williamb@milton.u.washington.edu (William Bricken) (12/12/90)
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 I. INTRODUCTION Virtual reality (VR) systems were introduced to the general public by VPL and by Autodesk on June 6, 1989, VR Day, at two trade shows. This event was preceded by about four months of media coverage. Since then, VR has captured the public's imagination. It is also in the unique position of being commercially available before being academically understood. Any technology which has the audacity to call itself a variety of reality must also propose a paradigm shift. In essence, a paradigm shift expands the potential of an entire discipline. For me, VR has expanded every aspect of Computer Science, and is providing a base for a very satisfying philosophy as well. And just what is the paradigm shift? Computers are not only symbol processors, they are reality generators. Until recently, computers have generated only one dimensional symbolic strings. Text and numbers. Text is a code which, when read, generates images of reality in our minds. During the 80s, we enhanced the expressability of computation by adding space and time dimensions to the realities being generated. Two dimensional windows, 2D animation, solid modeling, simulation. Now, in the 1990s, computer systems can generate virtual environments, entire multisensory worlds which include us as interactive participants. Digital information can seem as-if-real, changing our notions of computation, symbolism, meaning, metaphysics, self, and culture. Virtual realities are more than real. The potential for VR to contribute to societal infrastructures such as manufacturing, marketing, telecommunications, science, entertainment, art, education, medicine, and media, suggests an economic impact that rivals the Gross National Product. We live in two superimposed worlds, the one of mass and the one of information. The huge accumulation of difficult to access words on paper indicates that the world of mass is not particularly well-suited for dealing with information. As our culture matures into an information society, we are now discovering the virtual world, an ideal place for interacting with information. What follows is a wide ranging discussion of interesting growth areas for VR. I'll define VR, point to some active areas of research, tell you about virtual world tools, outline some things we have learned from working in the field, and discuss some risks and philosophies engendered by VR techniques. II. THE RESEARCH SUITE VR is the body of techniques that apply computation to the generation of experientially valid realities. HITL is forming its research agenda around a suite of three interrelated technologies: Behavior Transducers hardware interface devices Inclusive Computation software interaction techniques Intentional Psychology biological constraints and plasticity Behavior transducers map natural behavior onto digital streams. Natural behavior is what two year olds do: point, grab, issue single word commands, look around, toddle around. Behavior transducing interface devices include body trackers, voice recognizers, spatial sensors, kinesthetic feedback devices, and subjective audio and video displays. Transducers work in both directions, physical behavior to digital information (the virtual body) and virtual display to subjective experience (the physiological model). Inclusive software provides tools for construction of, management of, and interaction with digital environments which surround a participant/user. The central design issue for VR is getting behavior transducers and virtual environments to feel good to a participant. The intentional psychology of VR will require a deep knowledge of how we work, our physiology, our sensations, our cognition. We must refocus the effort of interface from the needs of symbol processors to the needs of people. III. THE ESSENCE IS INCLUSION We at HITL believe that the primary defining characteristic of VR is inclusion, being surrounded by an environment. VR places the participant inside information. Some of the changes in perspective: picture --> place observe --> experience use --> participate interface --> inhabit When we extend our field of view onto a computational environment beyond about 60 degrees, a remarkable phenomenon occurs. We shift from a feeling of viewing a picture to a feeling of being in a place. This shift is accompanied by an emotional response. It seems as though the unification of our symbolic processes with our visual processes creates a feeling of wholeness, of empowerment. We shift from external users (exercising rights) to internal participants (exercising responsibilities), from being observers to having experiences, from interfacing with a display to inhabiting an environment. My colleague Meredith Bricken and I have collected videotaped behavior and exit interviews from over 500 people that we have guided through initial VR experiences. We have seen overwhelmingly positive responses, eagerness to return to "that place", willing suspension of disbelief.