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Six principal hardware components make up a virtual reality system. These include the computer that generates the images, manipulation devices, position trackers, vision systems, sound drivers, and the HMD. Computer complexity ranges from inexpensive PC systems to Silicon graphics machines costing well over $100,000. Obviously, the more complex the graphics being generated, the more capable and powerful the image generator needs to be. Manipulation and control devices provide the means of tracking the position of a real object within a virtual world. Because the real world is three-dimensional, tracking devices must be able to respond to roll, pitch, and yaw movements. These devices come in many different versions. The simplest are mice, trackballs, and joysticks; they provide the least control over virtual motion. A step above them is the instrumented glove, in which the fingers are equipped with sensors that notify the computer of movement and hand action. These range in complexity from gloves that use fiber optic sensors for finger motion and magnetic trackers that detect general position, to less complex devices that provide limited sensing with strain gauges on the fingers and ultrasonic overall position detectors. Today full-body suits and electronic exoskeletons are used to capture full-character motion for animation applications, the control of musical synthesizers, and some advanced games. One airline in-flight catalog sells a $10,000 body suit that can be connected to existing video games, such as Nintendo, 3DO, and Sega, for the person that has virtually everything. Position trackers can be as simple as a mechanical arm that follows the user around the virtual environment or as complex as full-body exoskeletons like those mentioned previously. Some companies offer a body suit that not only provides position information to the application, but delivers force feedback to the wearer of the suit to simulate real interaction with objects in the virtual world (an area of research known as haptics). Logitech is a well-known manufacturer of these devices. The actual tracking units rely on a variety of technologies. Ultrasonic sensors pulse at a known repetitive frequency, and the latency between pulse and pickup is used to track locations like sonar. Magnetic sensors use coils that produce magnetic fields that can be tracked by the pickup
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Downloaded from Digital Engineering Library @ McGraw-Hill (www.digitalengineeringlibrary.com) Copyright 2004 The McGraw-Hill Companies. All rights reserved. Any use is subject to the Terms of Use as given at the website.
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unit. The best known manufacturer of magnetic units is Polhemus in Colchester, Vermont. A third tracking system relies on optical pickups to determine location. Using a grid of ceiling-mounted light-emitting diodes (LEDs) that flash in a known pattern, helmet-mounted video cameras can track the wearer s location under the grid. Origin Instruments is the primary manufacturer of these systems. Finally, a limited number of inertial trackers can be used in virtual reality systems. They typically only detect rotational movement, but in some systems, this is adequate. We ve already discussed many of the vision systems used in virtual reality. These include rear-projection systems, such as those in the UIC Cave, dual screens placed before the eyes to yield stereoscopic vision, and a split-screen technique, in which the user wears a hood, and images are painted on the screen in two parts, thus simulating stereoscopic vision. True immersive systems require some sort of head-mounted display. These can be as complex as a helmet containing stereophonic sound speakers, stereoscopic vision screens, and complex motion detection devices, to the pair of nerdy black polarized glasses with a small motion sensor connected via a fine optical cable. These devices are currently expensive ($3K to $10K) but are expected to plummet in the next few years as entertainment companies announce virtual reality-based video games. Both Nintendo and SEGA have plans underway to create and release an entire line of virtual reality-dependent games within the next year.
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