[sci.virtual-worlds] Virtual Reality, Helmets, and Gloves

esz001@cck.coventry.ac.uk (Will Overington) (04/03/91)

I have for some time been looking at sci.virtual-worlds.
I am a beginner in this field.

I am wondering whether the concept of virtual reality does,
almost by definition, involve the use of helmets with eyepieces,
together with gloves.

My reason for asking is that it would seem possible to be able to
get a lot of work done without helmets and just using a PC as
the picture producing device. Maybe one could still use a glove,
or maybe this could be an option.

Would work of such a nature be a reasonable facet of discussion
in sci.virtual-worlds or would this be debasing the reality aspect
of virtual reality?

Will Overington
Department of Electrical, Electronic and Systems Engineering,
Coventry Polytechnic,
Priory Street,
Coventry CV1 5FB,
England.

-- 

[MODERATOR'S NOTE:  This is a reasonable topic, and one that often
emerges between designers of conventional workstations and virtual
systems enthusiasts. What does the Group Mind think? -- Bob J.]

frerichs@ux1.cso.uiuc.edu (David J Frerichs) (04/04/91)

In article <1991Apr3.231354.27540@milton.u.washington.edu> esz001@cck.
coventry.ac.uk (Will Overington) writes:
>
>My reason for asking is that it would seem possible to be able to
>get a lot of work done without helmets and just using a PC as
>the picture producing device. Maybe one could still use a glove,
>or maybe this could be an option.

>Will Overington

I think that the most important aspect of VR (IMHO), complete replacement
of a sensory modality, visual in this case, is missing in a non-helmet/boom
system.  (I am assuming he is speaking of just using the screen of the PC
as a mono visual system or using some sort of LCD shutter system.)  If you
are simply looking to visualize objects and datasets in 3d, this appoach
would be sufficient, but floating an object in space in front of your monitor
is not creating a virtual-world, even if it is interactive.  You achieve no
sense of what I like to call "being there."  The world beyond your 3d
rep is intruding onto your vision... there is no possiblility of tranfering
your awareness into the dataset.  On the other hand, with a goggle-type
display, all you see is the computer generated world, and it is very hard
NOT to get a feeling of inclusion.  Even with very limited systems, as long
as your vision is totally replaced, "being there" is almost inevitable.

[please note: for all of you who are about to flame me for saying that, this
 is from personal experience, so for me at least, this is true.            ]

In summary: Non-inclusive systems are good for a certain realm of tasks,
            but for Virtual World generation, inclusion is a must.

[dfRERICHS
 University of Illinois, Urbana         Designing systems that work...
 Dept. of Computer Engineering          Consumer VR. Networked VR.
 IEEE/SigGraph                            _    _    _
 frerichs@ux1.cso.uiuc.edu              _/_\__/_\__/_\_
 frerichs@well.sf.ca.us                  \_/  \_/  \_/                     ]

kirlik@chmsr.gatech.edu (Alex Kirlik) (04/04/91)

In article <1991Apr3.231354.27540@milton.u.washington.edu> esz001@cck.
coventry.ac.uk (Will Overington) writes:
>
>My reason for asking is that it would seem possible to be able to
>get a lot of work done without helmets and just using a PC as
>the picture producing device. Maybe one could still use a glove,
>or maybe this could be an option.
>
>Would work of such a nature be a reasonable facet of discussion
>in sci.virtual-worlds or would this be debasing the reality aspect
>of virtual reality?

My opinion is that a discussion aimed at defining and bounding the set
of human-machine interaction problems for which VR is an appropriate
solution is surely a welcome topic in this newsgroup (and in the VR
community for that matter).  I have seen relatively little discussion
of this matter here or in the open literature.  Without a good
understanding of the types of problems for which VR will be an effective
solution, I am concerned we will see VR being force fit as a solution
to non-problems, or as a solution to what may turn out to be very
small problems in certain cases of human-machine interaction, leaving
the real problems unaddressed.  Or, in analogy to other primarily
technology-driven approaches to interface design (e.g., expert systems)
it may even be the case that VR technology may have the potential to
introduce its own novel class of interaction problems.

Now if I was a VR technologist I wouldn't spend a lot of time worrying
about this issue; I couldn't see why it would pay me to do so (in the
short term at least).  Too many "real" engineering problems to deal
with now.  If, on the other hand, I was primarily interested
in designing a cockpit or control room and wanted to add VR to my tool
box, defining its scope and limits would be one of the first things I'd
want to do.

I'll take a stab at it in the hopes of hearing what others think.  It
strikes me that VR will be appropriate for solving two sorts of 
interaction problems.  The first set of problems are those where
restricted perception-action access to the environment is the major
factor constraining human-machine system performance.  Say we observe
an aspect of human behavior that we'd like to aid, eliminate, etc.
through better design.  I'm suggesting we ask ourself whether the
observed behavior is due to restricted perception-action interaction
with the environment (as that interaction is mediated through the
existing interface), or whether that aspect of behavior is in some
way inherent in the system control task.  I suspect that many of the
"situational awareness" problems and memory problems are indicative
of overly restrictive perception-action access.  Here we may want to
use VR to provide the operator with a less opaque window to the task
at hand.  Many interaction problems, though, do not fit this schema.
A decision support system that allows the decision-maker to "walk"
though a space of possibilities and to create possible worlds may
sound neat but it will (or perhaps should) never reduce the sometimes
painful need to clearly examine value structures, etc.

Secondly, I suggest VR will be appropriate for that class of problems
where we can invent a novel perception-action solution to a problem
that had previously never been performable in a perception-action
format.  Unlike the problems mentioned above, here the issue is not
so much the "reality problem" of portraying an enhanced veridical
system representation, but rather the "mapping problem" whereby we
try to ensure that performance on the substituted problem is better
than performance on the original problem.  As a gross simplification,
assume that people have two "modes" of selecting behavior, one a fast
and possibly parallel mode based on tight perception-action relation
to the external world, and the other a slow possibly serial mode based
on using representations to detach oneself from the here-now to expand
the range of information considered.  The issue is to map the first 
type into the second by providing concrete representations where
abstract ones were once required.  Not only do you have to be pretty
clever to do this, you also have to make sure that the inherited
error forms characteristic of perception-action processing do not 
lead to bigger problems than you started with.  I usually don't mind
the "slips" characteristic of skilled driving behavior (taking the
path of least resistance and forgetting to stop at the bank on the
way home) partly because my world is relatively friendly to them.
But now take the same kind of behavior as an engineered analog for
controlling a nuclear power plant and those kinds of slips can be
disasterous.  Maybe in certain cases the fluency of skill-based
solutions to cognitive tasks can come at too high a price.

That's my two cents; I'm interested to hear what others may think.

Alex 

UUCP:   kirlik@chmsr.UUCP
        {backbones}!gatech!chmsr!kirlik
INTERNET:       kirlik@chmsr.gatech.edu

dowen@BBN.COM (Dan Owen) (04/04/91)

        Any definition of virtual reality that limits or defines the
senses (i.e.taste, touch sight, smell, etc.) or the devices which are
providing those senses with virtual perception seems to me to be
someone's or some group's particular narrow definition.  Virtual reality
fits neatly with sensory deprivation in that the normal function of a
particular sense is disrupted.  Virtual reality, of course, differs from
sensory deprivation in that pseudo sense data are provided to the
sensory path in question.  The number of senses provided with substitute
sensory data and the overall fidelity of the virtual reality which is
provided need to pass a threshold to be accepted.  This threshold may be
defined as that level of fidelity to a plausible reality which allows
the virtual participant to temporarily suspend disbelief in the
fictitious nature of the experience.  Once this important act of
perceptive cognition has occurred then for a time the virtual reality is
accepted as actual reality.  Numerous anecdotes of the fear, anger and
nausea experienced by pilots in flight simulators and tank crews in
networked simulation training environments attest to this fundamental
requirement of virtual reality.  Perhaps I am merely stating the obvious
so I'll stop here.

>
>I am wondering whether the concept of virtual reality does,
>almost by definition, involve the use of helmets with eyepieces,
>together with gloves.
>
>
>[MODERATOR'S NOTE:  This is a reasonable topic, and one that often
>emerges between designers of conventional workstations and virtual
>systems enthusiasts. What does the Group Mind think? -- Bob J.]
>

--------
Daniel P. Owen   dowen@bbn.com   Database Modeling Group Leader
BBN Systems and Technologies Division
BBN Advanced Simulation        1-206-746-6800  FAX 1-206-746-1335
14100 Southeast 36th Street, Bellevue, WA 98006       Home 1-206-723-6304

lance@motcsd.csd.mot.com (lance.norskog) (04/05/91)

In sci.virtual-worlds you write:

>I am wondering whether the concept of virtual reality does,
>almost by definition, involve the use of helmets with eyepieces,
>together with gloves.
>...

Does the Virtual Reality camp really expect people to stand up
and wave their arms around in cartoonland for 8 hrs/day?  I would
only use the helmet if it were lighter, and had a selectable
feed-through for the real world.  LCD screens are transparent anyway,
it should be easy to put an LCD shutter behind the screen in
along with the backlight panel.  The VPL DataGlove is flimsy, and
the Power Glove is so bulky that I was surprised I could actually
type with it on.  The full-time Input Device Of Tomorrow should
be designed very carefully to avoid Carpal Tunnel Syndrome, which
means you will probably be motionless and just gently twitch the
controls.

I'm interested in this topic because I want a better method of 
presenting and browsing information, one which engages more of 
my senses and methods of interpreting the environment.
2D window systems are useless, I find them to be just "clutter managers".  
I expect the most important product of the VR movement to be a
3D desktop computing environment.  I'm squarely in the HCI camp.

Stereo vision is key.  The last revamp of the human visual system was
70 million years ago, when we switched from a ground animal to a tree
animal.  The fronts of our faces went flat, our eyes got huge,
and our "visual brain" expanded, so that we could fly through the 
trees without falling 50 feet to an uncertain fate.  

Sound are also very important.  Sound has very strong effects on 
concentration levels, and its use in computers thus far has been
disappointing.

We have a very strong time sense, and the use of rhythm in all the
senses has really never been explored in computing interfaces.

Lance Norskog

shebs@Apple.COM (Stan Shebs) (04/06/91)

In article <1991Apr4.171457.17426@milton.u.washington.edu> dowen@BBN.COM 
(Dan Owen) writes:

>[...]  The number of senses provided with substitute
>sensory data and the overall fidelity of the virtual reality which is
>provided need to pass a threshold to be accepted.  This threshold may be
>defined as that level of fidelity to a plausible reality which allows
>the virtual participant to temporarily suspend disbelief in the
>fictitious nature of the experience.  Once this important act of
>perceptive cognition has occurred then for a time the virtual reality is
>accepted as actual reality.  Numerous anecdotes of the fear, anger and
>nausea experienced by pilots in flight simulators and tank crews in
>networked simulation training environments attest to this fundamental
>requirement of virtual reality.

I like this definition.  The "suspension of disbelief" is a good subjective
way to avoid insisting on particular hardware.  For instance, when I play
NetHack, even with its character graphics and non-real-time behavior, I find
myself experiencing fear (trapped in a corridor), relief (escaped), and
anger/depression (died).  So, if your model is sufficiently compelling, then
the nature of the display is of lesser importance.  Perhaps the attraction
of the full sensory replacement is that it works well with both good and
bad software - without any alternative input, the brain has to make do with
what is being provided.

This brings to mind another issue that I've been concerned about.  Accepting
a synthetic reality as actual reality is potentially hazardous - the nausea
attendant upon the eyes getting information that conflicts with that coming
from the inner ear, for instance, is just the tip of the iceberg.  What if
the software convinced you that your virtual leg had been cut off?  Would
your real leg become paralyzed?  Could you actually be killed by suggestion
alone?  Can we set some sort of limits on what can be simulated?  One solution
for nausea would be to restrict virtual acceleration to under the sensitivity
of the inner ear - if you want to move fast, it should happen instantaneously.
Does anybody have, or is developing, such a set of safety principles?

                                                Stan Shebs
                                                Apple ATG System Software
                                                shebs@apple.com

B645ZAW@UTARLG.UTA.EDU (STEPHEN TICE) (04/11/91)

(from Stephen Tice, student at University of Texas at
 Arlington, B645ZAW@utarlg.uta.edu, *Save Time -> No Tag*)
 
In response to Warren Baird's question?
 
Do you group members mostly agree with these categorizations?
-------------------------------------------------------------
alternate reality   - generic term for possible realities
                      (our own knowable _real_ reality might
                      be one of many)
 
artificial reality  - fabrication, not necessarily
                      reflective of mundane reality but
                      internally consistent, includes
                      Toon-worlds
 
augmented reality   - information enhancement of mundane
                      reality, like a heads-up display
 
consensual reality  - collective and/or distributed reality,
                      meta-category to virtual reality
 
mundane human real. - reality de jure :)
 
simulated  reality  - reflects mundane reality to some
                      degree, simplified physics, objects,
                      and interactions assumed, quantifiable
 
virtual reality     - reflects mundane reality to the point
                      of being indistinguishable from
                      mundane human reality (* an ideal *)
 
note 1: teleprecense, teleprosthetics, and telerobotics are
        tools used in mundane reality, not part of virtual
        reality
 
note 2: information visualization is not part of virtual
        reality, augmented or simulated reality maybe