From: Tim Watson <trpw@cix.compulink.co.uk> 
Subject: VR theory? 
Date: Wed, 11 Sep 1991 03:40:38 GMT
Message-ID: <1991Sep11.034038.1132@demon.co.uk>
Organization: Gated to News by demon.co.uk



Several weeks back I posted a rather esoteric ramble about towels and
fanbelts to the sci.virtual-worlds <1991Aug09.233245.27384@demon.co.uk>. I
don't know that is was particularly relevant to the discussions but I think
that it was totally irrelevant.

I am a programmer currently working on a distinctly non-VR game for the PC
but I have a strong interest in VR. About three years ago I was involved in
writing the 3D graphics shell for a PC game called Starglider 2, so I have to
admit to not being all that impressed by things which are claimed to be VR
but are in fact just 3D worlds and not very flexible at that. This is not to 
say that the people producing the VR are making invalid claims but the media
tend to concentrate on the 'investigating 3D worlds' aspect of VR which
doesn't get us any further.

For me the most important thing in VR is not how good the 3D graphics are or
even the hardware used to enter the virtual space (although these things are
vital starting blocks in VR) but how objects and events can be simply but
realistically implemented. At the moment, as I said in my posting, objects
are either based on newtonian physics or special cases.I don't think that
this allows objects to be manipulated in the same way as in the real world.

An example I thought of recently was based on flight simulators. Many flight
simulator people claim that they are creating advanced realistic virtual
worlds but I find them very limited. This is because you can't do anything
else apart from fly the plane or blow up the bad guys. Admittedly this is
the point of simulators but surely in a true virtual world you should be able
to do what ever you want and not be limited by what the programmer wants you
to be able to do?

What I feel is a good question to ask Flight Simulator people when they make
claims of TRUE virtual reality for their system is "Can I tap dance upside-
down on the wings while while the autopilot is perfoming an Immelman?" 
If you can't or they can special case it for you then it isn't true VR. I 
don't of course expect all the Flight Sim people to rush out and produce true
Virtual Realities they are after commercial companies producing a realistic
product and not VR research institutes.


I think what I really want to know is whether I'm the only person thinking
along these lines and if anyone else would be interested in hearing about or 
discussing my views.


Tim Watson

TRPW@CIX.COMPULINK.CO.UK


