gbnewby@rodan.acs.syr.edu (Gregory B. Newby) (03/11/91)
Appended is the text of a proposal I wrote for VR at Syracuse U. As mentioned in a previous post, we have the opportunity to get some VR equipment donated from the PowerGlove folks (inventor is an SU grad). Things seem to be going well. A contract has been negotiated for the transfer of some equipment. It remains to be seen whether the lab will be a university-wide resource, or only available for use on request, as a result of a request for equipment usage. It depends on who takes charge of the equipment. So far, as mentioned previously, I have my hands on a PowerGlove and RS232 interface box. A note on my status: I was uniquely positioned to light the necessary fires to get the VR thing going. I'm a PhD candidate in the School of Information Studies, and teach a course there. I'm also the consultant for VMS and Unix (via email) for the Academic Computing Services center. Finally, I have been using the graphics equipment for my dissertation protoype. I met the PowerGlove guy last year while he was up doing a demo -- he was happy to have someone reasonably capable and informed who was willing to push people to make VR happen. I'll keep you posted as to how things go... -- Greg Newby School of Information Studies Syracuse University gbnewby@rodan.acs.syr.edu gbnewby@sunrise.bitnet "Curiouser and curiouser" - Alice -------- Text follows January 22, 1990 Virtual Reality at Syracuse University by Gregory B. Newby School of Information Studies Syracuse University Syracuse University has the opportunity to enter into a select group of institutions pursuing Virtual Reality (VR) research. By creating a VR laboratory, SU will offer faculty opportunity for high visibility original research and funding. Currently, only two academic institutions are well-known for their Virtual Reality laboratories. This document outlines some potential areas in which Syracuse University could work which are currently not part of other institutions' project lists. Virtual Reality is a new and important area for research. Syracuse University has an excellent opportunity to create and sustain a leading position in industry and academe by supporting the development of a VR laboratory. -------- 1. Virtual Reality: Some Current Areas for Research and Development. Most current VR is aimed at interaction with simulations of physical environments: - flight simulation and air traffic control - interaction with simulated physical terrain - games (such as raquetball) and sports (such as jogging) - musical instruments - medical applications (simulation of microsurgery, exploration of organs or systems, sports therapy) - interaction with chemical or biological systems 2. Virtual Reality: New Areas for Investigation. The following are some general areas which have not yet been a focus of VR: - cooporative multimedia editing - integration of VR with other forms of interaction and communication (such as a business presentation system involving teleconferencing and VR) - interaction with non-simulated physical terrain (such as a video tour of the Leaning Tower of Pisa) - interaction with physical representations of non- physical items (such as a space for selecting TV shows or bibliographic citations) - less interactive environments (such as a video tour of a city or a historical event, where the user is taken through a fixed tour, but can look around and have some control) 3. New Markets. New platforms and applications can bring Virtual Reality to the following market segments: - Business. Teleconferencing and presentations take on a new dimension when VR techniques are combined with traditional methods for communication. - Public schools. VR for education; lower end and more durable platforms, produced en masse. - The library and school media centers. For way-finding, tours, and education. A virtual browsing system would allow the user to wander the stacks, select texts, and read them. - Travel. Plug into eyephones and dataglove, and take a point-and-experience tour of the city you are interested in visiting. - VR parlours and collective gaming. A new type of video arcade, where people develop characters and interact with simluated environments or other characters in a virtual world. Opportunities for ongoing games and virtual communities. 4. More Accessible Platforms. Current VR platforms are expensive and require local high- end dedicated hardware (such as a pair of Iris workstations and an Apple IIcx). Some areas for making VR more accessible: - run on a single Iris, or Iris/Apple pair, or Iris/Sun pair - run over high speed networks with limited local processing - run on the Connection Machine - run in multi-user mode (either with a series of workstations or by using the Connection Machine for computation and the networks and local machines to connect each user) -------- Outline for Implementation Syracuse University already has an infrastructure for the creation of a Virtual Reality laboratory. Implementation would require initial investment for user support to develop the laboratory and interact with faculty, but little or no investment in hardware or software. 1. Hardware at Syracuse University. The Advanced Graphics Research Laboratory has the two Silicon Graphics IRIS workstations and Apple computers required to run existing configurations. The Northeast Parallel Architectures Center (NPAC) runs the Connection Machine, which could be connected directly to the Graphics Laboratory. 2. Other Sources. DataGlove, eyephones, and existing software are to be contributed by A.G.E. Visits to other VR laboratories could result in mutually beneficial sharing of resources (such as programming libraries). 3. Timeline. Installation and testing of equipment could take place in early 1991. Publicity and demonstration during spring semester. Interested faculty could begin development of their ideas in conjunction with dedicated staff by summer, 1991. -------- What Would it Take? The main impediment to a new VR laboratory is the startup time for individual faculty. Initial support for faculty project development must be excellent. This would involve working equipment with full documentation, and at least two graduate student workers (or similar) dedicated to faculty support and development. Faculty will be first impressed with demonstrations, and then given the support they need to get a minor project going. There would be a familiarity period where faculty are given a fair amount of support. Later, for more advanced projects, faculty are expected to get their own funding for programming or development. Departments to be particulary targeted: Education, Engineering, Computer Science, and Information Studies. Independent study credit may be offered to students to work on programming projects. At least one graduate student or half-time consultant would be employed for VR laboratory support. The Lab would be involved with the press to insure visibility. A focus will be on developing prototype systems or demonstrations, and then approaching outside agencies for further development and marketing of the prototype.