From: dgomez@caip.rutgers.edu (Daniel Gomez)
Subject: EDUC: RUTGERS UNIVERSITY - VR Graduate Course (Spring '96)
Date: 16 Jan 1996 14:27:59 -0500
Message-ID: <4dgu7v$2gf@tekka.rutgers.edu>
Organization: Rutgers University


  
                        RUTGERS UNIVERSITY
                The State University of New Jersey
                      College of Engineering
         Department of Electrical and Computer Engineering
 
 
                   Virtual Reality Technology 
            Index: 72953,  T,Th 4:30-5:50,  SEC 203.
                          Spring 1996 

 Prerequisites:
  330:560 Computer Graphics. 
  330:352 undergraduate level computer hardware course
 
 Course Outline (Weekly topics)
  
 INTRODUCTION. What Is Virtual Reality? The Three ``I"s Of Virtual
  Reality.  A Short History Of Virtual Reality. Towards
  Commercialization.  (Chapter 1)
 
 VIRTUAL REALITY TOOLS - I. 3-D Position Sensors. 3-D Magnetic
  Sensors.  Ultrasound 3-D Sensors. Trackballs. 3-D Probes. Sensing
  Gloves.  The DataGlove; The CyberGlove; The PowerGlove; The Dextrous
  Hand Master; (Chapter 2)
  
 VIRTUAL REALITY TOOLS - II. 3-D Position Sensors. 3-D Magnetic
  Sensors.  Stereo Viewing Devices. Human Eye Stereo Viewing; Head
  Mounted Displays; LCD-based HMDs; CRT-based HMDs; Binocular
  Omni-Orientation Monitors (Booms); The ``Cyberscope"; Stereo
  Glasses; Stereo Projection Screens; Autostereoscopic 3-D
  Displays. 3-D Sound Generators; Human Hearing Model; The
  Convolvotron; The Beachtron And The Acoustetron. Conclusion.
  (Chapter 2)
  
 TOUCH AND FORCE FEEDBACK. Touch Feedback Is Different From Force
  Feedback.  Virtual Touch/Force-Feedback Requirements. Touch
  Feedback. Pneumatic Touch Feedback; Vibrotactile Feedback; Enhanced
  Tactile Feedback; Force Feedback.  Force-Feedback Arms; Joysticks;
  ``Enhanced" Joysticks; Portable Masters; The Rutgers Portable Master
  With Force Feedback; The LRP Hand Master; The ``SAFIRE" And The
  ``Force ArmMaster"; Combining Force And Touch Feedback.  Conclusion.
  (Chapter 3)
  
 COMPUTING ARCHITECTURES. Frame Rate Vs. Computational Load. Graphics
  Performance Vs. Shading Mode. Graphics Performance Vs. Scene
  Complexity.  PC-Based VR Engine. 486-PC With ActionMedia Graphics
  Accelerators; 486-PC With Spea ``Fire" Graphic Accelerators; Other
  PC-Based Graphic Accelerators. Workstation-Based Architectures. The
  ``Virtual Holographic Workstation; The Provision 100
  Workstation. Highly Parallel VR Engines.  Distributed
  VR. Supercomputer-Based Systems; IBM Distributed System; Distributed
  Force Feedback; Two-User Systems. Conclusion.  (Chapter 4)
  
 MODELING - I. Geometric Modeling. Object Shape; Object Appearance;
  Kinematic Modeling. Object Position. Collision Detection; Flying,
  Grabbing And Scaling; Object Hierarchies; Viewing The 3-D World;
  Physical Modeling. Weight Modeling. Surface Deformation And
  Compliance; Surface Smoothness; (Chapter 5)
  
 MODELING - II.  Object Behavior.  Model Segmentation. Cell
  Segmentation; Level Of Detail Segmentation; Conclusion.  (Chapter 5)
  
 PROGRAMMING IN VR - I. The VR Editor. RenderWare; The VRT3 Editor.
  The Amaze Editor. The Resident Modeler. Event Scheduling. Real-time
  Distributed Simulation. Task Decomposition; (Chapter 6)
  
 PROGRAMMING IN VR - II.  Actors; The Hierarchy Element.  The Shared
  Data Space; Graphical Programming. Non-Commercial VR Toolkits.
  Conclusion.  (Chapter 6)
  
 HUMAN FACTORS IN VR. Evaluation Difficulties. VR Evaluation
  Methodology.  Control (Feedback); Vision And Graphics Feedback;
  Influence Of The Image Refresh Rate; Depth Perception; Color
  Discrimination; Passive Vision; Active Vision; Enhanced Vision;
  Audio Feedback; Force And Tactile (Haptic) Feedback; Evaluation Of
  Sensing Gloves With Haptic Feedback; Evaluation Of Integrated
  Systems; ``Hand-Hand Coordination"; ``Hand-Eye" Coordination With
  Haptic Feedback; ``Hand-Ear" Coordination; ``Voice-Ear" And
  ``Voice-Eye" Coordination; ``Multimodal" Coordination; Simulation
  Sickness.  Conclusion.  (Chapter 7)
 
  
 APPLICATIONS - I. Medicine and Rehabilitation. Surgery; VR Anatomy
  Trainer; Surgical Simulators; Telesurgery; Hybrid Systems;
  Rehabilitation; Hand Diagnostic; Body Rehabilitation; Improving
  Quality Of Life For The Disabled; Biotechnology; (Chapter 8)
  
 APPLICATIONS - II.  Entertainment, Arts and Education. Entertainment
  applications; VR Arcades; Home-based VR Entertainment; The Arts;
  Videoplace; Mandala; Virtual Actors; The Virtual Museum; Virtual
  Music; Education; Military and Aerospace. Military Applications; The
  SIMNET tank trainer network; Antisubmarine Warfare; The Virtual
  Stinger Trainer; Aerospace Applications; The NASA Virtual Reality
  Training; The European Space Agency; The Virtual Cockpit; (Chapter
  8)
  
 APPLICATIONS - III.  Business Applications. Finance; The Maxus Stock
  Trading Interface; Currency Exchange Visualization; Experiential
  Advertising; Interior Design; Robotics and Manufacturing. VR
  Applications in Robotics; Aid in Robot Design; Navigation in
  Unstructured Environments; Off-line Programming; Teleoperation;
  Manufacturing; Conclusion.  (Chapter 8)
 
 THE FUTURE . Large Volume Tracking. New Displays. New Haptic
  Displays. Neural Interfaces. ``Image Gloves". Voice
  Control. Portable Computers. Programming and Modeling. Conclusion.
  (Chapter 9)
   
 Final .
 
  
 Text
 
  Grigore Burdea and Philippe Coiffet, Virtual Reality Technology ,
 John Wiley & Sons, 400 pp, 23 color plates, 212 drawings and tables,
 ISBN 0-471-08632-0 (Cloth) 1994.
 
 
 Reference Materials
 
  Kalawsky, R., 1993, The Science of Virtual Reality and Virtual
  Environments , Addison-Wesley Publishing Co., UK, 405 pp., or
  subsequent editions.
 
  Pimentel, K. and K. Teixeira, 1993, Virtual Reality: Through the New
  Looking Glass , Windcrest McGraw-Hill, New York, 301 pp., or
  subsequent editions.
 
 
 Grading Criteria
 
  There will be laboratory projects and a final examination.  These
  will be weighted as follows:
 
  Laboratory project 50%
  Final exam         50%


             ***************** INFORMATION ******************

   ELECTRICAL AND COMPUTER ENGINEERING 
   New Brunswick, Electrical Engineering Bldg., BC

   Telephone Numbers:   (908) 445 4880
                              445 5393
                              445-4208 
    
   see also:
            http://www.caip.rutgers.edu/vrlab/index.html
