[sci.virtual-worlds] Wearing your computer

wex@sitting.pws.bull.com (Alan Wexelblat) (02/26/90)

Am I the only one who thinks it's going to be a long time before people
start wearing their computers for routine use?

I know, the idea of VR is to remove the interface as a barrier between the
user and the computer.  But does this *require* that we don helmet, gloves,
force-feedback devices, or whatever?  Aren't there underlying principles of
VR that are amenable to implementation with more conventional hardware?

How about this: imagine that you have a desktop display that's capable of
creating a true 3D image of whatever you want.  The display is 3D
holographic for all viewers at all angles.  You can have whatever input
device(s) you like from today's catalogues.  What do you do with this setup?

--
--Alan Wexelblat		internet: wex@pws.bull.com
Bull HN Information Systems	Usenet: spdcc.com!know!wex
phone: (508) 671-7485
	Adapt, adopt, improvise!

rabin@cs.qmw.ac.uk (Rabin Ezra) (03/01/90)

I also believe that it will be quite some time before people
wear the current brand of VR tech for any more than
experimental or games purposes. The current gear is just too
cumbersome. If you could get it down to a small head-up display
about the size of a pair of glasses then it might gain
acceptance.
Using more "conventional" tech. {/conventional {screen-type-display
keyboard-type-input pointer-type-input} def} even where the
display is 3-D, while good, may not be true VR. Most of the
xpeople whose view of VR is a Gibsonesk vision of Cyberspace
would insist that the VR must totaly replace the real world.
Thus the cumbersome helmet and gloves with tactile feedback are
OK, but direct connect would be better. Those of us whose dreams
are tempered by reality, would probably compromise.
For myself, I would like a hand-held tool, light enough to clip
on my belt, with a 3D projection display, lots of power and
ergomonics good enough to make it usable. Given such a tool, I
think that I wouldn't be too desperate to "jack in" to an all
encompassing VR
      Rabin Ezra

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good@baviki.enet.dec.com (03/01/90)

Wearing things is not the only way to approach virtual
worlds, or multi-sensory I/O.  Force-feedback joysticks,
for instance, act much more like a traditional I/O device,
and let you explore using the sense of touch.

However, given current technology, the head-mounted
display and glove is what we have available for exploring
support for natural human vision.  It's good enough to
get started for building prototypes and learning about
what works and doesn't work.  Holography is a promising
technology, but it doesn't work for building interactive
prototypes yet.

Many people will wear machines that are sufficiently
comfortable, useful, and fun.  Look at the Sony Walkman
and its successors.

Michael Good

Good@Baviki.Enet.Dec.Com

wex@sitting.pws.bull.com (Alan Wexelblat) (03/04/90)

In article <2194@milton.acs.washington.edu> rabin@cs.qmw.ac.uk (Rabin Ezra) writes:
   I also believe that it will be quite some time before people
   wear the current brand of VR tech for any more than
   experimental or games purposes. The current gear is just too
   cumbersome. If you could get it down to a small head-up display
   about the size of a pair of glasses then it might gain
   acceptance.

I'm still dubious.  Look around you during your working day: how much of
what you do relies on face-to-face interaction?  How willing would you be to
take off and put on glasses every time you needed to talk to someone?

Let me explain where I'm coming from.  I'm really a collaborative-work
specialist.  As such, I believe that the vast majority of tasks involve
interaction.  VR will eventually be the ultimate medium for cooperative
work, but as long as I have to put physical equipment between myself and my
partners I may be hindering my task rather than helping it.

--
--Alan Wexelblat		internet: wex@pws.bull.com
Bull HN Information Systems	Usenet: spdcc.com!know!wex
phone: (508) 671-7485
	Adapt, adopt, improvise!

wex@sitting.pws.bull.com (Alan Wexelblat) (03/04/90)

In article <2195@milton.acs.washington.edu> good@baviki.enet.dec.com writes:
   Wearing things is not the only way to approach virtual
   worlds, or multi-sensory I/O.  Force-feedback joysticks,
   for instance, act much more like a traditional I/O device,
   and let you explore using the sense of touch.

Where does one get a (relatively cheap, ie ~$1K) force-feedback joystick?
The only force-feedback devices I've used have been quite cumbersome and
uncomfortable.

   However, given current technology, the head-mounted
   display and glove is what we have available for exploring
   support for natural human vision.  It's good enough to
   get started for building prototypes and learning about
   what works and doesn't work.  Holography is a promising
   technology, but it doesn't work for building interactive
   prototypes yet.

But my point is that the head-mounted display and glove may not be "natural"
and may be leading us down a garden path.  I'd like to see less
concentration on the techno-whizz-banginess of the gadgets and more on the
underlying ideas we're trying to get across.

To give you an idea of what I'm getting at, look at Randy Smith's (?CHI'87?)
paper on the tension between magic and reality.  He's talking about
something fundamental to the whole endeavor, something totally divorced from
the gadgetry.  I'd like to see more work like that.  (References always
appreciated.)

   Many people will wear machines that are sufficiently
   comfortable, useful, and fun.  Look at the Sony Walkman
   and its successors.

Good point.  I had forgotten about the Walkman.  But now that I think about
it, don't people complain about the anti-sociality of the walkman?

--
--Alan Wexelblat		internet: wex@pws.bull.com
Bull HN Information Systems	Usenet: spdcc.com!know!wex
phone: (508) 671-7485
	Adapt, adopt, improvise!

schear%sdcsvax@ucsd.edu (Steve Schear) (03/04/90)

In article <WEX.90Feb26123354@sitting.pws.bull.com> wex@sitting.pws.bull.com (Alan Wexelblat) writes:
>
>How about this: imagine that you have a desktop display that's capable of
>creating a true 3D image of whatever you want.  The display is 3D
>holographic for all viewers at all angles.  You can have whatever input
>device(s) you like from today's catalogues.  What do you do with this setup?
>
Alan,

A device similar to your discription was invent at MIT about ten years ago, and
subsequently build and sold by Genisco.  Although it did not permit a 360
degree view, it did offer at least a 90 degree view.  Its best feature, 
however,was its lack of a requirement for the viewer to wear glasses of any 
type.

The device used a high frame-rate monochrome CRT, which was viewed off the 
surface of a mirror.  The mirror was mounted on a synchronously moving voice
coil (30/60 cps, I believe).  The frames displayed on the monitor were slices
of the 3D object.  Because the frames were presented at a high enough rate, and
each frame was viewed at a different distance form the observer (the moving 
mirror), the effect of of a rather solid object in 3-space was created within 
the brain of the observer.

I saw the device once and was quite impressed.  I don't know if its still being sold.

uselton@orville.nas.nasa.gov (Samuel P. Uselton) (03/06/90)

In article <10428@ttidca.TTI.COM> ttidca.tti.com!schear%sdcsvax@ucsd.edu (Steve Schear) writes:
>
>In article <WEX.90Feb26123354@sitting.pws.bull.com> wex@sitting.pws.bull.com (Alan Wexelblat) writes:
>>
>>How about this: imagine that you have a desktop display that's capable of
>>creating a true 3D image of whatever you want.  The display is 3D
>>holographic for all viewers at all angles.  You can have whatever input
>>device(s) you like from today's catalogues.  What do you do with this setup?
>>
>Alan,
>
>A device similar to your discription was invent at MIT about ten years ago, and
                                                 ^^^^^^
Actually the one licensed by Genisco was designed by Larry Sher of BBN.
Research groups at Utah and UNC Chapel Hill also built models that worked
(and at least at UNC still work) in the lab.  The distinguishing feature
(IMHO) of the BBN version was that the vibrating mirror was hard plexiglass
rather than reflective mylar like the other two.

>subsequently build and sold by Genisco.  Although it did not permit a 360
>degree view, it did offer at least a 90 degree view.  Its best feature, 
>however,was its lack of a requirement for the viewer to wear glasses of any 
>type.
>
>The device used a high frame-rate monochrome CRT, which was viewed off the 
>surface of a mirror.  The mirror was mounted on a synchronously moving voice
>coil (30/60 cps, I believe).  The frames displayed on the monitor were slices
>of the 3D object.  Because the frames were presented at a high enough rate, 
and
>each frame was viewed at a different distance form the observer (the moving 
>mirror), the effect of of a rather solid object in 3-space was created within 
>the brain of the observer.
>
>I saw the device once and was quite impressed.  I don't know if its still 
 being sold.

Genisco sold only a few: Amoco, Phillips, Exxon, Seismic Acoustic Lab at 
UHouston, one medical outfit and one Japanese company are all I know of.
(Maybe Shell too)  Obviously back in the days when oil was booming.
I have seen The Utah, UNC, original BBN prototype and Genisco Spacegraph
demonstrated, and had the opportunity to try to use two of the Spacegraphs
and talk with those using a third.  

(1) Because the order of display must be stringently synchronized with the 
mirror period (pendulum style) and because lines in depth had to be broken 
into points, programming the beast for anything useful was a real pain.  
(Also not much software support.)

(2) Because it depends on superimposing images on the retina, there is no 
hidden surface removal so everything is ghostly see-thru.  Very distracting.

(3) For me at least, it is not a good trade to give up color to get stereo
depth perception.

I saw a paper at SPIE/SPSE Electronic Image Symposium last month by D. Venolia
and Lance Williams of Apple, titled "Virtual Integral Holography".  They 
pre-compute enough images to be able to slap up the appropriate pair from
a sensed viewing position on fairly modest equipment... so we're getting 
close.

Now to the point of the original post: I think this is an important question
to answer, to get development really started.  The two groups I have been
around a lot in the last fifteen years that have been trying to build 3D
physical models before the computer was anywhere close: Medical researchers
(and to a lesser extent prectioners) and exploration geophysicists.
In both applications I have seen people had trace their data on clear sheets,
put clear spacers of the appropriate thickness between, and then look through
the stack, trying to interpret the results.  That's what I call a motivated
customer.
Who has other applications with unfulfilled needs, as opposed to trying to
find an application for great technology?
Sam Uselton

velasco%beowulf@ucsd.edu (Gabriel Velasco) (03/06/90)

wex@sitting.pws.bull.com (Alan Wexelblat) writes:

>rabin@cs.qmw.ac.uk (Rabin Ezra) writes:
>   I also believe that it will be quite some time before people
>   wear the current brand of VR tech for any more than
>   experimental or games purposes... 

>I'm still dubious.  Look around you during your working day: how much of
>what you do relies on face-to-face interaction?  How willing would you be to
>take off and put on glasses every time you needed to talk to someone?

>...VR will eventually be the ultimate medium for cooperative
>work, but as long as I have to put physical equipment between myself and my
>partners I may be hindering my task rather than helping it.

I think that wearable terminals will be a natural extension of multimedia
workstations.  I would only be a matter of being able to recreate the facial
expressions and body movements of the users.  This is easy on a multimedia
workstation, much more difficult in VR.  But, that's what makes it interesting.

                              ________________________________________________
 <>___,     /             /  | ... and he called out and said, "Gabriel, give |
 /___/ __  / _  __  ' _  /   | this man an understanding of the vision."      |
/\__/\(_/\/__)\/ (_/_(/_/|_  |_______________________________________Dan_8:16_|

wex@harvard.harvard.edu (Buckaroo Banzai) (03/15/90)

In article <1990Mar12.001845.15336@uunet!unhd> jwn712@uunet!unhd (Jason W Nyberg) writes:

   I think that in the near future we will be putting the glasses ON to 
   talk to someone.  And, given mans addiction to gadgets, i dont think we'll
   complain too much.

I would like to see some evidence of that.  Telecommuting and
teleconferencing have been virtual no-ops from the word go.  Videophones
have been around forever and they still haven't caught on.

I'm as much of a technophile as anyone else around here, but I want to put
some "real reality" into the thinking.

[I said:]
   >Let me explain where I'm coming from.  I'm really a collaborative-work
   >specialist.  As such, I believe that the vast majority of tasks involve
   >interaction.  VR will eventually be the ultimate medium for cooperative

   I think youre right here.  Imagine... you can make someone see what you want
   them to see.  Great for advertising and dating, huh?

The idea of "making" someone see something is a real worry.  Not to mention
tricking someone into seeing something.  We have this problem today in
simple overheads.  By putting the right technical jargon and enough numbers
into my slides, I can convince my bosses (and certainly the non-technical
salespeople) of anything I want.  If the information comes from (or appears
to come from) a computer, it's given still more import.

What was that about "any sufficiently advanced technology is
indistinguishable from a rigged demo"?

Anyway, back to the main topic:
   >work, but as long as I have to put physical equipment between myself and my
   >partners I may be hindering my task rather than helping it.

   What, like a telephone?

Yes, exactly.  I hate that thing.  I *never* call people when I say I will
and I don't like being called when I'm working.  I refuse to use the voice
mail system here at Bull.  The problem is that it's a barrier between me and
the other person.  I *much* prefer to send email which, although it requires
more work, is integrated with the way I normally do things in the day.

--
--Alan Wexelblat			internet: wex@pws.bull.com
Bull Worldwide Information Systems	Usenet: spdcc.com!know!wex
phone: (508) 671-7485
	Adapt, adopt, improvise!