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[2019

HCI Documentation

SCHOOL OF INFORMATICS

DEPARTMENT OF INFORMATION TECHNOLOGY


Nov2019

TITLE: what is Virtual reality helmets and Data glove in HCI


GROUP MEMBERS ID
1. ABEL KIBEBE IT/0006/09
2. HAILEMARIAM YIHUN IT/0033/09
3. BERHANU SOMEGA IT/0020/09
4. YETMWORK ABERA IT/0068/09
5. MESERET WUBIE IT/0049/08
6. DAWIT TEFERI IT/0025/09

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Table of Contents
1. Introduction .............................................................................................................................................. 3
2. Virtual Reality ............................................................................................................................................ 3
2.1Virtual Reality Strengths: ..................................................................................................................... 5
2.2 Virtual Reality Weakness: ................................................................................................................... 5
Latency requirements ............................................................................................................................ 5
Resolution and display quality .............................................................................................................. 6
Lenses ................................................................................................................................................... 6
Controllers............................................................................................................................................. 6
3. Virtual reality helmets............................................................................................................................... 7
4. Data glove ................................................................................................................................................. 7
5. Where are Virtual Reality Devices Headed? ............................................................................................. 8
Conclusion ..................................................................................................................................................... 9
Bibliography ................................................................................................................................................ 10

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1. Introduction
Humans interact with computers in many ways; the interface between humans and
computers is crucial to facilitate this interaction. Desktop applications, internet browsers,
handheld computers, and computer kiosks make use of the prevalent graphical user
interfaces (GUI) of today. Voice user interfaces (VUI) are used for speech recognition and
synthesizing systems, and the emerging multi-modal and Graphical user interfaces (GUI) allow
humans to engage with embodied character agents in a way that cannot be achieved with other
interface paradigms. The growth in human–computer interaction field has been in quality of
interaction, and in different branching in its history. Instead of designing regular interfaces, the
different research branches have had a different focus on the concepts of multimodality[6] rather
than unimodality, intelligent adaptive interfaces rather than command/action based ones, and
finally active rather than passive interfaces.
The Association for Computing Machinery (ACM) defines human–computer interaction as "a
discipline concerned with the design, evaluation and implementation of interactive computing
systems for human use and with the study of major phenomena surrounding them".[5] An
important facet of HCI is user satisfaction (or simply End User Computing Satisfaction).
"Because human–computer interaction studies a human and a machine in communication, it
draws from supporting knowledge on both the machine and the human side. On the machine
side, techniques in computer graphics, operating systems, programming languages, and
development environments are relevant. communication theory, graphic and industrial
design disciplines, linguistics, social sciences, cognitive psychology, social psychology,
and human factors such as computer user satisfaction are relevant. And, of course, engineering
and design methods are relevant."[5] Due to the multidisciplinary nature of HCI, people with
different backgrounds contribute to its success. HCI is also sometimes termed human–machine
interaction (HMI), man-machine interaction (MMI) or computer-human interaction (CHI).
Poorly designed human-machine interfaces can lead to many unexpected problems. A classic
example is the Three Mile Island accident, a nuclear meltdown accident, where investigations
concluded that the design of the human-machine interface was at least partly responsible for the
disaster.[7][8][9] Similarly, accidents in aviation have resulted from manufacturers' decisions to use
non-standard flight instrument or throttle quadrant layouts: even though the new designs were
proposed to be superior in basic human-machine interaction, pilots had already ingrained the
"standard" layout and thus the conceptually good idea actually had undesirable results.

2. Virtual Reality
Virtual Reality (VR) is not an entirely new concept; it has existed in various forms since the
late 1960s. It has been known by names such as synthetic environment, cyberspace, artificial
reality, simulator technology and so on and so forth before VR was eventually adopted. The
latest manifestation of VR is desktop VR. Desktop VR is also known by other names such as

Window on World (WoW) or non-immersive VR (Onyesolu, 2006). As a result of proliferation


of desktop VR, the technology has continued to develop applications that are less than fully
immersive. These non-immersive VR applications are far less expensive and technically
daunting and have made inroads into industry training and development. VR has perhaps at last

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come within the realm of possibility for general creation and use most especially in education
where computer-based virtual learning environments (VLE) are packaged as desktop VR. This,
in turn, points the way for its inclusion in educational programs (Ausburn & Ausburn, 2004).
These computer-based virtual learning environments (VLEs) have opened new realms in the
teaching, learning, and practice of medicine, physical

sciences and engineering among others. VLEs provide students with the opportunity to achieve
learning goals. VLE-based applications have thus emerged in mainstream education

in schools and universities as successful tools to supplement traditional teaching methods. These
learning environments have been discovered to have greater pedagogical effectiveness on
learners. Virtual learning environments provide three-dimensional (3D) insights into the
structures and functions of any system desired. Students can thereby learn the principles of such
system in a fast, effective and pleasurable way by interacting with and

navigating through the environment created for such system (Onyesolu, 2009a; Onyesolu,
2009b). It is known that VR can make the artificial as realistic as, and even more realistic than,
the real (Negroponte, 1995).

There are some people to whom VR is a specific collection of technologies; that is,
headset,glove and walker (Haag et al., 1998; Williams & Sawyer, 2001; Isdale, 1993). VR is
defined as a highly interactive, computer-based multimedia environment in which the user
becomes the participant in a computer-generated world (Kim et al., 2000; Onyesolu, 2009a;
Onyesolu & Akpado, 2009).

It is the simulation of a real or imagined environment that can be experienced visually in the
three dimensions of width, height, and depth and that may additionally provide an interactive
experience visually in full real-time motion with sound and possibly with tactile and other forms
of feedback. VR is a way for humans to visualize,manipulate and interact with computers and
extremely complex data (Isdale,1998).

It is an artificial environment created with computer hardware and software and presented to
the user in such a way that it appears and feels like a real environment (Baieier, 1993).

VR is a computer-synthesized, three-dimensional environment in which a plurality of human


participants, appropriately interfaced, may engage and manipulate simulated physical elements in
the environment and, in some forms, may engage and interact with representations of other
humans, past, present or fictional, or with invented creatures.

It is a computer-based technology for simulating visual auditory and other sensory aspects of
complex environments (Onyesolu, 2009b).

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VR incorporates 3D technologies that give a real-life illusion. VR creates a simulation of
real-life situation (Haag et al., 1998).

Therefore, VR refers to an immersive, interactive, multi-sensory, viewer-centered,


3Dcomputer-generated environment and the combination of technologies required to build such
an environment (Aukstakalnis & Blatner, 1992; Cruz-Niera, 1993).

By immersing viewers in a computer-generated stereoscopic environment, VR technology


breaks down barriers between humans and computers. VR technology simulates natural
stereoscopic viewing processes by using computer technology to create right-eye and left-eye
images of a given 3D object or scene. The viewer’s brain integrates the information from these
two perspectives to create the perception of 3D space. Thus, VR technology creates the illusion
that on-screen objects have depth and presence beyond the flat image projected onto the screen.

With VR technology, viewers can perceive distance and spatial relationships

between different object components more realistically and accurately than with

conventional visualization tools (such as traditional CAD tools).

2.1Virtual Reality Strengths:

 Anything is programmable (can be simulated). No constraints


 More interactive due to all senses
 360 allows unique storytelling
 Proven to better induce emotions – fear, empathy and anything really
 Better retention due to experiential learning
 Can trick the brain (pain mgt, phobias, meditation)
 More social

2.2 Virtual Reality Weakness:

Latency requirements
Virtual reality headsets have significantly higher requirements for latency—the time it takes
from a change in input to have a visual effect—than ordinary video games. If the system is too
sluggish to react to head movement, then it can cause the user to experience virtual reality
sickness, a kind of motion sickness. According to a Valve engineer, the ideal latency would be 7-
15 milliseconds. A major component of this latency is the refresh rate of the display, which has
driven the adoption of displays with a refresh rate from 90 Hz (Oculus Rift and HTC Vive) to
120 Hz (PlayStation VR).

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The graphics processing unit (GPU) also needs to be powerful enough to render the required
amount of frames. Oculus cited the limited processing power of Xbox One and PlayStation 4 as
the reason why they are targeting the PC gaming market with their first devices.
Foveated rendering is a new technique to reduce the rendering workload. It uses eye
tracking hardware to determine at what point the user is looking and reduces rendering resolution
farther from the user's gaze. This can be unnoticeable to the user because human peripheral
vision is far less sensitive than the fovea.
Resolution and display quality
There are different optics and visual qualities that will affect how the individual views the image
quality and how they experience the virtual world. The image will appear clearly due to the
display resolution, optic quality, refresh rate, and the field of view.
Because virtual reality headsets stretch a single display across a wide field of view (up to 110°
for some devices according to manufacturers), the magnification factor makes flaws in display
technology much more apparent. One issue is the so-called screen-door effect, where the gaps
between rows and columns of pixels become visible, kind of like looking through a screen
door.[31] This was especially noticeable in earlier prototypes and development kits,[7] which had
lower resolutions than the retail versions.
Lenses
The lenses of the headset are responsible for mapping the up-close display to a wide field of
view, while also providing a more comfortable distant point of focus. One challenge with this is
providing consistency of focus: because eyes are free to turn within the headset, it's important to
avoid having to refocus to prevent eye strain.
Fresnel lenses are commonly used in virtual reality headsets due to their compactness and
lightweight structure. The lenses do not use multiple pieces of material in their lenses like other
lenses, but the lens will be broken down into sections, allowing the individual to have a wider
range of view. The issue seen with the lens consists of seeing the ridges of the lenses when the
headset is not properly aligned on the head.
The lenses introduce distortion and chromatic aberration, which are typically corrected
in software. The lenses can also be adjusted dynamically to account for a user's eyeglass
prescription so that the user can use the headset without corrective eyeglasses.
Controllers
Virtual reality was used by Nintendo's Wii game console by having the player use a controller to
interact with the game of their choice, often being sports games. Soon after the release of
Nintendo's Wii, Microsoft's Xbox received a full body reading system called Kinect and
Sony's PlayStation got a similar virtual reality device named the PlayStation Move. These
gaming devices use virtual reality to control avatars within a game, where the player's
movements are copied by the avatar to complete the game. This means that the player is not truly
engaged in the virtual reality world.[37]

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3. Virtual reality helmets
VR helmets are output devices which is responsible for the presentation of the virtual
environment and its phenomena to the user – they contribute to the generation of an immersive
feeling at most

VR helmet Is one of VR hardware components necessary for building and experiencing


VR.It is sensory displays are used to display the simulated virtual worlds to the user. The most
common sensory displays are the computer visual display unit, the head-mounted display (HMD)
for 3D visual and headphones for 3D audio.

Head mounted displays place a screen in front of each of the viewer's eyes at all times. The
view, the segment of the virtual environment generated and displayed, is controlled by
orientation sensors mounted on the “helmet”. Head movement is recognized by the computer,
and a new perspective of the scene is generated. In most cases, a set of optical lens and mirrors
are used to enlarge the view to fill the field of view and to direct the scene to the eyes (Lane,
1993).

4. Data glove
In recent years, a new type of input devices, a sensory data glove, has been extensively
applied along with the popularization of virtual reality (VR). The data glove is a multi-sensory
device that generates a large amount of data and is more complex than other input devices.

Nevertheless, most researchers still adopt this device because the natural interfacing
characteristic of the data glove with human being is the way to improve system manipulates that
are applicable in many specific fields particularly in immersive VR system.

At present, the data glove has been increasingly employed in the areas of teleoperations
and robotic control, surgery training of medical applications, entertainment sports of VR
systems, industrial manufacturing of CAD/CAM applications and so on. Among the available
input devices for VR hand tracking technology is the most popular one. Such glove based input
devices let VR users apply their manual dexterity to the VR activities. Hand-tracking gloves
currently marketed include: Sayre Glove, MIT LED Glove, Digital Data-Entry Glove, Data
Glove, Dexterous Hand Master, Power Glove, Cyberlove, VPL Glove, and pace Glove.

According to the outputs of sensors, the data gloves can be grouped into two classes: one
produces linear output, and another produces nonlinear output. Either linear or nonlinear data gloves
should be calibrated before they can be used in the applications. The calibration process of linear
data gloves is directly executed by a linear mapping, but that of nonlinear data gloves is not so
easy owing to lack of outputs’ references of nonlinear sensors. receivers/transmitters as the
finger-bend measurement sensors. This data glove produces nonlinear outputs that must be
calibrated before operation. To make the glove easy for use, the construction of a calibration

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device together with a four-stage calibration procedure is developed. The former creates a
calibration device for a nonlinear data glove, and the latter performs an associated nonlinear
mapping via a neutral-network-based function approximate or that is trained by a modified
robust backpropagation (BP) algorithm of noises elimination capabilities.

Input devices determine the way a user communicates with the computer. Ideally all these
devices together, should make user’s environment control as intuitive and natural as possible –
they should be practically invisible.

5. Where are Virtual Reality Devices Headed?


there are numerous VR devices on the market, including headsets, tablets, smartphones,
wearables and consoles. Each device provides a different level of experience across the
reality spectrum but also has specific limitations.

Many of the virtual reality headsets rely on smartphones to display the content. While
these devices are a good introduction to VR, they lack the visual quality to deliver an
immersive experience. Headsets tend to be bulky as well, making prolonged usage
unlikely.

What is the future of our devices? How are they set to evolve with augmented and virtual
reality? What if we could see through the screens we are surrounded by every day?

We think augmented and virtual reality technologies will consolidate and come in two
forms in the future: tethered systems and standalone units. Tethered systems will be
comprised of a unit or wearable on the head, with a wire attached to a processing unit.
Standalone units will house all systems—from display to processing—within the unit and
be available as a wearable. We're already seeing early signs of these trends as
manufacturers choose a mixture between standalone and tethered units. Although some
standalone units are already available, these devices are more complex and difficult to
implement.

Today, we're in a state of compromise with augmented and virtual reality devices. None
of the existing systems give users a complete, bondless and immersive experience. Most
of the systems lack a natural, wide field of view (FOV), have limited display resolution,
low brightness, a short battery life and lacking 3D sensing capabilities. It will be another
three to five years before we will experience true, unconstrained AR/VR applications.

The AR/VR devices of the future will provide personalized, accessible and well-designed
experiences. As these elements take hold, a platform shift is imminent. In my opinion in
three years we are going to see new augmented reality glasses with LTE capabilities that
will become an alternative to the smartphone. With new, immersive AR capabilities, the
form factor of our favorite consumer electronics will change and we'll never look back.

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Conclusion
A society in which the ability to access virtual reality was hindered by the pressing
supporters of the anti-VR movement, would be a tremendous downfall and a signal to our own
ignorance in times of technological advancement. Virtual Reality is arguably the next footstep
towards a modern/post-modern era of development. The potential ground breaking effects that
loom behind these machines is uncanny. With the ability to save lives, act as a medium for
business development and confrontations, and provide its users with endless hours of
entertainment, learning, and discovery, the world should be pushing for an increased presence of
this product, just the same as it did in the 1990’s. This time around, our technology will have
come far enough to support the needs for these devices and will begin implementing virtual
reality within homes, medical centers, and offices.

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Bibliography

[1] "]http://www.scribd.com," ]http://www.scribd.com, 2009. [Online]. Available:


http://www.scribd.com/doc/8574409/Vr.

[2] B. N. H. I. P. C. S. G, "Architectural and Compiler Techniques for Vortual reality," Trans Large Scale
Integration, vol. 2, 2000.

[3] S. F. .. Smith, "IS Scheduling a Solved Problem," multidisciplinary methodology and algorithms, pp. 3 -
17, 2005.

[4] VirtualR/augumented, "VR," EzThio, Global, 2008.

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