The document discusses various types of graphics display interfaces used for virtual reality output, including head-mounted displays (HMDs), hand-supported displays, floor-supported displays, desk-supported displays, large volume displays like monitor-based displays, projector-based displays, and cave automatic virtual environment (CAVE) systems. HMDs are worn on the head and ensure the display stays in front of the eyes no matter where the user looks. Large volume displays allow multiple users to participate in a VR simulation simultaneously. CAVE systems use projection onto multiple walls, sometimes floors and ceilings, to create an immersive virtual environment.
The document discusses various types of graphics display interfaces used for virtual reality output, including head-mounted displays (HMDs), hand-supported displays, floor-supported displays, desk-supported displays, large volume displays like monitor-based displays, projector-based displays, and cave automatic virtual environment (CAVE) systems. HMDs are worn on the head and ensure the display stays in front of the eyes no matter where the user looks. Large volume displays allow multiple users to participate in a VR simulation simultaneously. CAVE systems use projection onto multiple walls, sometimes floors and ceilings, to create an immersive virtual environment.
The document discusses various types of graphics display interfaces used for virtual reality output, including head-mounted displays (HMDs), hand-supported displays, floor-supported displays, desk-supported displays, large volume displays like monitor-based displays, projector-based displays, and cave automatic virtual environment (CAVE) systems. HMDs are worn on the head and ensure the display stays in front of the eyes no matter where the user looks. Large volume displays allow multiple users to participate in a VR simulation simultaneously. CAVE systems use projection onto multiple walls, sometimes floors and ceilings, to create an immersive virtual environment.
The document discusses various types of graphics display interfaces used for virtual reality output, including head-mounted displays (HMDs), hand-supported displays, floor-supported displays, desk-supported displays, large volume displays like monitor-based displays, projector-based displays, and cave automatic virtual environment (CAVE) systems. HMDs are worn on the head and ensure the display stays in front of the eyes no matter where the user looks. Large volume displays allow multiple users to participate in a VR simulation simultaneously. CAVE systems use projection onto multiple walls, sometimes floors and ceilings, to create an immersive virtual environment.
Graphics Display is a computer interface that is designed
to present synthetic world images to the users interacting with the virtual environment.
Virtual Reality: Output Devices
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Virtual Reality: Output Devices
Personal Graphics Display 4
A graphics display that outputs a virtual scene destined to be viewed by a single
user is called a personal graphics display. Image produced may be :- - Monocular (for a single eye). - Binocular (displayed on both eye).
Virtual Reality: Output Devices
Head Mounted Display 5
HMD can focus at short distances.
It is a device worn on head or can be integrated as a part of the helmet ,with a small display optic in front of the eye. It can either be monocular or binocular. HMD’s are designed to ensure that no matter in what direction a user might look ,the monitor stays in front of the eyes. The HMD screen can be either LCD or CRT. LCD-HMD’s: used for consumer grade devices , LCD-CRT: used in more expensive professional based devices for VR interaction. Google glasses
Virtual Reality: Output Devices
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VIRTUAL REALITY
AUGMENTED REALITY
Virtual Reality: Output Devices
HAND SUPPORTED DISPLAYS 7 Here ,the user can hold the device in one or both hands in order to periodically view a synthetic scene. This allows user to go in and out of the simulation environment as demanded by the application. HSD’s have additional feature namely push buttons that can be used to interact with the virtual scene. Click for video:
Virtual Reality: Output Devices
Floor Supported Displays 8
These are alternatives to HMD’s and HSD’s in which an
articulated mechanical arm is available to offload the weight of the graphics display from the user. Do not require use of special glass, can be viewed with unaided eye. Has 2 types: Passive:
Itovercomes the problems faced by users due to the
excessive display weights in HMD’s and HSD’s. Floor supported display also suffer from problem of oscillation due to excessive weight, Desk supported displays overcome these drawbacks. These are fixed and designed to be used for viewing with user in sitting position. Desk supported displays can be viewed with unaided eyes.
Virtual Reality: Output Devices
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Desk supported Displays
Virtual Reality: Output Devices Large Volume Displays 12
Large volume displays are used in VR environment that
allow more than one user located in close proximity. These allow the user with larger work envelope ,thus improving upon user’s freedom of motion and ability of natural interaction compared to personal displays.
Virtual Reality: Output Devices
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Large Volume Displays
Virtual Reality: Output Devices 14 Categorization based on type and size of display being used
Virtual Reality: Output Devices
Monitor-based Large Volume Display 15
This display relies on use of active glasses coupled with stereo-
ready monitor. The user of the system looks at the monitor through a set of shutter glasses. The stereo ready monitor are capable of refreshing the screen at double of the normal scan rate. The shutter glasses and the monitors are synchronized with each other.
Virtual Reality: Output Devices
16 The active glasses are connected to an IR emitter located on top of the CRT display (connection is wireless). The IR controller controls and signals liquid crystal shutters to close and occlude the eyes alternately. The brain registers this rapid sequence of right and left eye images and fuses them to give the feeling of 3D.
Overview of the Shutter glasses here:-
Virtual Reality: Output Devices
PROJECTOR-BASED DISPLAYS 17
Projector based displays have advantage of allowing group of closely located
users to participate in a VR Simulation, on contrary to personal graphics displays.
20 A CAVE is a projection-based VR display that uses tracked stereo glasses to feel the environment. CAVE is basically a small room or cubicle where at least the 3 walls, sometimes the floor and the ceiling act as giant monitors. The display gives the users a wide field of view ,something that most HMD’s cannot do. User’s can also move around in the CAVE system. Wearing tracked stereo glasses is a must
Virtual Reality: Output Devices
Tracking devices attached to the glasses tell the computer how to 21 adjust the projected images as we walk around the environment.
Virtual Reality: Output Devices
CAVE systems used in real world as driving simulators. 22
Virtual Reality: Output Devices
Training Simulator for the military forces 23
Virtual Reality: Output Devices
24 The sense of touch is also incorporated in the CAVE’s by using sensory gloves and other haptic devices. Some haptic devices also allow users to exert a touch or grasp or replace a virtual object. The sound interacts with the brain three dimensionally enhancing the realism of the virtual environment experience.