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Mission Space CAVE technology?

pyschotropic

New Member
Original Poster
I was pondering the idea that the new Mission Space may possibly use this new 3d technology. Imagine inside the pod
a set of screens mabye 2-4 of them each displaying the film
all perfectly coordinated to project the passengers view out into space. Though to really get the immersive effect imagine each
window displaying a view from 4 different angles to give a feeling of depth out into space.
 

cindy_k

Well-Known Member
I've also been pondering what the similator is going to do, and the only way I can think of that they can get both a Blast off and a Weightlessness is to have the Pod go up and come down fast.

The First thing it will do is shoot you up... While the screen display a blast off for you. Then they will tell you they have instituded some "Artificial Gravity" in the pod and you will fly around "Think Star Tours". Then something will go wrong and you will lose the "Artificial Gravity". Thats when they will drop the pod to give you the weightlessness feel. Then they will "Fix" it and the ride will land and all will be well.

And of course I could be completely wrong... sense this is all speculation and out of my imagination.

Have Fun!

I can't wait for this ride to open. :sohappy:

Cindy :wave:
 

tiltawhirl

Member
I just think it is the step-off point for the borg....:lookaroun


You sit in the pod....and hear "Resistance is futile...you will be assimilated!":lol:


Seriously, my only question is how does one make the feeling of weightlessness in a centrefuge?

We shall see in the months to come I suppose. I am looking forward to seeing this new technology too!:)

tilt
 

Pumbas Nakasak

Heading for the great escape.
Cave Technology? Does this involve hunting dinosaurs with flint tipped spears , before returning to the family busom to daub on walls and pick fleas from each other.
Or am I on the wrong track?
 

space42

Well-Known Member
Originally posted by cindy_k
I've also been pondering what the similator is going to do, and the only way I can think of that they can get both a Blast off and a Weightlessness is to have the Pod go up and come down fast.

The First thing it will do is shoot you up... While the screen display a blast off for you. Then they will tell you they have instituded some "Artificial Gravity" in the pod and you will fly around "Think Star Tours". Then something will go wrong and you will lose the "Artificial Gravity". Thats when they will drop the pod to give you the weightlessness feel. Then they will "Fix" it and the ride will land and all will be well.

And of course I could be completely wrong... sense this is all speculation and out of my imagination.

Have Fun!

I can't wait for this ride to open. :sohappy:

Cindy :wave:

The way it will simulate gravity is through the use of a centrifuge type ride system (see the mission space page on the main wdwmagic site for more information and links to the company making this ride technology).
In a nutshell, it will spin very fast to create the positive g-forces required for simulated take off. It will then slow down (and pivit?) very quickly. After feeling the high positive g-forces for a period of time, this rapid change will simulate negative g-forces.

As far as using cave technology, I don't think so.
 

Testtrack321

Well-Known Member
Pervious versons posed on WDWMagic.com have said that 3-D interaction is a possiblity. But I would count out an around the caban screen. Also, I can bet guest interaction is high up there on my "going to happen" list. Also, it's a Disney ride, something's going to go wrong....
 

Cliff

Well-Known Member
Take a giant disk...

Mount a chair ON IT'S BACK to the outside end of the disk.

The chair's legs are pointing at the center of the disk...the head pointing twards the outside.

Sit in the chair with a seat belt on...(lying on your back)

Spin the disk at just the RIGHT speed....

The rider will "feel weightless". (arms weightless,... hair flies up so forth)

Now rotate the chair around so that the legs face outward (on it's back)...rider now feels G forces pushing him/her into the seat.

This can go on for as long as Disney wants.

Combine this with visual tricks and you have the basis of the ride.

CT : - )
 

CoraJack

Account Suspended
Uh ok.......this ride is going to make a lot of people sick! Spinning and dropping? Ugh! Just one more ride we can't go on because simulators make everyone in my family ill. I know mostly everyone here is so excited about this ride, but I wish it was more of a "family" ride rather than a high-tech simulator ride that is not for "everyone". I have talked to many people who can't ride these rides due to them feeling sick during and afterwards.

I know I'll get flamed here and basically I don't care because this is just my opinion and I'm entitled to it.

I just hope the pods come with barf bags....and the CM's manning the ride don't get grossed out when cleaning up vomit!

Christina
 

Cliff

Well-Known Member
Newsgroups!

I have TONS of bootleg music and soundracks from attractions.

I go for the REAL direct recordings. I hate open mic recordings.

As an example, I have an actual stereo recording of the entire American Adventure show....mixed direct and copied from the actual master tracks.

They are on the internet but very hard to find.

CT : - )
 

Big Pooh

New Member
quote by CoraJack

I know I'll get flamed here and basically I don't care because this is just my opinion and I'm entitled to it.

You won't get flamed by me. I love thrill rides and simulators, but I also like family rides of all sorts, especially darkrides. I've don't think anyone on this board has ever ridden anything like Mission:Space, because I don't think anything like it exists yet. I could be completely wrong, and it would'nt be the first time :animwink: , but I think M:S will take The Amazing Adventures of Spider-man at IOA to the next level, and that it'll teach us something along the way. I just don't know where the spinning part will come in. If they're really going for weightlessness, I'm not sure I'll be able to take it, but I'm sure gonna try.:eek: :D :lol: Maybe you'll be able to ride this one. Have you ridden Spider-man?

Cheers :wave:
 

jmarc63

New Member
Originally posted by pyschotropic
I was pondering the idea that the new Mission Space may possibly use this new 3d technology. Imagine inside the pod
a set of screens mabye 2-4 of them each displaying the film
all perfectly coordinated to project the passengers view out into space. Though to really get the immersive effect imagine each
window displaying a view from 4 different angles to give a feeling of depth out into space.


The cave technology is something compleatly diffrent. Here are some facts about the technology


History and Development
Rather than having evolved from video games or flight simulation, the CAVE has its motivation rooted in scientific visualization and the SIGGRAPH 92 Showcase effort. The CAVE was designed to be a useful tool for scientific visualization. The Showcase event was an experiment; the Showcase chair, James E. George, and the Showcase committee advocated an environment for computational scientists to interactively present their research at a major professional conference in a one-to-many format on high-end workstations attached to large projections screens. The CAVE was developed as a "Virtual reality theater" with scientific content and projection that met the criteria of Showcase. The Showcase jury selected participants based on the content of their research and its suitability to projected presentation.

The challenge was attracting leading-edge computational scientists to use virtual reality. It had to help them get to scientific discoveries faster, without compromising the color, resolution, and flicker-free qualities they have come to expect using workstations. Scientists have been doing single-screen stereo graphics for more that 25 years; any virtual reality system had to successfully compete. Most important, the virtual reality display had to couple remote data sources, supercomputers, and scientific instrumentation in a functional way. In total, the virtual reality system had to offer a significant advantage to offset its packaging. The CAVE, which basically met all these criteria, had success attracting serious collaborators in the HPCC community.

To retain computational scientists as users, we have tried to match the virtual reality display to researchers' needs. Minimizing attachments and encumbrances have been goals, as has diminishing the effects of errors in the tracking and updating of data. Our overall motivation is to create a virtual reality display that is good enough to get scientists to get up from their chairs, out of their offices, over to another building, perhaps even to travel to another institution.

How does it work?
Virtual reality may best be defined as the wide-field presentation of computer-generated, multi-sensory information which tracks a user in real time. In addition to the more well-known modes of virtual reality - head-mounted displays and binocular omni-oriented monitor (BOOM) displays - the Electronic Visualization Laboratory at the University of Illinois at Chicago introduced a third mode in 1992: a room constructed of large screens on which the graphics are projected onto two to three walls and/or the floor. Recently images have been projected onto all three walls.

The CAVE(tm)* is a multi-person, room-sized, high-resolution, 3D video and audio environment. In the current configuration, graphics are rear projected in stereo onto three walls and the floor, and viewed with stereo glasses. As a viewer wearing a position sensor moves within its display boundaries, the correct perspective and stereo projections of the environment are updated by a supercomputer, and the images move with and surround the viewer. Hence stereo projections create 3D images that appear to have a presence both inside and outside the projection-room continuously. To the viewer with stereo glasses the projection screens become transparent and the 3D image space appears to extend to infinity. For example a tile pattern could be projected onto the floor and walls such that the viewer sees a continuous floor extending well outside the boundaries of the projection-room. Three dimensional objects such as tables and chairs would appear to be present both inside and outside this projection-room. To the viewer these objects are really there until they try to touch them or walk beyond the boundaries of the projection-room. There are many rips and tears on projections screens where viewers have forgotten to be careful when walking within these invisible boundaries.

Specifically, the CAVE(tm) is a theater 10x10x9 feet, made up of three rear-projection screens for the front, right and left walls and a down-projection screen for the floor. Electrohome Marquis 8000 projectors throw full-color workstation fields (1024x768 stereo) at 96 Hz onto the screens, giving approximately 2,000 linear pixel resolution to the surrounding composite image. Computer-controlled audio provides a sonification capability to multiple speakers. A user's head and hand are tracked with Ascension tethered electro magnetic sensors. Stereographics' LCD stereo shutter glasses are used to separate the alternate fields going to the eyes. A Silicon Graphics Power Onyx with three Infinite Reality Engines is used to create the imagery that is projected onto the walls and floor.

Goals that inspired the CAVE engineering effort include:

The desire for higher-resolution color images and good surround vision without geometric distortion
Less sensitivity to head-rotation induced errors
The ability to mix virtual reality imagery with real devices (like one's hand, for instance)
The need to guide and teach others in a reasonable way in artificial worlds
The desire to couple to networked supercomputers and data sources for successive refinement
"CAVE," the name selected for the virtual reality theater, is both a recursive acronym (Cave Automatic Virtual Environment) and a reference to "The Simile of the Cave" found in Plato's Republic, in which the philosopher explores the ideas of perception, reality, and illusion. Plato used the analogy of a person facing the back of a cave alive with shadows that are his/her only basis for ideas of what real objects are.

The CAVE premiered at the ACM SIGGRAPH 92 conference. It is achieving national recognition as an excellent virtual reality prototype and a compelling display environment for computational science and engineering data.

Technology Involved
Technical Specifications:
Tracker 6 DOF
Display resolution: 2500 x 2000 addressibility per screen
Horizontal scanning frequency: 15-130 kHz
Vertical scanning frequency: 38-180Hz
Bandwidth: 125 MHz
Dimensions: Operating position 104"H x 73.5" W x 84" D; Storage/Transport position 82" H x 73.5" H x 34"


Want to more Information or a Video demonstration of how it works go here http://www.sv.vt.edu/future/vt-cave/whatis/
 

jmarc63

New Member
Here is a rendering of the proposed technology
 

Attachments

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