gbnewby@rodan.acs.syr.edu (Gregory B. Newby) (06/05/91)
The New Syracuse University VR Laboratory Well, it's here! Syracuse University now has a Virtual Reality Laboratory. It was made possible through a cooperative agreement between Syracuse University (SU) and Abrams/Gentile Entertainment (AGE), the originators of the Mattel PowerGlove. I've been appointed "Coordinator of the Virtual Reality Laboratory," which basically means I'll be creating policies for allocation of the equipment, writing user guides, giving plenty of demonstrations, and generally making the lab usable for faculty and students. Right now the lab equipment includes a DataGlove (version 1) with a Polhemus tracker, several PowerGloves and serial converter boxes (which allow you to connect the Glove to any serial port), and some LCD shutter glasses. We're hoping to have some VPL EyePhones soon. (NOTE: For virtual neophytes, these items are described below.) It's not the biggest lab in the world much right now, but with the potential for outside funding the lab has already generated, it looks like more equipment will be on the way... Located in the Advanced Graphics Research Laboratory at SU, the VR lab makes use of Silicon Graphics IRIS workstations, also Sun and Dec workstations. Amigas, Macs, PCs, and so forth are all in abundant supply, in addition to connections to campus and off- campus mainframe resources. We've started working in the areas of robotics, military intelligence, information retrieval, 3D sculpting, and geographic imaging. Another project on the drawing board is to hook the VR equipment into the parallel machines located across campus in NPAC (the Northeast Parallel Architectures Center) -- perhaps to the Connection Machine... There is great potential for faculty and student involvement in projects. For the future, I hope to work with faculty and students intested in education, sensory research, scientific visualization, and other areas, in addition to computer scientists, engineers, and other more traditional participants in VR research. I am personally interested in exploring the ergonomics of VR, and also in identifying the issues for multi- user virtual environments. This is just a brief announcement to tell the world what's new at Syracuse. You'll definitely be hearing more over the next months. I'm quite happy that the deal with AGE came through, and that the CASE center at SU saw fit to fund me for the startup phase of the lab. Thanks also to Academic Computing Services at SU for providing space and other support for the lab. Let me know if you have any questions about these exciting times at Syracuse University. (Descriptions of terms follow the signature) -- Greg Newby Coordinator of the Virtual Reality Laboratory Syracuse University gbnewby@rodan.acs.syr.edu gbnewby@sunrise.bitnet "Curiouser and curiouser" -Alice Some VR equipment: DataGlove: manufactured by VPL Research, this is an electronic device for the precise measurement of hand gestures. You wear it like a glove. DG version I uses electronic sensors. Later models (current model is DG-III) use fiber-optic sensors. Polhemus tracker: a magnetic 3D tracking device. VPL attaches one to the DataGlove for tracking of hand movements with six degrees of freedom (X, Y, Z, roll, pitch, and yaw). PowerGlove: invented by AGE, manufactured and sold by Mattel. This is an input device similar to the DataGlove/Polhemus setup, but much hardier and much much cheaper. Uses ultrasonics instead of magnetics for tracking X, Y, Z and roll (only 4 degrees of freedom). Used with the Nintendo Entertainment System. VPL and AGE made a very limited number of serial converter boxes available to institutions so that the PowerGlove could be hooked into a computer serial port. Shutter Glasses: synchronized to a video signal, these alternate blocking light to one eye and then the other. By switching the picture a few degrees for each eye, 3D effects are generated. EyePhones: manufactured by VPL, these provide for "immersion" in VR. Twin monitors are worn over the eyes such that all visual input comes from the computer, in 3D. Low resolution, but VPL has now announced a newer version with much higher picture quality.