CAVE Automatic Virtual Environment
Information Technology Management
May 7, 2013
Certificate of Authorship: This paper was prepared by me for this specific course and is not a result of plagiarism or self-plagiarism. I have cited all sources from which I used data, ideas, or words either quoted or paraphrased.
In this report you will see examples of a Cave Automatic Virtual Environment (CAVE) which is an example of a 3-D immersive information visualization system. CAVE technology is one way to create a virtual environment indoors with the use of both hardware and software. Once inside the CAVE the user is able to move through the imaginary environment while their movements would have an effect on the graphical objects floating around. This paper will give you a historical background about CAVE and its transformation since its beginning. It will also show how the hardware is set up to make the CAVE work along with a list of relative software that should be implemented by the hardware to create the CAVE and its graphical objects. Finally it will show the different types of CAVE technology being used and their applications in industries today.
The CAVE was first introduced to the world of technology in the year 1992 by its developer the University of Illinois at Chicago. The CAVE was developed as a response to the challenge of SIGGRAPH. The challenge was to create a visualization 3D theater and the CAVE answered the challenge. The inventors of the CAVE are Carolina Cruz-Naira, Thomas A. De Fanti and Daniel J. Sandin, from the Electronic Visualization Laboratory, and they have got the credit of the invention. It has been used for further scientific researches in different fields that require total visualization. CAVE is a visual paradigm for virtual reality and is a recursive acronym, also reminiscent of Plato’s allegory of the cave. The CAVE is a cube with display-screen faces surrounding a viewer. It is similar to surround systems such as OMNIMAX theaters and early flight simulators. Its more recent instance is coupled with a head-tracking device. As the viewer moves within the bounds of the CAVE, the correct perspective and stereo projections of the environment appear on the display screen (Cruz-Neira, 1992). Although CAVEs have not been around long it is a physiological interaction, where people can be in a 3-D virtual reality room which may be display in another location without having to travel. Hardware
The CAVE is a technology that needs special kind of both hardware and software to be used. The CAVE is a 3-Dimentional room; its dimensions are 10 X 10 X 9. The user of the CAVE technology can set the CAVE in any room of any size. The room walls or the CAVE walls are maintained by placing different projectors in each direction; one to the right, one to the left, and one behind. The floor is maintained by a floor screen projector as well. These projectors should be of high resolution. These projectors displays images on the screens and then the images get reflected on the mirrors that are placed at each end of the CAVE. The mirrors serve important roles; mirrors often reduce the distance required from the projectors to the screens. This technology creates a mini environment inside the CAVE with graphics to demonstrate the environment that the user wants to display. After setting the environment the user can go into the CAVE and manipulates the graphics displayed around him. The user should wear a pair of protective glasses, those glasses are not only for the sake of protection; they allow the user to see the 3D graphics. These glasses allow viewers to see the 3D objects floating in the air. So, the one inside the CAVE and anyone who is watching the process should wear those special glasses. The special characteristic of these glasses is that it has electromagnetic sensors that allow the one who wears the glasses...
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