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VR Display and Interactive Devices

With the technological proliferation of 3D displays, we have evaluated and developed rendering methods for various display technologies. Despite the wide range of display choices that characterizes VR technologies, we can evaluate and recommend the most suitable display for your needs and operation. Our 3D/VR Team have developed applications that can be rendered on the following display configurations:

Head-Mounted Displays (HMD) - These use some sort of helmet or goggle configuration to place small video displays in front of each eye, with special optics to focus and stretch the perceived field of view. Most HMDs use two displays and can provide stereo imposed imaging. An HMD requires a position tracker in addition to the helmet. Alternatively, the display can be mounted on an armature for support and tracking (a Boom display).

Stereographic Glasses (Passive and Active) - Stereo-vision is accomplished by creating two different images of the world, one for each eye. The images are computed with the viewpoints offset by the equivalent distance between the eyes. There are a large number of technologies for presenting these two images. The images are projected through differently polarized filters, with corresponding filters placed in front of the eyes. The two images can be displayed sequentially on a conventional monitor or projection display.

3D Stereoscopic Video Display Systems - Auto-immersive devices eliminate the need for stereographic glasses and provide a flat autostereo display for “true” 3D visual presentation.

Vision Stations and Domes – These display technologies provide fully immersive, truly portable, single projector with a hemispherical display configuration where users are not required to wear goggles, glasses, helmets, or other devices. The autostereographic capabilities of these displays allow an immersive VR experience for up to 10 concurrent users.

Haptic Device Interface – Haptic or tactile display devices are programmed to stimulate skin to generate sensations of contact. The human skin responds to several distributed physical quantities (high-frequency vibrations, small-scale shape or pressure distribution, and thermal properties). The 3D/VR team has experience with the following device types:

Vibration Feedback Devices - Relay information about phenomena like surface texture, slip, impact, and puncture. The tactile frequency range of the human hand/fingers is between 12 Hertz (Hz) to 250 Hz.

  • Small-scale shape or pressure – An array of closely spaced pins individually raised and lowered against the fingertip to approximate the desired shape. Matching human finger movement speeds and bandwidths is required.
  • Thermal display - Based on a combination of thermal conductivity, capacity, and temperature. Human inference of material composition as well as temperature difference is necessary.
  • Force Feedback Devices
 
 
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