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STDP 2

Virtual Environments

  • Computer generated, 3D environmental which the user of the technology perceives themselves to be
  • A space that contains data representations and users
  • Aim to increase telepresence through interactivity and vividness

VR Systems

  • Can be fully immersive or desktop driven
  • High-end for specific experiences
  • Low-end to be more accessible
  • Standard desktop hardware
  • More scalable for many users

CVE Design Considerations

  • Choice of embodiments
    • Realism vs conveying capabilities
  • Interaction mapping
  • Understanding the viewpoint of others
    • And more generally awareness of others
  • Flexible and multiple viewpoints
  • Creation of a sense of place

Mixed Reality

  • Merging of physical and digital
  • Seeing views of the real world in VR
  • Controlling views of the real world in VR or through physical controls
  • Seeing views of VR in the real word (augmented reality)

Kinect Fusion

  • Technology behind HoloLens
  • Tracks the 6DOF position of handheld depth sensing cameras, such as Kinect
  • Performs high quality 3D surface reconstructions as the camera moves through space