR System with Tracking

A typical AR system with tracking includes a tracking system to align the real and virtual elements and a camera.

Monitor-Based AR

In monitor-based AR, virtual objects are added to a video feed through video mixing, producing an enhanced video.

Video See-Through AR

In video see-through AR, a helmet-mounted camera captures the real world, blends it with virtual objects, and displays the combined image on a monitor in front of the user.

Optical See-Through AR

In optical see-through AR, a helmet uses a tilted lens to optically mix real-world images with virtual objects, adding them directly to the user’s view.

Pros and Cons of Video See-Through

  • Pro: Easier alignment, as both real and virtual elements are electronically controlled.
  • Con: The observed real world is always slightly delayed.

Pros and Cons of Optical See-Through

  • Pro: The real world is observed in real-time.
  • Con: Alignment is a significant challenge, as only the virtual elements are electronically controlled.

Temporal and Spatial Lag in AR

  • Temporal Lag: A delay between the real and virtual objects.
  • Spatial Lag: Misalignment of objects, causing them to appear in the wrong place.

Application Areas of AR

  • Medicine
  • Education
  • Military