From: pcrvrjon@aol.com (PCR VR Jon)
Newsgroups: sci.virtual-worlds
Subject: FAQ: AOL VR Center FAQ (Ver 1.2) (longish)
Date: 12 Nov 1994 11:50:13 -0500
Organization: America Online, Inc. (1-800-827-6364)


Here is my latest update of the America Online Virtual Reality Resource
Center FAQ.  If anyone has any comments, questions, or sees any glaring
errors or omissions feel free to let me know!  This document may
distributed or used anywhere, just don't base any life or death decisions
on it and then blame me!

-jon

Jon Neill
Resource Consultant
AOL VR Resource Center
PCRVRJon@aol.com

============================================================
THE AOL VIRTUAL REALITY RESOURCE CENTER FAQ (Frequently Asked
Questions)

Version 1.2 (Last Update: 11/01/94)

By Jon Neill
VR Resource Consultant
PCRVRJon@aol.com

This FAQ was developed to answer some basic questions about
Virtual Reality and the AOL VR Resource Center.  It is by no
means a definitive treatise but it does try to answer some of the
more common questions that I have seen posted on the message
boards in the AOL VR Resource Center.  I would hope that this FAQ will
serve as a pointer for more information.

CHANGES IN THIS VERSION (1.2)
- Added additional information the source of the word Virtual Reality
(thanx   to Linda Jacobson for setting me straight!);
- Updated the VR Internet Resources section to include additional Mailing 
 Lists, Newsgroups, FTP Sites, and Gopher
- Added additional info about Cybermind and BattleTech LBE's.
- Added references to Tactile/Force Feedback
- Added references to Gossamer (VR for the Mac)
- Deleted references to the Power Glove Mailing List, 
sci.virtual-worlds.apps newsgroup, and PCVR Magazine who have all gone the
 way of the Mudshark.

The America Online Virtual Reality Resource Center is a special area
dedicated to information about Virtual Reality.  It is offered to AOL
members as a part of the PC Graphics and Animation Forum lead by PC Mike. 
If you have any general graphics questions, he is the one to ask! 

Because I am not independently wealthy my interest in VR leans 
toward the home-use garage-level type of Virtual Reality.  As such you
will
find this FAQ to lean somewhat in the same direction!  I also
have been using and programming in PC based systems for many
years, so my knowledge of other platforms is somewhat limited. 
This will explain the FAQ's apparent bias towards PC based
systems.


STANDARD DISCLAIMER
The information and opinions found in this fact in no way
reflects an endorsement by America Online.  They are all strictly
FYI and IMHO!  If you see any glaring errors, or have any
corrections, clarifications, or additions, please feel free to
E-mail me.  All suggestions and comments are welcome.  Also, if
you find this FAQ useful, feel free to distribute this freely, or
re-use it in part or in whole as you like.  Just be sure to give
proper attribution!

If there are any questions that you think should be answered in this FAQ,
please let me know!

THANKS TO:
PCC Dave
PC Mike
Joe Gradecki (The Virtual Reality Construction Kit)
Jerry Isdale (WHATISVR)
Dave Stampe (Virtual Reality Creations and REND386)
Bernie Roehl (Virtual Reality Creations and REND386)
Linda Jacobson (Garage VR and origins of 'Virtual Reality')
Oak Grove and Sylmar Disc Golf Courses (I do my best thinking while
playing frisbee golf!)
Cybersears aka Jeff Sears (Cybermind)
VWE Dave and VWE KT  (Virtual World Entertainment - BattleTech)

==========================================================================

QUESTIONS ANSWERED:
Q1: WHAT IS VIRTUAL REALITY?
Q2: WHAT HARDWARE IS REQUIRED FOR VR?
Q3: WHAT SOFTWARE IS REQUIRED FOR VR?
Q4: WHAT ARE REND386 AND VR-386?
Q5: CAN I DO VR ON MY HOME COMPUTER?
Q6: ARE THERE ANY GOOD BOOKS AND MAGAZINES ON VR AVAILABLE?
Q7: WHERE DO I START LEARNING MORE ABOUT VR? (AOL AND INTERNET RESOURCES)
Q8: WHAT IS AVAILABLE IN THE AOL VR RESOURCE CENTER?
Q9: WHAT COMPANIES MAKE VR RELATED PRODUCTS?
Q10: WHAT ABOUT VIRTUAL REALITY ENTERTAINMENT CENTERS?
 Q10.1: WHAT IS CYBERMIND?
 Q10.2: WHAT IS BATTLETECH?
Q11: WHAT ABOUT SO-CALLED VIRTUAL REALITY GAMES SUCH AS WOLFENSTEIN
AND DOOM?
Q12: WHAT IS THE FUTURE OF VR?

==========================================================================
=

Q1: WHAT IS VIRTUAL REALITY?
Virtual Reality is a combination of hardware and software that
allows you to see, move around in and manipulate computer
graphics.  The term 'Virtual Reality' gets used to mean so many
things that sometimes it is hard to determine exactly what it is.
According to Joe Gradecki in The Virtual Reality Construction
Kit, there are two basic components that a TRUE virtual reality
program MUST contain: 1) A first-person viewpoint that has
complete movement at will in real time; 2) The ability to
manipulate and/or change the virtual environment in real time (that is,
the computer processes and displays the simulation as you experience it
instead of playing pre-recorded sequences off of your hard drive or game
cartridge).


The coining of the term Virtual Reality is often credited to Jaron Lanier
(the inventor of the Data Glove), but while this has been propagated
through the press and media, it isn't true (ain't urban fokelore great?). 
There have been references to the term Virtual Reality as far back as 1987
at the Media Lab MIT in a book by Stewart Brand, and probably even earlier
on the West Coast at the infamous Atari Labs.  While Jaron didn't invent
the word, he certainly popularized it, and its usage now has become part
of our common language!


VR can also be defined as a computing environment where the
computer screen disappears and you are manipulating computer
object directly.  You are experiencing and interacting with a
'simulated Virtual World'. This world is not pre-recorded, it is
generated on-the-fly by the computer.

For more info on what VR is try downloading WHATISVR.ZIP from the
VR File Area.  This paper by Jerry Isdale is an excellent
introduction to Virtual Reality

Q2: WHAT HARDWARE IS REQUIRED FOR VR?
There are many levels of Virtual Reality systems from commercial
entertainment systems to home VR setups with ranges in price from
about $1000 to tens of thousands of dollars!

Computer.
The basic VR engine is a computer.  This can be a graphics
workstation like the Silicon Graphics Indigo or an Evans and
Sutherland machine (expensive!) or a PC, Apple, or Amiga.  Of
these less expensive platforms the most popular is the PC.  There
is more software and hardware available for the PC than for the
Amiga or the Mac.  It is somewhat ironic that the Mac - the
machine that introduced Graphical Computing to most users - is
severely lacking in support for VR features and development.  The
Amiga platform is the choice of many power hackers because of its
multi-tasking, fast processors, and powerful software - but it's
multitude of choices usually makes one model of the Amiga
incompatible with the other!  And, while the Amiga has all of the
standard interfaces that most computers have, many VR developers
consider the Amiga to be a game machine or video production tool.
As such they building the hardware or writing the drivers needed
for VR on the Amiga.

Visual Displays.
Visual Displays are how you see your virtual environment world.
For some VR applications, a regular computer monitor will work to
provide a window into your virtual environment.  However, in
order to make the virtual world more immersive, you need to
cut yourself off completely from the 'real' world. There are
several types of displays used in VR.

Head Mounted Displays (HMD's) are visual displays that you put on
your head.  They consist of two tiny TV screens and optics to
allow you to see the images.  The HMD sends your head position to
the computer which generates the scene as a sequence of images
(called frames) on the fly in real time.  In this way, the HMD
can show images that match up with where you are and what you are
looking at in the virtual world. As of this writing, there has been a rush
of product announcements for inexpensive HMD systems.  So far delivery on
these products has been slow, but this bodes well for the Homebrew VRer as
usable $200.00 HMDs became available!

Fortunately there are other ways to view 3-D (or stereoscopic)
worlds. If fact you can just view you world in 2-D on a regular
monitor if you wish!  You can also use stereoscopic imaging
systems such as the Cyberscope Viewing Hood (which transforms an
ordinary monitor into a 3-D display, or LCD Shutter Glasses.  The
shutter glasses (such as the Sega Shutter Glasses or the more
expensive Crystal Eyes glasses) essentially alternate between one
part of the stereo image and the other on the screen. The glasses
are synchronized with the screen to alternate between eyes
creating a 3-D image.

Input Devices
Input devices are a way to interact and control your virtual
world.  They start with a keyboard and a mouse, trackballs and
joysticks.  These are fairly common and are a good start into
manipulation of virtual environments.  The more sophisticated
devices allow for processing in three dimensions.  This is also
called something call six degrees of freedom (6DOF), meaning
the device can be used to track six directions of movement -
up/down, left/right, forward/back (x,y,z coordinates) and pitch
(tilt chin up/down), yaw (pan head left/right), and roll (roll
head from side to side).  Some one these devices include gloves,
3-D mice, forceballs, wands, and arm-based trackers.  The most
popular 6DOF devices on the homebrew scene are the Nintendo
Power Glove and the Sega Shutter Glasses.  Both devices are no
longer in production, but are available through a variety of
sources.

3-D Sound
Most garage level VR system today only have visuals.  A true
virtual world should also have sound, but in order for it to work
the sound has to be 3-dimensional - that is when you walk by a
virtual dripping faucet, the sound of the water should be in
front of you (and get louder) as you approach, and behind you
(and get quieter) as you walk away.  Most 3-D sound systems are
expensive.  Gravis makes a relatively inexpensive 3-D sound
system called the Gravis Ultrasound 3-D card for around $250. 
This, along with the software provided, allows you to add
3-D sound to your virtual world.

Force Feedback - Tactile Feedback
These are two of the most difficult features to provide in a VR system,
especially at the homebrew level (except for taste and smell, perhaps!). 
Tactile feedback would let you feel the surface texture of objects you
touch, and force feedback would let you feel the weight and size of the
object.  These present quite a challenge to simulate and as of this
writing, I know of no commercially available systems to allow you to do
this.  The closest thing I can think of is the Activator, vest you wear
while playing video games.  It uses the sound from the game to simulate
getting hit by punches or bullets.  Perhaps this product can be used as a
basis for a Tactile Feedback system.


Q3: WHAT SOFTWARE IS REQUIRED FOR VR?
Of course all of this hardware doesn't do any good if there isn't
anything to control it, or any world to immersive yourself in. 
This is where software comes in.  Software defines the world,
generates the images, and provides the interface for the
hardware.  Some software provides you only with the ability to
create a world and walk of fly through it with limited or no
interaction.  An example of this would be Virtus VR Walkthrough
programs.  Others let you design and utilize worlds like REND386
or VREAM.  Still others provide VR functions to call from
programming languages such as C.  An example of this would be
Sense8's WorldToolKit or Lepton Systems VR Toolkit.

Q4: WHAT ARE REND386, VR-386, AND AVRIL?
By far the most affordable of all the VR software available is
REND386 (and it's successors VR-386 and Avril).  They are free!! 
REND386 was designed by Dave Stampe and Bernie Roehl to be a fast
VR rendering system for use on a common platform (a 386, or
better PC).  VR-386 and Avril are functionally equivalent to
REND386 in that the both read the same world and object
files and the interface is identical to REND386.  Internally,
however, both VR-386 and Avril were written to be more portable
and more modular - they were both written almost entirely in C
and have VR related functions that can be used in other C
programs.  They all read in what is called a .WLD file.  This
file contains the definitions for a virtual world like walls,
ceilings, windows as well as the size and shape of your world
along with any animation, predefined movements, triggers,  and
collision detection.  The program also provides the ability to
create objects called .PLG files and use them in your worlds.  An
object might be a knife or a chair of a piece of sculpture. 
REND386/VR-386/Avril all provide support for hobbyist VR devices
such as the Power Glove, Sega Glasses, Cyberscope, joysticks,
mice Gravis Ultrasound Card, and many others.  The code is open
and any modifications you wish to make - or drivers you wish to
write - are all welcome.

Also available is Gossamer for the Mac.  It reads the same .WLD files the
VR-386/Avril read.  It is available via FTP from ftp.apple.com (see below
for more details on how to use FTP)

Q5: CAN I DO VR ON MY HOME COMPUTER?
If you signed onto AOL and downloaded this file on a PC, you
already have the basic setup for what it takes to get started in
VR! Here is a typical inexpensive home VR setup:  An PC Clone
386/486 w/ 4 megs RAM, 200 meg Hard Drive, SVGA card and Monitor,
Mouse, Keyboard, Joystick. If you get REND386, you have a great
start! Add to that a  Nintendo Power Glove, Sega Glasses, and
Gravis UltraSound Card and you have a basic Garage-VR setup! This
configuration can be had for less than $2000.00!!  While you
aren't going to get the kind of Virtual Reality experience you
saw in Lawnmower Man, you have all of the basic components of
a 'true' VR system.  From there you can build your own HMD or 3-D
mouse!  When putting the together a VR system, remember this adage
"Good, Fast, Cheap: Pick any two!".


Q6: ARE THERE ANY GOOD BOOKS AND MAGAZINES ON VR AVAILABLE?
This is by no means an exhaustive list, but this should get you
started.  In fact, most of the information in this FAQ was culled
from these books!

Books:
General VR
Virtual Reality - Though the New Looking Glass by Ken Pimental
and Keven Teixeira
Silicon Mirage - The Art and Science of Virtual Reality by Steve
Aukstakalnis and David Blatner

Homebrew VR
Garage Virtual Reality by Linda Jacobson (hands on VR)
The Virtual Reality Construction Kit by Joe Gradecki (hands on
VR)
Virtual Reality Creations by Dave Stampe and Bernie Roehl
(REND386)

Magazines:

Virtual Reality World
11 Ferry Lane West
Westport, CT 06880

Virtual Reality Special Report
P.O. Box 7703
San Francisco, CA 94120

Pix-Elation (By and for VRASP Members)
P.O. Box 4139
Highland Park, NJ 08904
jkeck@nubis.rutgers.edu

Also look for the VR Article List in the Text and Specs file
area.  This lists recent VR related magazine articles.

Q7: WHERE DO I START LEARNING MORE ABOUT VR?
Different people have different approaches, but I can tell you
how *I* got started.  I have been following Virtual Realty
developments for about 2 years.  Mostly this consisted of reading
articles and keeping my eyes open for VR related news.  Then I
read VR - Through the New Looking Glass.  This book really piqued
my interest in the subject.  Finally I got Virtual Reality
Creations. Not only did it tell me about VR, but it let me play
around with it on my existing PC using REND386 and gave me a
taste for what VR really is and allowed me to build and explore
my own virtual worlds.  As such I recommend the those two books
to start; the first is theory, the second is practice!  From
there I graduated to Garage VR. This book takes the hands on
approach to building VR hardware.  Finally I got The VR
Construction Kit.  It takes the subjects in Garage VR into more
detail, with a heavy emphasis on getting your hands dirty.

Q8: WHAT IS AVAILABLE IN THE AOL VR RESOURCE CENTER?
The AOL VR Resource Center is a service of the AOL PC Graphics and
Animation Forum.  It provides information, discussion, files relating to
Virtual Reality.

>From the 'About This Area' Icon:

The NEWS & INFO board contains press releases, book reviews, and
other 'official' documents found at various places around the
net. Look here for latest product releases, upcoming and
ongoing shows and advice/suggestions from VR professionals.

MESSAGE AREAS include discussions on REND386, Power Gloves, VR
Entertainment Centers, VR Hardware and Software, Careers in VR,
VR Investment, VR Shows, and more.


The VR Libraries are broken down by topic or program:
___________________________________________
- VR Utilities - General applications and utilities
- VR Presentations - Ready to run programs
- VR Text - Documents on VR hardware and software, dissertations on
the art,Source code, etc
- REND386 - Virtual home of REND386 and VR-386, and AVRIL by Dave Stampe
and
Bernie Roehl including many .WLD files and utility programs for creating
.PLG's.
- Virtual Worlds - Our collection of virtual fantasy world images
created primarily  with VRLI's VISTAPRO and the Stone Soup
Group's FRACTINT

In Company Support you will find:

Virtual Reality Labs - Offering support for VistaPro, Distant
Suns, Mars Explorer and others

Virtus Corp. - Offering support for its WalkThrough for Windows
and VR for Windows.


Q9: WHAT COMPANIES MAKE VR RELATED PRODUCTS?
It would be impossible to list all of the companies that make VR
related products in this document.  There are two files called
VRFIRM.TXT and VRFRM2.TXT in the VR Text and Specifications File
Area that lists many companies.  Also most of the books listed
above have entire sections in them devoted to VR resources.

Q10: WHERE DO I GO FOR MORE INFORMATION?
Two of the best resources available for VR information are E-Mail
and Newsgroups.  With them, you can connect with other VR
enthusiasts via the Internet.  AOL has these capabilities right
now! 
-  For mailing lists just use the regular AOL E-Mail system;
-  For Newsgroups use Keyword: NEWSGROUPS and use 'Expert Add' to
 add new groups to your list; 
-  For FTP sites use Keyword: FTP, select other Site, and type in the 
address;
-  For Gopher use Keyword GOPHER.
  
For more info on utilizing Mailing Lists, FTP, Gopher and Newsgroups, use
Keyword: INTERNET to get to the AOL Internet Center and RTFM!  Here are a
few Internet resources to get you started:

MAILING LISTS:
REND386 
- Send mail to rend386-request@sunee.uwaterloo.ca

Avril 
- To subscribe to the AVRIL announcement list, send mail to:  
majordomo@sunee.uwaterloo.ca containing the line: 
   subscribe avril-announce

- To subscribe to the AVRIL developers list, send mail to:  
majordomo@sunee.uwaterloo.ca containing the line: 
   subscribe avril-developer

Homebrew VR
- This mailing list has risen from the ashes of the Glove List.  It can be
joined by sending mail to homebrew-vr-request@acm.uiuc.edu with a
*subject* of SUBSCRIBE.

BattleTech
- to subscribe send email to n-choe@uchicago.edu or to
hen8@midway.uchicago.edu.

Virtual Worlds
The Virtual Worlds list exists for the discussion of the creative and
Intellectual possibilities of "Virtual Worlds." 
To subscribe, send mail to vworlds-list-request@netcom.com

NEWSGROUPS:
sci.virtual-worlds
alt.3-d
comp.graphics
alt.cyberspace.tech

FTP SITES:
A great place to start is ftp.u.washington.edu in the
public/virtual-worlds directory.
Also try sunee.uwaterloo.ca (home of AVRIL) and psych.toronto.edu (home of
VR-386).

GOPHER:
Start with Fun|Virtual Reality, or try Search All Gophers and use a
keyword of Virtual Reality (that'll keep you busy for a while!)

For more information on VR related resources on the Internet,
check out VRU.ZIP (the VR Update List).

Also check out SCIVWFAQ.ZIP.  It is the FAQ for the sci.virtual-worlds
newsgroup.  It contains a lot of good info along with pointers to many
more VR related resources on the Internet.

Q10: WHAT ABOUT VIRTUAL REALITY ENTERTAINMENT CENTERS?
There are many VR Centers popping up all over the U.S.  They offer
high-quality equipment and lots pf social interaction.  One of
the most popular is BattleTech by Virtual World Entertainment. 
It features a tank-like simulation where two teams of 4 people
sit inside a 10 foot cab called a BattleMech and compete as giant
robot warriors (Contact VWEDave@aol.com for more info).  There are also
CyberMind Centers in San Francsco, San Diego with more to come (Write to
Jeff Sears at CyberSears@aol.com for more info), and Exhilarama in
Crestwood, Missouri. Of course the drawbacks to this are the fact that you
have get to one of these places, and they are relatively expensive.  Other
VR type installations include the VR Center at the Luxor Hotel in Las
Vegas, Star Tours at Disneyland, and Back to the Future at Universal
Studios.  

Q10.1 WHAT IS CYBERMIND?
CyberMind is a location-based virtual reality entertainment center. 
Currently, CyberMind has centers in San Francisco and Kansas City and is
scheduled to open shortly in Toronto and Atlanta.  CyberMind centers are
one of only 20 permanent sites in the U.S. featuring the Virtuality*
entertainment systems, manufactured by Virtuality Entertainment Ltd. in
England.  CyberMind features two Virtuality* units: the stand-up and
sit-down.  The Virtuality* machines allow the general public to experience
and learn about 3D virtual reality technology by playing imaginative, role
playing games such as Dactyl Nightmare, Legend Quest, Flying Aces and
ExoRex II.  Virtuality Entertainment Ltd. has just unveiled their new 2000
series - PC 486 based machines which will be available at CyberMind in the
near future.  In addition to owning several location based centers, the
company also offers rentals of the Virtuality* units and site rentals for
special events and corporate parties.

Q10.2 WHAT IS BATTLETECH?
A fully themed, retail VR entertainment center.
Virtual World uses pod-based simulators netowrked in groups of eight. Two
software packages are available: BattleTech, a futuristic military game
wherein players pilot their robot-like tank and battle each other in an
environment with variable terrain, and Red Planet, which puts players in
futuristic hovercraft races through the mining canals of Mars. Both
packages offer completing freedom and interaction to all players.

Battletech centers:
 Chicago, IL   16 pods
 Dallas, TX   24 pods
 Houston, TX   8 pods, different costs
 Las Vegas, NV   32 pods, 24hr
 San Diego, CA   24 pods
 Walnut Creek, CA  24 pods
 Tokyo- Dr. Jeekhan's  16 pods
 Tokyo- Nishiyogi  16 pods (?)
 Tokyo- Rongo Rongo  16 pods (?)
 Yokohama BTC   32 pods

Coming soon:
 Framingham, MA (Boston area)
 Costa Mesa, CA
 Philadelphia, PA
 Atlanta, GA
 Pasadena, CA
 Kyoto, JP
 London, GB
 Montreal, CA


Q11: WHAT ABOUT SO-CALLED VIRTUAL REALITY GAMES SUCH AS WOLFENSTEIN
AND DOOM?
The term 'Virtual Reality' is such a hot buzzword these days it
seems like every that every new game that comes out is calling
itself VR!  While games like Doom do have some elements of VR
such as a first-person perspective, they lack in one very
important area: on-the-fly graphics.  The graphics in Doom are
actually 2-D bitmaps drawn from one of 4 to 8 views.  As such you
can only see these object from one these pre-defined views. To be
true VR, you would be able to view the objects from any angle you
wished.  

To decide what games are VR and what are not, remember the
definition of VR: Immersive, interactive, and utilizing a first
person viewpoint with real-time graphics.


Q12: WHAT IS THE FUTURE OF VR?
Where is VR headed?  Who knows.  As the cost of hardware goes
down and processing power goes up we will see more and more VR
applications at the home and level.  Many feel that the current
explosion of VR centers will serve to acclimate the public to
Virtual Reality and it's uses.  Also, with the advent of high
speed networking, we may see a merge between Cyberspace and
Virtual Reality; that is, instead of interacting with online
services on the Internet via a keyboard and monitor (like you are
doing now), we may don VR glasses, and interact with others in a
Virtual World. IMHO - Until we see a truly affordable, full
function HMD or 3-D glasses (whicj seems to be closer to a reality than
ever,  - or until a 'killer app' for VR comes out, VR will be a small
segment of the computer market in terms of usage.  How does it feel to be
on the bleeding
edge?? :-)

For more insight on where the future of VR may go, check out the
following fiction titles:

Neuromancer - William Gibson
Virtual Light - William Gibson
Snow Crash - Neil Stephenson

Or these movies:
Brainstorm
Lawnmower Man

Or this Saturday morning cartoon:
Reboot!  (on ABC) - Truly awesome!

Q13: WHAT ABOUT CYBERSEX?
A few years ago Howard Reinhold wrote an article speculating about the
possibility of Virtual Sex - that is,  two people in two different
locations in full VR regalia (ie, headsets, bodysuits, gloves, and some
special 'attachments') have sex with each other in a virtual world.  In
his article, Reinhold coined the term 'Teledildonics' and rumors began to
fly that there was actually a system that would allow you to  do this!  In
reality,  one of the most difficult areas to simulate in VR is the sense
of touch
, and since sex relies pretty heavily on tactile feedback, such a system
is still a long way off.  At this point the closest you can come to
Cybersex is in some of the steamier chat rooms here on AOL!


CONCLUSION
Virtual Reality is a complex topic, covering a multitude of
disciplines: Hardware, Software, Graphics, Engineering, Optics,
Human/Computer Interfaces, Architecture, Psychology, Art and many
others.  To design Virtual Worlds allows you be a Virtual God, or
City Planner, or Artist - The new generation of Renessaince
Persons!  It truly is a strange new world we are entering and
hopefully the applications for which VR is put to use will serve
to enhance and advance our understanding of the 'Real World'.

If there are any questions that you think should be answered in this FAQ,
please let me know!


