Visualizing The Future
Virtual Reality
Virtual reality holds tremendous promise for
the future. It's still in the experimental stage, but movies
like the Matrix and Minority Report are giving us a glimpse
of what could be, and most likely will be.
Virtual Reality is a three dimensional, computer generated
simulation in which one can navigate around, interact with,
and be immersed in another environment
Douglas Engelbart, an electrical engineer and former naval
radar technician, is credited with the first exploration into
VR. He viewed computers as more than glorified adding machines.
It was the 1950s, and TVs had barely turned color. His goal
was to connect the computer to a screen.
By the early 1960s, communications technology intersecting
with computing and graphics was well underway. Vacuum tubes
turned into transistors. Pinball machines were being replaced
by video games.
Scientific visualization moved from bar charts, mathematical
diagrams and line drawings to dynamic images, using computer
graphics. Computerized scientific visualization enabled scientists
to assimilate huge amounts of data and increase understanding
of complex processes like DNA sequences, molecular models,
brain maps, fluid flows, and celestial events. A goal of scientific
visualization is to capture the dynamic qualities of a wide
range of systems and processes in images, but computer graphics
and animation was not interactive. Animation, despite moving
pictures, was static because once created, it couldn't be
altered. Interactivity became the primary driver in the development
of VR.
By the end of the 1980s, super computers and high-resolution
graphic workstations were paving the way towards a more interactive
means of visualization. As computer technology developed,
MIT and other high tech research centers began exploring Human
Computer Interaction (HCI), which is still a major area of
research, now combined with artificial intelligence.
The mouse seemed clumsy, and such devices as light pens and
touch screens were explored as alternatives. Eventually CAD--computer-aided
design--programs emerged with the ability of designers to
model and simulate the inner workings of vehicles, create
blueprints for city development, and experiment with computerized
blueprints for a wide range of industrial products.
Flight simulators were the predecessors to computerized programs
and models and might be considered the first virtual reality
-like environments. The early flight simulators consisted
of mock cockpits built on motion platforms that pitched and
rolled. A limitation was they lacked visual feedback. This
changed when video displays were coupled with model cockpits.
In 1979, the military began experimenting with head-mounted
displays. By the early 1980s, better software, hardware, and
motion-control platforms enabled pilots to navigate through
highly detailed virtual worlds.
A natural consumer of computer graphics was the entertainment
industry, which, like the military and industry, was the source
of many valuable spin-offs in virtual reality. By the 1970s,
some of Hollywood's most dazzling special effects were computer-generated.
Plus, the video game business boomed.
One direct spin-off of entertainment's venture into computer
graphics was the dataglove, a computer interface device that
detects hand movements. It was invented to produce music by
linking hand gestures to a music synthesizer. NASA was one
of the first customers for the new device. The biggest consumer
of the dataglove was the Mattel company, which adapted it
into the PowerGlove, and used it in video games for kids.
The glove is no longer sold.
Helmet-mounted displays and power gloves combined with 3D
graphics and sounds hinted at the potential for experiencing
totally immersive environments. There were practical applications
as well. Astronauts, wearing goggles and gloves, could manipulate
robotic rovers on the surface of Mars. Of course, some people
might not consider a person on Mars as a practical endeavor.
But at least the astronaut could explore dangerous terrain
without risk of getting hurt.
NASA is investigating user interfaces for robots such as AERCam,
short for Autonomous Extravehicular Robotic Camera. These
are spherical free-flying robots being developed to inspect
spacecraft for trouble-spots. AERCam is designed to float
outside spacecraft, using small xenon-gas thrusters and solid-state
cameras to view the vehicle's outer surfaces and find damage
in places where a human spacewalker or an extended robotic
arm can't safely go. With a VR system, the astronaut could
maneuver the melon-sized AERCam with standard hand controls
while intuitive head movements rotate AERCam to let the astronaut
"look around."
VR is not just a technological marvel easily engaged like
sitting in a movie theater or in front of a TV. Human factors
are crucial to VR. Age, gender, health and fitness, peripheral
vision, and posture come into play. Everyone perceives reality
differently, and it's the same for VR. Human Computer Interaction
(HCI) is a major area of research.
The concept of a room with graphics projected from behind
the walls was invented at the Electronic Visualization Lab
at the University of Illinois Chicago Circle in 1992. The
images on the walls were in stereo to give a depth cue. The
main advantage over ordinary graphics systems is that the
users are surrounded by the projected images, which means
that the images are in the users' main field of vision. This
environment has been dubbed, "CAVE (CAVE Automatic Virtual
Environment)."
The CAVE is a surround-screen, surround-sound, projection-based
virtual reality (VR) system. The illusion of immersion is
created by projecting 3D computer graphics into a 10'x10'x10'
cube composed of display screens that completely surround
the viewer. It is coupled with head and hand tracking systems
to produce the correct stereo perspective and to isolate the
position and orientation of a 3D input device. A sound system
provides audio feedback. The viewer explores the virtual world
by moving around inside the cube and grabbing objects with
a three-button, wand-like device.
Lightweight stereo glasses replace helmets, so a viewer can
walk around inside the CAVE as they interact with virtual
objects. Multiple viewers often share virtual experiences
and easily carry on discussions inside the CAVE, enabling
researchers to exchange discoveries and ideas. One user is
the active viewer, controlling the stereo projection reference
point, while the rest of the users are passive viewers.
The CAVE was designed from the beginning to be a useful tool
for scientific visualization. The CAVE can be coupled to remote
data sources, supercomputers and scientific instruments via
high-speed networks. Various CAVE-like environments exist
all over the world today. Projection on all six surfaces of
a room allows users to turn around and look in all directions.
Thus, their perception and experience are never limited, which
is necessary for full immersion. The PDC Cube at the Center
for Parallel Computers at the Royal Institute of Technology
in Stockholm in Sweden is the first fully immersive CAVE.
Any quick review of the history of optics, photography, computer
graphics, media, broadcasting and even sci-fi, is enough to
believe VR will become as commonplace as the TV and movies.
There are far too many practical applications, such as in
surgery, flight simulation, space exploration, chemical engineering
and underwater exploration.
But just wait until Hollywood stops speculating and starts
experimenting. The thought of being chased by Freddy Kruger
is one thing, but to actually be chased by Freddy Kruger is
utterly terrifying. No more jumping out of seats when the
face of a giant shark snaps its teeth as us. Now we can really
know what it's like to be chased by cops speeding down a thruway
at 100 mph. We can feel and smell pineapples on a tropical
beach. We can catch bad guys, defeat aliens in a starship
battle, and have conversations with Presidents in our bare
feet. With virtual reality, the only limit is the imagination.
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