[sci.virtual-worlds] We need a new language

pete_leaback@cix.compulink.co.uk (Peter Leaback) (01/31/91)

I agree with many of your points. 

A standard language that deals with object communication and interaction
is essential.

But..

You say VR is here, it is only *JUST* here. At the moment, the
programming of VR's are coupled very tightly to the hardware because of
the crippling restrictions of the hardware.

A VR system has to display a frame at 50 or 60 Hz or else one tends to
get sick. If one standardises the object destription and rendering, each
machine that has implemented the language is required to render images at
roughly the same *speed*.

The examples you gave of functions that have been pulled away from the
hardware has only come about because the hardware has *allowed* it.
Machines are fast/large enough for the OS to be portable. Laser printers
have become standard because the resolution is similar and speed is not
essential.

VR is not at the point where it can peal off completely from the
hardware. 

I suggest that a standard language should be layered in its definition.
The highest would be such that it can be realistically implemented on
most hardware.As our hardware progresses, subsequent levels would be
defined.

If a *complete* VR language is defined today, it would either be too
restrictive or impossible to implement.

An area of computing has a critical mass before it is useful to start 
standardising. In a few years, the non trivial layers of a VR can start
to be standardised.

E.G. a scene is defined with trees, a path, some rocks and a light
source. A low end VR machine would implement the scene with flat faced
polygons, no light source, no shadows and at low resolution. A high end
machine would plot a much more realistic scene, but basicly the same as
the low end machine.

My point is that, at the moment, many machines won't be able to render
that many objects using *ANY* method! So what would the program do ? Miss
out 50 trees ?

Regards,
        Peter Leaback.

frerichs@ux1.cso.uiuc.edu (David J Frerichs) (02/02/91)

In article <15594@milton.u.washington.edu> pete_leaback@cix.compulink.co.uk (Pet
er Leaback) writes:

[things wiped out]
>A VR system has to display a frame at 50 or 60 Hz or else one tends to
>get sick. If one standardises the object destription and rendering, each
[things abolished]

Have you used a VR sytem before...?  No VR system in existence has a frame
rate that high. (if there is, I will be quite impressed.) 
This is not a exact figure, but the VPL system only has
a frame rate of about 8Hz per eye (I have heard it is lower that that even).
Systems I have used have rates higher than that (no numbers allowed) but
still they don't come close to 60Hz (I hope that you are talking about
the frame rates of both eyes, not just one.)
Your statement that one tends to get sick at a low frame rate is false
(IMHO). Please forgive my forwardness if you have experienced this sickness
first hand.  Low frame rates only make for choppy movement, not flickering.
It just means that the frame stays in the buffer longer.  When you are
doing computer animation, you don't just flash a picture and take it
away, you hold a picture up til the next one is ready.  High frame rate
means smoother motion, not less flicker (flicker has to do with the display
hardware frequency).
I think that alot of people in the newsgroup have been making statements
that they think sound good at the time but aren't supported by any facts,
not a good practice if we are to get to the root of some of the problems
that face our industry.  If you are going to make wide statements about
tech, do your homework, or make sure you say that this is your opinion,
not a solid fact.

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

jwtlai@watcgl.waterloo.edu (Jim W Lai) (02/02/91)

In article <15594@milton.u.washington.edu> pete_leaback@cix.compulink.co.uk (Pet
er Leaback) writes:
>You say VR is here, it is only *JUST* here. At the moment, the
>programming of VR's are coupled very tightly to the hardware because of
>the crippling restrictions of the hardware.
>
>A VR system has to display a frame at 50 or 60 Hz or else one tends to
>get sick. If one standardises the object destription and rendering, each
>machine that has implemented the language is required to render images at
>roughly the same *speed*.

These frame rate restrictions are due to currently available mass-produced
monitors.  Note that the 50Hz and 60Hz frame rates correspond to the rates
of the two dominant power standards.  Psychoperceptual studies done in HDTV
research.  Such studies have indicated that frame rates of 80Hz or higher
are improve the quality of the perceived image significantly.

>I suggest that a standard language should be layered in its definition.
>The highest would be such that it can be realistically implemented on
>most hardware.As our hardware progresses, subsequent levels would be
>defined.
>
>If a *complete* VR language is defined today, it would either be too
>restrictive or impossible to implement.

I generally agree.  Let's find out what works well in VR before deciding on
it as a standard, rather than jumping the gun and potentially being stuck
with the VR equivalent of COBOL.

However, I disagree with a standard that can be realistically implemented on
current hardware as being the solution.  HDTV research has been done for
approximately twenty years, but only with the relatively recent advances in
chip technology have such sets been feasible and mass producable.

williamb@milton.u.washington.edu (William Bricken) (02/04/91)

In article <15638@milton.u.washington.edu> frerichs@ux1.cso.uiuc.edu (David J Fr
erichs) writes:

>I think that alot of people in the newsgroup have been making statements
>that they think sound good at the time but aren't supported by any facts,


One problem is that we don't have a consistent definition of what we are 
communally talking about.  A taxonomy of types of VR would be helpful.  I 
assume the above comment is about *inclusive VR*, like VPL systems.

I strongly sympathize with David's comment.  Could folks who post about
VR please try to include the basis of the observation.  Like 

        *  read about this
        *  spent ten minutes in VR once
        *  logged twenty hours total in VR
        *  gossip
        *  generalizing my expertise, no experience

It's funny how folks working with hardware don't fall into the problem of
over-generalization.  Software and psychology comments tend not to provide the
experiential or research anchors.

William Bricken
Principal Scientist, HITL

danr@uunet.UU.NET (Dan Rosenfeld) (02/05/91)

frerichs@ux1.cso.uiuc.edu (David J Frerichs) writes:

>In article <15594@milton.u.washington.edu> pete_leaback@cix.compulink.co.uk
(Peter Leaback) writes:

>[things wiped out]
>>A VR system has to display a frame at 50 or 60 Hz or else one tends to
>>get sick. If one standardises the object destription and rendering, each
>[things abolished]

>Your statement that one tends to get sick at a low frame rate is false
>(IMHO). Please forgive my forwardness if you have experienced this sickness
>first hand.  Low frame rates only make for choppy movement, not flickering.
>It just means that the frame stays in the buffer longer.  When you are
>doing computer animation, you don't just flash a picture and take it
>away, you hold a picture up til the next one is ready.  High frame rate
>means smoother motion, not less flicker (flicker has to do with the display
>hardware frequency).
>I think that alot of people in the newsgroup have been making statements
>that they think sound good at the time but aren't supported by any facts,
>not a good practice if we are to get to the root of some of the problems
>that face our industry.  If you are going to make wide statements about
>tech, do your homework, or make sure you say that this is your opinion,
>not a solid fact.


I believe there IS some evidence that low frame rates can cause nausea
in simulation participants.  I can't provide any references to support
this, but I knew several Psychologists at NASA (Ames) who claimed that
flight simulator subjects tended to get nauseous when imagery was
presented at too low a rate.  

The issue, I believe, is not flicker, but rather the temporary
inconsistency between sensory systems that low frame rate can cause.  
Specifically, you tilt your Polhemus-tracked head, or a flight
simulator tilts you, and your vestibular system tells your brain that
you are oriented a certain way.  Unfortunately, your visual system is
computing your head's orientation on the basis of imagery which
represents your head's "view" 100ms ago.  I have no understanding of
why this should cause nausea, and I'm not sure whether anyone else
does, but it does seem to.

BTW, I have tried three VR systems and never experienced any nausea,
but these demos never lasted more than ten minutes at a time.  

Dan


Disclaimer; I don't work on the Cyberspace project, and I am not
representing their views.

----------------------------------------------------------------
Dan Rosenfeld   danr@autodesk.com

(    )         "Enjoy life, eat out more often."  S.I. Rykoff
 o) o)
 moo
  -- 
----------------------------------------------------------------

brucec%phoebus.labs.tek.com@RELAY.CS.NET (Bruce Cohen;;50-662;LP=A;) (02/06/91)

In article <15638@milton.u.washington.edu> frerichs@ux1.cso.uiuc.edu (David J Fr
erichs) writes:
> 
> Have you used a VR sytem before...?  No VR system in existence has a frame
> rate that high. (if there is, I will be quite impressed.) 
> This is not a exact figure, but the VPL system only has
> a frame rate of about 8Hz per eye (I have heard it is lower that that even).
> Systems I have used have rates higher than that (no numbers allowed) but
> still they don't come close to 60Hz (I hope that you are talking about
> the frame rates of both eyes, not just one.)
> Your statement that one tends to get sick at a low frame rate is false
> (IMHO). Please forgive my forwardness if you have experienced this sickness
> first hand.  Low frame rates only make for choppy movement, not flickering.
> It just means that the frame stays in the buffer longer.  When you are
> doing computer animation, you don't just flash a picture and take it
> away, you hold a picture up til the next one is ready.  High frame rate
> means smoother motion, not less flicker (flicker has to do with the display
> hardware frequency).

That's true down to some minimum frame rate which depends on just how much
interaction the user is trying to do.  Below the minimum, you lose the
ability to interact effectively with the display.  In other words, if you
move your head by 20 degrees and it takes more than about a quarter of a
second for the view to change, you will not get feedback about the amount
of angular change in time to prevent overshooting the angle you wanted.  If
the delay is too long (depends on the amount of angle and rate of swing)
the angular velocity of your head will exceed the maximum acceptable for
the feedback loop consisting of your head and the display, and you'll
probably go into oscillation.  Similar problems occur when you move your
hand.

I spent *quite* a lot of time dealing with this problem when implementing
the 3D input feedback system of the Tektronix 3D terminal / workstation, now
departed :-(.  It turns out that the best you can do is accumulate motions
while the last frame is updating, so at least you don't queue up more frame
updates and fall constantly further behind.  So you try as hard as you can
to make the update fast.
--
------------------------------------------------------------------------
Speaker-to-managers, aka
Bruce Cohen, Computer Research Lab        email: brucec@tekchips.labs.tek.com
Tektronix Laboratories, Tektronix, Inc.                phone: (503)627-5241
M/S 50-662, P.O. Box 500, Beaverton, OR  97077

brucec%phoebus.labs.tek.com@RELAY.CS.NET (Bruce Cohen;;50-662;LP=A;) (02/06/91)

I should have added to my last posting that frame rates down to about six
per second (each eye) were acceptable for interaction, though ten or more
was much better.  Below four things went to hell in a hurry.
--
------------------------------------------------------------------------
Speaker-to-managers, aka
Bruce Cohen, Computer Research Lab        email: brucec@tekchips.labs.tek.com
Tektronix Laboratories, Tektronix, Inc.                phone: (503)627-5241
M/S 50-662, P.O. Box 500, Beaverton, OR  97077