Introduction

cave image Fundamentals  of Virtual Reality
  • computer generated sensory support for as many of the senses as possible
  • user centered 3D visuals 
  • interaction between real person and virtual world
  • 3D sound
  • haptics
  • etc.
  • group in CAVE

    cave

    1992 - CAVE(r) 
    • First projected, immersive display developed at Electronic Visualization Laboratory, University of Illinois at Chicago
    • VR theatre - rear projection - active stereo - 10' x10' x10' (3 x 3 x 3 m) 
    • electro-magnetic tracking for interaction
    • surround sound
    • motivation 
      • comfort - less encumbering
      • comfort - less nausea
      • community - a group can share environment 
    • result
      • very spectacular, "wow" inspiring
      • 100s of CAVEs and CAVE-alikes in world - mostly in research and industrial institutions
    • drawbacks 
      • cost - in terms of both space and $$
        • architectural footprint = 20' x 30' x 14' (6 x 9.1 x 4.25 m)
        • SGI  Reality Engine to generate graphics
        • tracking systems 
        • projectors capable of maintaining active stereo - 96 Hz or better
      • fragile equipment needing expert maintenance
    CAVE derivatives:
    • Smaller and lower cost projected systems developed commercially
    • Immersadesk2 (at right), workbench, barco baron etc. 
    • lose completely immersive quality - more like looking through a window at the VR world - but an open window!
    • Still relatively expensive because of:
      • high price of high end graphics computers
      • high price of generating active stereo & fragility of equipment
    panoram
    • Walls, reality centers, panorams, domes etc.
    • Usually high end and high price
    • Typically for applications that can sacrifice interactivity for a larger audience 
    Case Study >>