https://www.dagstuhl.de/08231

June 1 – 6 , 2008, Dagstuhl Seminar 08231

Virtual Realities

Organizers

Guido Brunnett (TU Chemnitz, DE)
Sabine Coquillart (INRIA – Grenoble, FR)
Gregory F. Welch (University of North Carolina at Chapel Hill, US)

For support, please contact

Dagstuhl Service Team

Documents

List of Participants
Dagstuhl's Impact: Documents available

Press Room (German only)

Motivation

Virtual Reality (VR) is a multidisciplinary area of research aimed at interactive human-computer mediated simulations of artificial environments. Typical applications include simulation, training, scientific visualization, and entertainment. An important aspect of VR-based systems is the stimulation of the human senses—typically sight, sound, and touch—such that a user feels a sense of presence (or immersion) in the virtual environment. Different applications require different levels of presence, with corresponding levels of realism, sensory immersion, and spatiotemporal interactive fidelity.

To improve the sense of immersion, developers typically build multi-modal systems, i.e. systems that stimulate multiple human senses. The development of appropriate multi-modal devices (projection walls, head mounted displays, data gloves, force feedback arms, spatialized audio, etc.) to deliver multi-modal signals into the human sensory system is a basic aspect of VR technology. The fidelity and degree of immersion of these systems is a crucial factor in any user-perceived sense of presence.

In addition, the impression that can be achieved is limited by the richness of the model that describes the virtual environment. As such, another crucial aspect is VR modelling. The scope of VR modelling typically goes beyond conventional (e.g. geometric) modelling in that it often integrates aspects related to the different modalities, for example visual, acoustic, or haptic characteristics.

If the environment includes dynamic objects, the movements of these objects must also be described. However, in contrast to conventional simulation, updates to the dynamic objects have to be computed in real time. To achieve high performance, today’s VR systems often include some form of parallel processing of the simulation data. If compromises between the competing requirements of realistic behaviour and performance have to be made, human factors are taken into consideration.

Finally, a key ingredient of any VR system is the interaction between the human and the computer. For a sense of presence to be sustained, it is necessary that the objects of the virtual world appropriately react to the actions of the user. Some primary challenges in this context include the real-time tracking of the user’s movements, and the design of intuitive devices for the user to control the virtual environment. In particular, many problems remain in the realization of VR systems that simultaneously support multiple users.

Related Dagstuhl Seminar

Classification

  • Computer Graphics / Computer Vision

Keywords

  • Motion Analysis
  • Statistical Methods
  • Computational Geometry

Documentation

In the series Dagstuhl Reports each Dagstuhl Seminar and Dagstuhl Perspectives Workshop is documented. The seminar organizers, in cooperation with the collector, prepare a report that includes contributions from the participants' talks together with a summary of the seminar.

 

Download overview leaflet (PDF).

Publications

Furthermore, a comprehensive peer-reviewed collection of research papers can be published in the series Dagstuhl Follow-Ups.

Dagstuhl's Impact

Please inform us when a publication was published as a result from your seminar. These publications are listed in the category Dagstuhl's Impact and are presented on a special shelf on the ground floor of the library.