williamb@milton.u.washington.edu (William Bricken) (12/13/90)
Virtual Reality: Directions of Growth Notes from the SIGGRAPH '90 Panel Copyright (C) 1990 All Rights Reserved by William Bricken William Bricken Human Interface Technology Laboratory University of Washington, FU-20 Seattle, WA 98125 9/10/90 william@hitl.vrnet.washington.edu IV. VIRTUAL WORLD PROJECTS AT HITL Our knowledge about VR and about how people respond to the VR experience is being extended at HITL through several active projects: information database, sci.virtual-worlds simulation laboratory virtual environment operating shell laser microscanner display techniques design and construction of worlds 3D audio display instrument display prototypes multiple participant worlds educational experiences and environments virtual prostheses The information database is a project for NASA to follow the development of VR and to serve as a clearinghouse for references and research in the field. Sci.virtual-worlds is a moderated USENET newsgroup for the discussion of VR issues. The simulation laboratory provides a research environment for prototyping VR hardware and for testing and evaluating effects on human sensory, perceptual and psychomotor behavior. The Virtual Environment Operating Shell is a software suite currently written in C that wraps around the UNIX operating system. VEOS provides resource and communication management for coordination of the modules which make a VR system: i/o hardware, behavior transducing input and display devices world construction kits, CAD packages dynamic simulation kits, for interaction and animation virtual world tools computational and display processors The laser microscanner is a hardware research project to design a high performance, low cost virtual display. Rather than creating an aerial image using cathode-ray tubes or matrix element devices, the laser microscanner scans a color image directly onto the retina. We don't think in terms of addressing pixels, we think in terms of addressing rods and cones directly. The head-mounted unit will integrate 3D visual and audio display, voice recognition, and head and eye tracking. We build worlds for presentation, evaluation, and experimentation. Our interest is the design of comfortable, functional worlds. For Boeing, we are exploring 3D audio display techniques, and building prototypes for design and display of complex instrument panels and machines, in essence simulating the design of aircraft cockpits. We are working on the implementation of multiple participant worlds for an application to telecommunications. You can think of VR as a very sophisticated replacement for the telephone. Education and industrial training are natural applications of VR techniques. We are designing virtual environments conducive to learning, we're studying the transfer of skills between virtual and actual tasks, and we're exploring the implications of VR for educational theory and practice. And we have great interest in the application of VR to prostheses for the handicapped, for providing virtual bodies which extend individual capacities, for providing alternative control devices for interaction in virtual worlds. V. OTHER RESEARCH AREAS VR has intersected other areas of research in some surprising ways: audio modeling teleoperation, telepresence image integration, HDTV interactive drama military simulation 3D audio hardware is commercially available, we should expect to hear of inclusive sound systems in the stores soon. Audio theorists are interested in specification languages for 3D music, in audio lenses and icons (earcons), and in modeling ambience, the analog of ray-tracing for sound. Telepresence, the development of remotely controlled robots, requires the same interface techniques as VR. The primary difference between these disciplines is that teleoperation looks at interaction with real (usually inaccessable) images, VR looks at virtual images. Both want inclusive, interactive environments. The possibility of inhabiting real worlds shook me out of a self-imposed computer graphics narrowness. We can apply VR interaction and hardware techniques to explore anywhere we can place a probe. We can inhabit a remote undersea vehicle, processing digitized images into worlds that mix the actual with the virtual. We can swallow a miniaturized transmitter and explore our own stomach. We can build artificial bees with fiber optic visual links and micromotors for dancing and for rubbing antennae. We can then put our virtual bee-selves into the physical hive and interact with real bees in their home environment. I can hardly wait. The multimedia community is very interested in digital images. It seems only natural that we should port these flatlander tools into VR. We could tile polygons with TV. More importantly, automated conversion of images to 3D objects (the image recognition problem) would permit a seamless integration of video-real with graphic-virtual. Hypertext has raised the question of interactive fiction. The theatrical community is working to install plot and character into virtual worlds, creating interactive drama. What do a good story and a good experience have in common? Can we construct participatory plots, guided experiences, autonomous characters? Actually, VR grew up in the military. The first substantive application of VR was to help Air Force pilots improve their ability to aim missiles. The most refined and widely distributed VR environment today is SIMNET, a large scale, simulated tank combat system. Recently, I saw a paper on training close combat fighters in VR. Sort of reminds me of the video arcade.