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An Introduction to Virtual Reality

As computing moves into the '90s, more and more attention is being
given to the subject of user interfaces. The interest in the idea of graphic
user interfaces clearly indicates that people are looking for ways to work
with their machines that are more direct and intuitive. The past year has
seen a rise in the number of computer hardware and software producers getting
into the fray with was has become known as "multimedia", the integration of
sound and visuals with large-scale memory in the form of optical CD-ROM
drives. But what lies just around the corner is a quantum leap in thinking
about how humans and computers interact, and the fact is, it isn't just
around the corner. In a way, it's here already.
Virtual Reality is a term that has been coined to describe the
concept of immersing the user IN data, rather than just looking at a screen
and typing, or using a pointer device such as a mouse or trackball. The idea
of "creating worlds" on a personal computer is not entirely new. Most of you
reading this file probably have a game or two on your hard disk that
simulates a world of some sort, a flight simulator perhaps, maybe a driving/
auto racing simulator, a space exploration and combat game, even something as
simple as a chess game that gives you a 3d perspective on a "virtual"
chessboard.
Those of you reading this as a result of being in Compuserves
graphics forums already obviously have an interest in creating images that
create a visual environment electronically, whether that interest is geared
toward realistic landscapes in raytracing, or very abstract imagery such as
can be created using fractals, raytracing, paint programs and image
processors. The topic here is, how can one take that sort of exploration and
move it to a new level, where you are so thoroughly immersed in the image
that it, for the moment, IS reality! The final step is to take that notion
and add dynamics, animation which moves us into four dimensions; height,
width, depth, and time.
Much work is being done right now in this new computer discipline,
much work has already been done. Soon, no doubt, work that has been strictly
the domain of military research, university study, and private enterprise R&D
programs will begin to see the light of day. Already, virtual reality systems
are being used for things like modeling molecular structures in chemical
research, architectural modeling, aerodynamics, and (no suprise here) flight
training.
The earliest commercial applications of virtual reality technology
will almost certainly emerge first in two widely differing fields: games, and
computer aided design. Work is going on at the University of North Carolina,
NASA, Autodesk, MIT's Media Lab, and many other places, including many
companies started for the sole purpose of developing this new field.
What will go on in this section? Since we are, after all, in the
computer art forum, it may already be apparent. As personal computers evolve
in leaps and bounds, things that seemed like pure science fiction 15 years
ago, as the concept of personal computers was first taking shape, are now
real. In the form of Fractint, we have available a program allowing the
exploration of the world of mathematics turned into art. Also we have the DKB
raytracer developed by David Buck, which is developing into a new version
being done as a collaboration among CIS users, much as Fractint is continually
being developed. The possibility exists that work of a similar type is
possible when this sort of talent and interest is brought to bear on this new
field. For example, there is C source code available for interfacing a Mattel
Power Glove to IBM-compatible PCs through an RS-232 port. More is needed in
the area of hardware to make the world of virtual reality accessible to PC
users. For example, what about a head-mounted display, using miniature
displays such as those used in pocket-size television sets, in a binocular
configuration?
Once hardware is available, software is needed. Anybody out there
with game design experience would be helpful in creating a dynamic environment
for virtual reality. Those interested in animation may have much to offer.
The principles involved in fractals and raytracing can be applied to this new
field to some extent, and the sort of creative spirit and collaborative
efforts present elsewhere in the graphics forums can certainly make progress
in this! Anything at all that makes progress into this area is welcome!
If you don't have the ability to make technical contributions, you
may be able to offer a great deal anyway. In such new territory, there is
always a need for those who have imagination, vision, a sense of direction
and purpose for new technology. If you have a suggestion, fire off a message!
Somebody out there may have the ability and means to make what may seem
outlandish on the surface into reality.
If you have ideas that are too extensive to fit into a short message,
by all means, crank up the word processor and write it up, and upload it.
This is all fairly new stuff, and things are wide open. Virtual Reality truly
is the new frontier of computing, all hype aside. It WILL change the face of
computing profoundly. The key word is not IF, but WHEN. It may seem, in the
era of VLSI chip technology and multinational electronics corporations, to be
impossible for basement experimenters and hobbyists to make advances in
computers. In some sense that may be true. However, it is worth noting that
personal computers grew out of the efforts of just those sorts of people,
roughly 15 years ago. It also is very significant that many of you reading
this are not just amateurs and hobbyists, but computer professionals.
This may be one of the best places possible to begin the movement of
Virtual Reality systems into the domain of truly personal computing, something
available to those without massive financial and technical resources at their
disposal. Certainly, the results possible with a 12Mhz 286 DOS-based machine
will not equal the potential of a Cray. That doesn't mean work shouldn't begin
at that level, however.
It is worth reflecting on the Altair minicomputer which was made
available in kit form in the mid '70's. Unimaginably crude and weak by todays
standards, it fired the imaginations of thousands. You may well be one of
those people. One of the people who, inspired by what would be regarded today
as an ugly paperweight, went on to considerably more advanced realms. The
computer industry as it is today was largely built on the efforts of people
who realized the full ramifications of that Model T of computers. Today,
Virtual Reality stands on the beach at Kitty Hawk. It doesn't take much to
extrapolate the possible future given the advancement of technology and future
economics of computer hardware. The shop project of a pair of bicycle
mechanics eventually became the 747, F16, the Learjet. The Altair eventually
led to things like 386 and 486 based machines with 1024x768 displays capable
of 256 colors, and more with video boards like the Targa; the Macintosh IIci,
the Next and Sun workstations.
Work done now, at this level, can have a major effect on the course
of development of VR. Not to mention the fact that it could be great fun!
In electronics today, much thought needs to be given to the ideas of
how standards evolve. What determines what form a medium takes can be
influenced heavily by the thoughts and actions of the people most interested
in using the technology. Things aren't simply handed down from ivory towers
in corporations. Work done here, in a public forum, may well have an effect
on the future shape of virtual reality at a home-user level. The fact is, a
lot of "major players" are getting involved, or are already involved, in VR
work; but there are different levels to technology, and while a lot of the
focus of VR work is devoted to things like new ways to access huge amounts of
data for businesses and governments, there is also a whole new world to be
explored in terms of applications for individuals with PCs.
There is a lot to think about entering the world of "cyberspace", not
only hardware and software problems, but philisophical questions as well. What
will we use it for? What IS it exactly? How much of reality is the human
perception of it?
The questions ahead are big ones, without a doubt. Too broad to
address here. It's like asking "what can computers be used for". Major stuff.
The questions are large, but the main purpose here will be to develop
hardware and software that can be used by the average DOS-based machine. In
the course of such work, there no doubt will be much discussion of the
purpose of it all. This is important. We'll try to keep it all in balance,
and keep projects going, I hope. Hopefully, at some point interest and
activity will justify moving into a new forum devoted entirely to VR, with
different sections devoted to hardware and software projects and files, as
well as social and philisophical issues. It all depends on how active this
section is, and how much interest it draws.
Jump right in. If you know of people who frequent other forums who
may be interested and informative, encourage them to stop by. To start things
out we need dialog. I hope we can get things going here soon, and start
working to bring Virtual Reality to the average computer.
John Eagan 76130,2225
91-11-02

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