VR accommodates reality 
         
        
      By 
      Eric Smalley, 
      Technology Research News 
       
      One reason flight simulators are much more 
        compelling than other virtual environments is that only the scenery is 
        virtual. The cockpits are often exact replicas of the real things.  
         
         For many training, design verification, telepresence and phobia 
        treatment applications, the ideal environment is a mix of virtual and 
        real.  
         
         Researchers from the University of North Carolina and Disney Corporation 
        have advanced their method for representing real objects in virtual environments 
        by devising a way for real and virtual objects to interact.  
         
         The researchers tested the system by having NASA engineers simulate 
        a space shuttle payload assembly task. "The ideal virtual environment 
        system would have the participant fully convinced he was actually performing 
        the task being simulated," said Benjamin Lok, now an assistant professor 
        of computer and information science and engineering at the University 
        of Florida. "Parts and tools would have mass, feel real, and handle properly 
        with appropriate visual and haptic feedback."  
         
         The principal drawback to today's fully virtual environments is 
        that there is nothing to feel and to constrain the user's movements. "Imagine 
        trying to simulate a task as basic as unscrewing an oil filter from a 
        car engine in a virtual environment," said Lok. The researchers' goal 
        is to expand the applicability of virtual environments, he said.  
         
         They have taken a step toward mixed-reality environments by allowing 
        real and virtual objects to coexist in a shared virtual space. The approach 
        is the inverse of augmented reality systems, which incorporate a small 
        number of virtual objects in real environments by, for example, projecting 
        interactive images onto a desk.  
         
         In one example of the researchers' hybrid virtual environment, 
        a user can part a real window curtain so that she feels curtains. At the 
        same time she sees virtual representations of her hands moving virtual 
        curtains to reveal a virtual window and a virtual scene beyond.  
         
         The heart of the researchers' system is a method for determining 
        when real and virtual objects collide and providing a plausible response, 
        said Lok.  
         
         The key is keeping the virtual representations of the real objects 
        as simple as possible. The system uses four cameras and object recognition 
        software to determine the shapes and positions of real objects in the 
        environment. The camera data is used to generate virtual three-dimensional 
        shells in the shapes of the real objects, and the shells are forbidden 
        zones for all of the virtual objects in the environment.  
         
         Virtual objects can have virtual properties like velocity, acceleration 
        and deformability, or give. Calculating these properties in real-time 
        for the representations of the real objects would be extremely difficult, 
        so only virtual objects move or change shape in reaction to collisions. 
        "This allowed real objects to be integrated into a virtual environment 
        without additional modeling or tracking," said Lok.  
         
         When a virtual object and a shell collide, the system determines 
        the point of contact and shifts the virtual object to keep the shell and 
        the object from overlapping.  
         
         The researchers tested the hybrid virtual environment with a group 
        of NASA engineers. The tests show that the environment is more effective 
        for evaluating hardware designs and for planning assembly tasks than fully 
        virtual environments, said Lok.  
         
         The engineers determine the optimal design for payloads like satellites 
        and scientific equipment, balancing the need to take up as little room 
        as possible against the requirements for technicians to be able to assemble 
        the payload systems.  
         
         The researchers simulated a shuttle payload in a hybrid environment. 
        "We mocked up a common payload integration task and asked [the engineers] 
        to estimate how much space was required to perform the task," said Lok. 
        The researchers set the simulation to those spacings and had the engineers 
        try it out, he said.  
         
         The task consisted of fitting a real tube into a hole in a virtual 
        box, attaching the tube to a real mount on a real table beneath the virtual 
        box, feeding a real cable through the tube and plugging the end of the 
        cable into a real socket on the table. The virtual box was surrounded 
        by virtual walls that constrained the engineer's movements by flashing 
        red whenever any of the real objects, including the engineer's hands, 
        came into contact with the walls.  
         
         The simulation showed that the engineers' estimates were off. 
        On average, the engineers underestimated the required spacing by an average 
        of 5.6 centimeters, according to the researchers. The engineers were surprised 
        that both additional space and a tool were required to complete to task, 
        said Lok.  
         
         Hybrid environments provide greater realism than fully virtual 
        environments, and because they are easier to set up than full mockups 
        of payloads, they can be used earlier in the design process when changes 
        are easier to make, Lok said.  
         
         It will be about five years before hybrid reality systems are 
        available for specialized applications, and 20 years for general applications, 
        which require quick reconstruction of real objects in virtual environments, 
        said Lok. Computer vision and image-based rendering researchers would 
        call these problems "holy grails in their fields," he said. "Perhaps in 
        20 years we can have very compelling hybrid realities with production 
        quality solutions on real-world industrial applications."  
         
         The researchers are working on generating better virtual representations 
        of real objects, using hybrid realities, and determining the role of real 
        objects in effective virtual environments, according to Lok.  
         
         Lok's research colleagues were Samir Naik of Disney Corporation, 
        and Mary Whitton and Frederick P. Brooks Jr. of the University of North 
        Carolina at Chapel Hill. The researchers presented the work at the Association 
        of Computing Machinery (ACM) Symposium on Interactive 3D Graphics, held 
        in Monterey, California, April 27 to 30, 2003.  
         
         The research was funded by L-3 Communications Corporation, the 
        Office of Naval Research (ONR), the National Institutes of Health (NIH), 
        the National Science Foundation (NSF), the University of North Carolina 
        at Chapel Hill and the University of North Carolina at Charlotte.  
         
        Timeline:   5 years  
         Funding:   Government, University  
         TRN Categories:  Data Representation and Simulation; Human-Computer 
        Interaction 
         Story Type:   News  
         Related Elements:  Technical paper, "Incorporating Dynamic 
        Real Objects into Immersive Virtual Environments," Association of Computing 
        Machinery (ACM) Symposium on Interactive 3D Graphics, April 27-30, 2003, 
        Monterey, California  
         
         
          
      
       
        
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       July 30/August 6, 2003 
       
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