The NAVE was designed as a prototype for a system that will be part of
a cultural exhibit in Santiago de Compostela, Spain. The NAVE is built
on a 16x12 foot platform, raised 18 inches off the floor. The floor was
raised to simplify the wiring of equipment under the platform, as well
as to accommodate the Aura
bass
shakers mounted underneath. Because of space restrictions, the
projection
was accomplished using folded optics as seen in the blueprint image.
The
platform itself is made up of 6 4x8 foot pieces of particle board
mounted
on a secure and sturdy frame. The size of our platform was determined
by
the size of our screens (3, 6x8 foot screens) and their alignment (the
two side screens are at a 120 degree angle from the center screen). We
chose to go with this screen configuration as an improvement over the
standard
90 degree CAVE configuration.
With
a greater angle between the screen, the sharp shadows often associated
with screen seams in CAVE's are diminished. Ideally, the viewing
surface
would resemble a sphere, where the visual disparity between different
parts
of the screen is close to zero. Our design is a compromise using 3
screens
and gives the user a field of view of 180 degrees (horizontal). Here we
are seen trimming one of the screens to the right size.
Out
of consideration for our application as well as budget we chose to go
with
a passive stereo system. The VRex
projectors
that we use (VR2210) use a polarized light system for delivering stereo
images. This is a very cost effective and sturdy solution. The
projector
polarizes every other scanline differently, and the user wears what
appears
to be a standard set of sunglasses to see the stereo images. This means
that there is no expensive or fragile equipment in the user´s
possession.
Because
of our polarized light solution we had to use special, polarity
preserving
screen material. Due to space limitations we utilized two mirrors in
order
to fold the optics and produce the desired effect. Despite this fact,
the
NAVE occupies a 20x24 foot space. The mirrors were bought from a local
mirror supplier, and they do not affect the polarization. Mylar mirrors
were suggested. Though much lighter they proved to be expensive
and
difficult to find.
The
first NAVE was designed as a seated environment for two people. The
user
is seated in a Thunderseat with a sub-woofer mounted underneath for
audio
effects. The stereo view and spatial audio system is focused at the
seat
location for maximum impact. The user interacts by using a
force-feedback
joystick to navigate the environment.
Our experience has shown that
audio and other sensory information can provide
powerful immersion cues. We chose to emphasize these cues in the
NAVE. Our experiments have indicated that simple graphics is sufficient
to establish a sense of immersion if latency is low and audio
cues are present.
In order to strengthen the
sense of immersion we are employing a few tricks
and special effects. Part of the Santiago 2000
experience includes a virtual thunderstorm. As the users walk
through
the rain, the fans cool their skin, which matches their expectations of
what should happen. A strobe-light generates artificial
lightning,
the thunder of which can be felt through the platform and the
thunderseats.
Among our list of improvements which we are currently implementing is
the
automation of the fans and strobe light, additional audio effects, and
the development of realistic force-feedback control.
Behind the screens of the NAVE
you will find a sophisticated audio setup,
and 4 IBM compatible PC's. It is our opinion that a PC based platform
is
an attractive solution due to its rapid and continuous hardware
improvements
driven in part by the game industry. We have found that for many
purposes,
an off-the-shelf $2000 PC will outperform an SGI. Our switch to a PC
based
platform has been influenced by the PC's audio capabilities and the
ease
of development afforded by DirectX.
Our NAVE uses a
PII 450MHz
PC with a SoundBlaster LIVE! and a Diamond MX200 soundcard for audio.
This
PC also acts as the joystick controller, passing the positional
information
to the 3 PIII 500MHz PC's running the 3 projectors. The PIII 500's use
NVidia TNT based graphic-cards to render the virtual world in OpenGL at
a resolution of 1024x768. The stereo is generated by rendering the two
eye views in different buffers and then using the stencil buffer to
interlace
the two images into the format required by the projector. The
frame-rates
attained depend heavily on the model and use of textures but fall in
the
range of 15-25 fps in our application. We are expecting improved
results
with the new TNT2 based video cards. The audio signal is sent to 4
Pioneer
amplifiers. Two amplifiers drive the 4 Bose speakers, and two others
drive
the thunderseats and the six Aura
bass shakers under the platform.
The construction was funded by
the Technological
Research Institute of the University of
Santiago de Compostela, Microsoft
and the National Science Foundation. The
entire project cost a total of USD $60,000, including the cost of the
projectors,
screens, computers, sound, lumber, and labor. The actual construction
was
carried out by a team of 4 students over the length of 4-5 weeks. It is
our estimate that with the right designs, the right equipment, and
having
all the parts before starting, this work could be done by a similar
team
in half that time. In this picture we see Jeff Wilson and Jarrell
Pair (from left to right) after a successful test of the NAVE.
We feel that with the NAVE we
have shown that wide angle immersive displays
can be built affordably for widespread use in academic and professional
environments. We expect to extensively use the NAVE in our future VR
work.
We are currently adapting our existing environments for NAVE use.

The NAVE/Santiago
2000 Team,
(Pictured Left to
Right)
Jarrell Pair, Dave
Gotz,
Jeff Wilson, Larry Hodges,
Carlos Jensen,
Julian Flores,
Juan Arias
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