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Chapter 2

Driving Applications

2.1 Overview


Working applications, rather than theoretical models, drive progress for virtual environment research and development [Brut95]. In this chapter we will examine several application domains which the GreenSpace system could support, that will direct the development of this system. This will provide a context for understanding the usefulness of the Multi-User Systems in the following chapter and help us to understand what features will be important to support in the communication control prototype.


The GreenSpace infrastructure will be able to support a wide variety of applications, so this chapter does not intend to exhaustively list them all. Instead, the focus will be on those application areas which seem likely to benefit the most from an integrated interpersonal communication system. We cannot expect any single communication control system to provide useful and appropriate support for all conceivable applications, since interpersonal communication itself occurs at the application level. However, we should expect the communication control system we develop to provide intuitive, efficient, and scalable interpersonal communication for a wide-variety of applications, some of which are described below.


Nearly all applications of a multi-user virtual environment system could be categorized as Computer Supported Cooperative Work (CSCW), with the obvious exception of entertainment applications; CSCW is an extremely broad area of research. Many CSCW applications are asynchronous and therefore would not be appropriately served by a multi-user virtual environment system. Traditionally, CSCW applications are decomposed into four categories by a time-space matrix [Shne92]:


Table 2.1: CSCW Systems Matrix

----------------------------------------------------------------------------
|                   | Same Time                | Different Times           |
============================================================================
| Same Place        | face-to-face             | asynchronous interaction  |
|                   |                          |                           |
|                   | (classrooms,             | (project scheduling,      |
|                   |                          |                           |
|                   | meeting rooms)           | coordination tools)       |
----------------------------------------------------------------------------
| Different Places  | synchronous distributed  | asynchronous distributed  |
|                   |                          |                           |
|                   | (shared editors,         | (email, bboards)          |
|                   |                          |                           |
|                   | video windows)           |                           |
----------------------------------------------------------------------------


This traditional decomposition assumes that the users of a system cannot both be in different physical places at the same time as perceiving themselves to be in the same virtual place. A multi-user virtual environment system, such as GreenSpace, allows a CSCW application to be both face-to-face and synchronous distributed.


Three of the following sections describe CSCW application domains that have been or could be shown to be well served by immersive communication systems. The final section describes the relevance of entertainment applications.

2.2 Collaborative Design


The first computer-aided design (CAD) system was Ivan Sutherland's Sketchpad [Suth63]. Users were able to manipulate graphical objects using a hand-held pen, rather than typing in keyboard commands. This was the beginning of direct manipulation, which is at the very heart of immersive systems. Direct manipulation interfaces, and therefore immersive interfaces, possess the following four properties [Shne83]:


This approach allows users to apply a priori knowledge about the objects and interactions in their application domain directly to the objects in the software application with limited additional training. The benefit of this approach is easy to see in virtual design applications.

2.2.1 Architectural Design


Matsushita has deployed a virtual reality system that allows shoppers to immersively design their kitchen before ordering the appliances they need to complete the design [Auks92]. After downloading a CAD model of the user's kitchen into the system, the user can immersively walk through the kitchen, then place, move, or modify the appliances.


At the University of North Carolina (UNC), researchers have been creating architectural walk-throughs of various buildings on campus for years, including a model of the new Computer Science building before it was built [Auks92]. Prior to its construction, the walk-through was used by the future inhabitants and the building's architects to evaluate the design. This led to changes in the building design which would have been expensive or impossible to make after the building was constructed.


UNC has been a pioneer in the area of virtual architectural walk-throughs, which has led them to the development of many unique interface devices and techniques. To make walk-throughs more natural, they adapted a bicycle steering wheel to a treadmill, so that users could walk and steer their way around the virtual buildings [Auks92]. To make it possible to render highly-complex architectural models, such as UNC professor Fred Brooks' home, at sufficiently high frame rates for immersion, they have developed a technique to quickly determine what parts of the model may be visible from the user's current perspective [Lueb95]. This technique is based on the assumption that the vast majority of objects in an architectural model tend to be occluded by opaque objects such as walls, during a walk-through. They spatially partition the environment into a set of "cells" (such as rooms) and "portals" (such as doorways) between those cells. Then they determine which cells might be visible from the user's current cells, by seeing which portals are visible, before deciding which cells to render. They have shown this to dramatically increase the frame rates for some architectural walk-throughs.


The HITLab began researching architectural applications by studying the way people perceive real versus virtual spaces. This was done by creating a virtual walk-through of the Henry Art Gallery on the University of Washington (UW) campus and comparing the perceptions of architects that had walked through the real building to those that had walked through the virtual model [Henr93].


More recently, the HITLab has joined together with the UW College of Architecture and Urban Planning to create the Community and Environmental Design and Simulation Laboratory (CEDeS Lab). Together they have developed a simulation of the Seattle Commons, a proposed urban design for downtown Seattle, which has been used by various civic leaders to view some of the impact the project will have on the city [Jone95]. The CEDeS Lab then produced a walk- through of an addition to the Henry Art Gallery, before construction began, which begins the compilation of a 3D database for the entire UW campus and surrounding community. Architects and urban planners will then be able to get an early glimpse of the effects of new construction on the UW campus. The CEDeS Lab has also begun working with the GreenSpace project to provide a collaborative immersive system for architectural design reviews.

2.2.2 Industrial Design


Boeing was perhaps the first company to have developed an industrial application for virtual reality, when they created a system to immersively view and interact with new aircraft designs [Auks92]. This allowed designers to explore the design of new aircraft before building expensive physical prototypes, gaining many of the advantages found with architectural walk-throughs.


The Lockheed Simulation Based Design (SBD) project combines collaborative CAD tools with virtual environment simulations to provide engineers at remote sites a way to collaboratively design wire cable harnesses for routing of electrical cables in aircraft and submarines [Palm95].


When the CSCW design environment takes on the appearance of designers collaborating around a conference table, these applications more closely resemble teleconferencing, which can have unique characteristics, and are therefore discussed in the following section.

2.3 Virtual Space Teleconferencing


Virtual Space Teleconferencing (VISTEL) [Ohya93] applications allow geographically separated people to meet without having to transport their bodies. Rather than just facilitate collaborative work, VISTEL systems aim to provide a rich interpersonal communication environment by "reproducing various aspects of face-to-face conferencing" [Take93]. VISTEL applications tend to place more emphasis on the quality of the representation of other users than is typical in the collaborative design applications previously described. This provides a more personal and comfortable environment for people to collaborate in.


The Advanced Telecommunications Research Institute (ATR) Communication Systems Research Laboratories, in Japan, have done an impressive array of research into the various aspects of human figure and facial real-time motion detection and synthesis. For a VISTEL application they developed, the facial features of users were detected in real-time by visually tracking tape marks attached to facial muscles, then sent to the remote site where the tape mark positions were used to morph a wire frame model of the users face in real-time [Ohya93]. They have applied a layered approach to human figure synthesis whereby the skeletal model of the user is controlled by position sensing on the user's physical body, then the muscle and skin layers are deformed and animated in real-time [SinK95].


Furthermore, ATR researchers have applied the combination of gesture recognition and natural language interaction techniques to VISTEL environments [Yosh95]. This allows the system to take action on collaboratively controlled objects while the user is speaking about them and gesturing towards them. For example, when a user points at the roof of a house model and says "paint that blue," the application could change the color of the roof to blue for all to see. Combining gesture recognition and speech interaction with graphical displays helps to overcome the limitations of each of the individual interface technologies.


Fujitsu has been involved in teleconferencing research for years, including the public deployment (in Japan) of a graphical and text-based telecommunication system called Fujitsu Habitat [Yosh94]. The GreenSpace collaboration between Fujitsu and the HITLab is developing a VISTEL system. However, the underlying software infrastructure will be general enough to support a wider range of applications than typical VISTEL systems do.

2.4 Situational Training


Immersive situational training applications are well suited for the training of tasks for dangerous or unaccessible physical environments. For example, pilots are trained to handle dangerous flying conditions using immersive flight simulators [Auks92]. Obviously, this is much easier and safer than attempting to reproduce these conditions in actual aircraft.


SIMNET (Simulator Networking) is a system developed by the Defense Advanced Research Projects Agency (DARPA) to create interactive multi-user simulations of military battles [Allu91]. This application was designed to be suitable for training tank commanders, helicopter pilots, fighter pilots, artillery commanders, and higher echelon tactical commanders all in a concurrent real- time battle simulation. The need for physical accuracy of terrain models and equipment characteristics is obvious and important. The SIMNET system, and its descendant IEEE 1278 Distributed Interactive Simulation (DIS) application protocol, will be described in more detail in the following chapter.


The Institute for Simulation and Training at the University of Central Florida and the US Army Research Institute teamed together to build a research test-bed for training applications of virtual environments [Mosh93]. Their research focussed on adding dismounted infantry, which were not included in SIMNET, to battlefield simulations. Other researchers, in the US Army and elsewhere, have worked on adding dismounted infantry to military simulations as well.


The Naval Postgraduate School Networked Vehicle Simulator IV (NPSNET) is a virtual environment training system designed for multi-user military simulations over the Internet [Mace95a]. The NPSNET system is capable of simulating a variety of interactive miltitary vehicles as well as dismounted infantry within large terrain databases. NPSNET is currently capable of supporting over 250 human and simulated players in a single battlefield simulation [Zyda95]. As in VISTEL applications, it is important for the models of dismounted infantry to be complex and expressive, so that other soldiers can pick up visual cues of general body language or specific hand signals. To facilitate this, NPS uses a system for human figure simulation called Jack [Badl93]. Jack provides a system for animating fully articulated human models through a constraint based system. Extensions to this system provide off-line production and real-time playback of human motion, so that the current state of a soldier (such as "kneeling") can be coupled with desired next state (such as "standing") to produce a realistic motion between the two states (such as the complex motion of standing from a kneeling position), without having to specify the motion of each individual joint [Gran95].


Researchers at the Sandia National Laboratories have developed an immersive system for the situational training of nuclear facility inspection escorts under non-proliferation treaties [Stan95]. These facilities are geographically diverse and hazardous environments with limited access, even for future escorts. Therefore, a model of the facility can be used to train escorts on how to give proper tours to authorized inspectors, without having to gain access to the facility prior to the tour. More than just an architectural walk-through, escort trainees can be evaluated during virtual mock inspections with the application signalling if simulated violations of the treaties occur are allowed to occur. This is another application which makes use of the Jack system for creating realistic fully articulated human model animation.


The Lockheed AI Center, in collaboration with the University of Southern California Behavioral Technologies Lab, is also pursing research on virtual environments for training applications [John95]. They are combining the technologies of virtual environments and intelligent tutoring systems to create training environments to immersively guide users through dangerous tasks such as bomb disposal or fire supression.

2.5 Entertainment


The entertaining applications of virtual environments are difficult to ignore. The engaging effect that direct manipulation interfaces have in general is amplified by the immersive nature of virtual realties, making almost any virtual environment entertaining to some degree.


Autodesk created some of the first entertainment applications of virtual reality with Virtual Raquetball and the High Cycle [Auks92]. In Virtual Raquetball users played a solo version of raquetball wearing an HMD and wielding a position tracked racket. The High Cycle was a stationary bicycle which moved users through a virtual environment, seen through an HMD, as they pedalled.


W Industries created the first mass produced virtual environment system for entertainment applications, called Virtuality [Wald93]. This system, designed for arcades, had both stand-up and sit-down versions that included position tracked HMDs and hand controlled input devices. Various multi-user games were available for either system, which aided in their popularity.


After the success of W Industries, many other companies entered the VR entertainment market. There are now Battletech simulators and so called virtual reality theme parks scattered across the country. Sega, a Japanese video game company, has developed a series of "Virtua" arcade games (Virtua Racing, Virtua Fighter, Virtua Cop, etc), which although are not immersive, do employ the 3D interactive graphics techniques used by virtual environment systems.


Walt Disney Imagineering (WDI) remains the leader of location based entertainment with the unsurpassed quality of their theme park attractions. Recently, the WDI Virtual Reality Studio unveiled their first immersive "attraction- in-development" at the Walt Disney World's EPCOT Center [Crui94]. Guests can ride a magic carpet through a city from the animated motion picture, Aladdin, exploring the city streets and interacting with computer generated characters. Rather than attempting to simulate reality, as in VISTEL or Situational Training applications, the Imagineers simulated being inside of an animated motion picture. WDI will continue to strive to bring virtual reality entertainment, including multi-user attractions, to the highest-level of quality attainable.