Down to Earth; Commercial applications of virtual reality Special Report: Virtual Reality, part 1 Computer Graphics World, March, 1992 Emmett, Arielle In Japan, where consumer electronics rival popular religion, Matsushita Electric Works Ltd. (Osaka) employs a VPL Research head-mounted display linked to a Silicon Graphics-based RB2 workstation to help prospective customers design their own kitchens. "This application is by appointment only. It's a very deep project," notes Jaron Lanier, the CEO of VPL Research (Redwood City, CA), which develops and distributes VR systems internationally. Customers who don't see the kitchen of their dreams in the Matsushita showroom can create their own initial design on a CAD system and download the design to the SGI workstation. The customer can then strap on the VPL "eyephones"--a headset with telescreens providing wrap-around stereoscopic views of cartoonish, computer-generated appliances--and tour any number of virtual kitchen worlds [the Japanese call them "system kitchens"]. Customers also don the $ 8000 VPL data glove, which uses position sensors to detect the movement of fingers as the virtual reality "traveler" points to objects within the illusory system kitchen space. Matsushita customers can thus fly through rooms, do 360-degree revolutions, and rearrange appliances at will. "If the customer wants to see other types of system kitchens, he can change the colors and heights of cabinets," says Takashi Nashiyama, a researcher in Matsushita's Artificial Intelligence Laboratory in Osaka. "Virtual reality helps them experience it as though they are there." Although the uses of VR around the world are not all quite so commercialized, the technology is playing a game of catch-up, overtaking earlier hype comparing it to fantastic drug-induced journeys into computer-generated "cyberspace." "People's perception of what VR is and what it can do are much stronger than what the field can actually produce now," says Dr. Peter Tinker, a member of the technical staff of the Rockwell International Science Center (Thousand Oaks, CA). "It's an odd thing; people have a very clear idea of what you're talking about when you describe VR. [But] they tend to expect too much from it." On the other hand, the technology has advanced to the point where it can be used as a practical tool in select applications. Tinker notes, for example, that VR has already "sold itself" in the aerospace industry for prototyping and human factors evaluation. Using VR early in the design cycle "helps you make sure people feel comfortable in the [proposed] environment; [prototyping] is part of the early design stage." Human factors number crunching builds on virtual prototypes by yielding detailed mathematical data about the fit and comfort level of designs. According to Lanier, commercial applications are being pursued most aggressively in Europe and Japan. Aside from the Matsushita and Art + Com examples, he cites Fujita of Japan, the largest Japanese construction company, which has embarked on an ambitious project to combine virtual reality equipment from VPL Research and Fake Space Labs (Menlo Park, CA) with robotic "telepresence"--the science of driving robots remotely and attaching video cameras to them to perform building inspection and other tasks, including robotization of construction. Fujita has a shortage of human building inspectors, Lanier explains. Rather than disperse the available manpower to construction sites around the world, Fujita is counting on the use robots, which will "live-tape" the sites and feed back the video information to Japan. There, human inspectors wearing VPL eyephones or utilizing a stereoscopic "BOOM" (a box mounted on a desktop that floats like a periscope and provides wrap-around three-dimensional imagery), designed by Fake Space Labs, will "step into" the virtual world of the video camera and "see" the sites as the robot sees them. For example, when the human inspector moves his head to see a particular construction element, the robot's cameras will move into position correspondingly. The inspector's virtual vision, however, will be enhanced by a continuous flow of 3D construction data pumped across the VPL RB2 workstation and into the eyephones. The data, represented as graphical images, is superimposed over the video image. By lining up the graphical elements with the real video image, the inspector can check each site for missing elements and construction disparities. "If you track the images back to the eyephones, you have the sensation of being where the robot is," Lanier says. In Europe and Japan, all kinds of commercial applications are flowering," Lanier continues. Virtual reality is seen not simply as an integrated entity but as a source for spin-off technologies that may or may not use traditional "wrap-around" virtual reality displays. According to Charles Grimsdale, CEO of Division Ltd. (Bristol, England), makers of integrated virtual reality systems (known as ProVision), most European applications are still in the R&D phase. Although there are a few real end-users, Grimsdale says, "The majority of customers are looking at end-use applications between 18 months and five years from now." Those already taking the plunge include University of Eindhoven's Calibre Institute (Holland), which is using a ProVision system to convert Autocad DXF files into virtual rooms and spaces for real-time architectural studies. In addition, a multimedia company called Virtual S (London) is using Division's virtual reality systems to sell new product and service ideas to corporate clients. "They used our virtual reality product to sell a telephone query system called CallScan to Pepsico," Grimsdale says. Why virtual reality? Aside from the "sexiness" of the new technology, "VR is ideal for showing clients products that are otherwise too expensive to demonstrate," he declares. In addition, the 3D sensory impact is unmistakable. "We firmly believe that to create an immersive experience . . . you've got to make the display sufficiently compelling that it really hits them," he says. A headmounted or BOOM virtual reality display fits the bill, Grimsdale assets. "Standard 3D computer screens for mass presentations do not have the same impact." Additionally, the European automobile and aerospace CAD markets are especially interested in virtual reality. "We've seen an interest across the board in aerospace, where one of the key issues is design for maintainability--human factors," Grimsdale continues. "In the automobile industry, there is a definite interest in [using virtual reality] to replace clay models. European companies looking at the problem see it as a competitive issue." Indeed, Mercedez-Benz has already begun a joint project with Art + Com in Berlin to study viewer perception of depth in preparation for building a "virtual reality car interior planning system," according to Art + Com's Tranberend, who has designed custom software extensions of VPL's RB2 system. "We're looking at what kind of mechanism the human brain has that allows it to get an impression of how big a room is," he says. "If a person has a feeling of a [virtual room], it's possible to make predictions about . . . the feeling he will have in the real room when it's built. To my knowledge, this has never been a topic of research before," he says. In the UK, where "time-to-market" issues have become a matter of competitive survival, virtual reality spin-offs may have a major impact in the footwear industry, according to Terry Freer, manager of Satra Footwear's management business area. "Footwear is a fashion item, and we have little time to do preproduction engineering to find the most economical way to combine time, [operations], and materials," he says. Satra consequently opted to build a VR application using WorldToolkit virtual reality software produced by Sense8 Corporation. The application is still in the early stages of development. "Basically, we're using Sense8 WorldToolKit to build real-time three-dimensional models of shoe-making operations," he says. "Within the virtual world, we mimic hand operations on the stitching machine to find the most economical way to carry out operations." Freer says his company chose WorldToolKit because of its flexibility, specifically, the availability of a C library on which to build custom applications, as well as the "extreme realism" of the 3D graphics, including texturing of surfaces. Interestingly enough, the company has chosen to use a standard computer screen, rather than a headmounted display, to simulate shoemaking operations. "We're using a spaceball to manipulate objects and alter perspectives," Freer says. Strict VR displays are not needed. "And we're still very much in the learning stages." In the US, the feeling is similar: Virtual reality is still in a nascent, "learning" stage. Most of the applications interest is still heavily concentrated in the university and government labs, especially in the fields of medicine and aerospace, rather than in commercial enterprises. Indeed, unlike the Japanese, who reportedly are pouring millions of dollars into VR applications research, most US enterprises appear reluctant to make any serious investments. Work is consequently focused on developing prototypes and demos without talk of immediate production goals. Part of the problem appears to be an age-old one: American industry's reliance on short-term gain. Another part of the problem has to do with disagreements about the direction of VR--a promising, albeit unruly technology, observes Myron Krueger, a pioneering independent inventor and virtual reality researcher. "To say that there are [commercial] applications today that are pulling freight is a ruse," says Krueger, who remains skeptical even of the reported European and Japanese commercial applications. Krueger argues that too many tecnical problems associated with VR must be solved--among them, the questions of the interface device, the quality of head-mounted displays, the problem of position tracking, the "delay" in response a VR traveler feels when he moves within a virtual world, as well as many other networking and political challenges. Nonetheless, work is proceeding. NASA, for example, has a virtual reality project in nearly every one of its divisions' both NASA and the Air Force still support highly visible flight training and helicopter simulation projects using VR technology--spin-offs, as it were, of the now legendary "Super Cockpit" project of 1981 at Wright-Patterson Air Force Base, which used high-resolution, helmet-mounted position sensors to teach pilots how to fly F-16 Fighter Jets. Today, though, VR applications for flight simulation have given way to more varied, if less grandiose, projects. At NASA Ames Research Center, for example, Dr. Elizabeth Wenzel, a research psychologist, is pursuing "virtual acoustic display" research for VR systems. Wrap-around acoustic sound that features "spatialized" auditory cues in 3D may one day help air-traffic controllers process confusing radio transmissions from aircraft. Besides this application, NASA and other aerospace facilities are concentrating their VR research efforts in areas such as human factors engineering, virtual prototyping of buildings and military devices, aerodynamic (gas flow) analysis, 3D data visualization, satellite position fixing, and planetary exploration simulations. Human factors, for example, is the accent at the NASA George C. Marshall Space Flight Center (Huntsville, AL). There, engineer Joseph P. Hale has been using a VPL Research eyephone/data glove system coupled to a Macintosh computer (for number crunching) and Silicon Graphics polygon engine to do computationally intensive ergonomic analysis. "VR is a difficult concept to sell to management," Hale says. "Many view it as just a video game." But in the shrinking dollars game of federal budgets for aerospace, Hale says that VR may prove a valuable human factors tool. Hale is currently developing number-intensive virtual reality "mock-ups" to do what he describes as "operations development and training." Rather than wait for designers to complete a proposed design for a space vehicle and test it with a full-scale, expensive foam-core mock-up, Hale says he can test design elements earlier in the design cycle if they are created virtually. One project Jale is pursuing is ergonomic evaluation of a furnace for growing crystals, which is being designed for NASA's Space Station. By entering the virtual world of three different designs for a pivot used to access the furnace, Hale is able to perform realistic "reach analysis" and determine which design works best. One problem: Objects are not yet programmed in the virtual world to behave as they would in microgravity. "You can grab the crystal [in the virtual world], but it doesn't show it tumbling away from you," Hale says. Dr. Tinker points to similar limitations. But he says most of the real challenges are political, not technical. "A big advantage [to VR] is that you can make changes very quickly to designs and bring the customer into the design loop." That, Tinker says, has been the linchpin for VR: "It's a powerful marketing tool," he says. "Perhaps this is not what people want to hear, but it's powerful because you put the customer in control. Rather than showing the customer charts, pictures, even video, you let the customer experience the new product." Perhaps nowhere is virtual experience more powerful than in the emerging biomedical applications in which US laboratories are staking leadership. At the University of North Carolina at Chapel Hill, for example, a group of computer scientists led by Frederick Brooks and Henry Fuchs have created complex virtual visualizations of protein molecules and their receptor sites. Scientists who enter the "virtual world" at the molecular level use head-mounted displays and a kind of "force feedback" mechanism in free space that lets them "navigate" to different sites on the molecule and "dock" (using a mechanical arm and hand-grip with position sensors) when conformations are compatible. During this process, scientists actually "feel" the push and pull of molecular forces as receptor and drug compounds interact and "lock" in the correct conformations. "When you build models out of plastic, you don't have any idea of what the forces [between sites] are," explains Fuchs, the Federico Gil professor of computer science at UNC who is working on several VR projects. In this molecular application, scientists program in relevant information about the bonding energies of various atoms, as well as ways to calculate the combination of intra- and intermolecular forces. The program works transparently to calculate attractions and repulsions which are reflected in both the visual and "tactile" sensations of the molecular journey. "Biochemists don't have to worry about how to calculate the forces," he says. "They just worry about the descriptions of the molecules." The application helps them "see" at the molecular level whether new drugs, organic molecules, or synthetic analogs will "fit" biologically active receptor sites. This process could represent a new means of testing drugs and bringing molecular chemistry a quantum leap forward. Fuchs, however, is not stopping with the receptor site problem. He and other scientists have been using VR techniques and supercomputers to synthesize diagnostic images of a patients's body, to do "predictive" modeling of radiation treatment using dynamic images created by ultrasound, magnetic resonance imaging (MRI), and X-ray. "We look inside a patient with an ultrasound probe and read back echoes to know where a tumor is in three-space," he says. But using digital models of a patient provides a radiation therapist with more complete information than any of the separate imaging techniques. A radiation therapist operating in a virtual world can view and expose a tumor from every angle based on electronic representations of the body, and then model specific doses and configurations of radiation beams to target the tumor most effectively. With VR techniques, "We can get a continuum of multiple images [defined] in space," Fuchs says. "Virtual reality may enable a physician to get a better visualization of the relationships of various beams targeted on the patient's tumor than seeing it on a conventional workstation screen. Therefore, virtual reality will enable the therapist to come up with better alternatives for treatment than with conventional workstations." However, work is just beginning in this area, and the virtual reality models are very simplistic. Fuchs anticipates that VR solutions in medical applications will become truly practical within a 20-year time frame. He is counting on better-quality displays (including tiny displays), better head-tracking capability, and higher-quality graphics to help bring VR applications forward. Currently, though, there are medical challenges that seem much closer to resolution. A variety of VR techniques, for example, are being used to help physicians visualize surgical problems--possibly to "rehearse" operations before they actually occur. Dr. Joseph M. Rosen, an associate professor of surgery at Dartmouth Medical School (Hanover, NH), for example, has collaborated with two software engineers, Steve Pieper and Scott Delp, to create computational models of the human face and the lower extremities to examine the effects and outcomes of surgical procedures. "If you cut a muscle, the program will tell you what happens [to the tissue and bone]," Rosen says. "The simulation looks the same as a volumetric model," he remarks. "But the model is computational; it understands what happens when you stretch a muscle or cut the bone." Never before has a physician used a virtual reality system to evaluate the forces acting on a portion of the body. In three to five years, however, surgical simulations may become routine--espe-cially to rehearse the strategies for intricate and rare operations, many agree. In the meantime, though, small medical VR systems and applications are beginning to evolve. At Greenleaf Medical Systems (GMS; Palo Alto, CA), for example, which licensed the medical rights to VPL Research technology, neuroscientist Walter Greenleaf, Ph.D., is using sensor-lined data gloves and data suits to obtain range-of-motion and strength measurements of injured and disabled patients. "Studies of injured people are difficult to do--you need ways to measure angles, momentum, and force," he explains. Greenleaf Medical Systems is consequently using the sensor-lined glove and suit to obtain the force measurements. Mathematical data from the sensors feed back to a Macintosh workstation, which calculates and then visualizes impairment ratings in graphical format to help a physician or patient evaluate strength and mobility. Although the system uses no head-mounted display as yet-Greenleaf explains that VR display devices are not sophisticated enough to hold much clinical value--virtual reality may be a viable means of visualization in the future. Orthopedic physicians are already using the examination system (known as Eval) in the clinical community. "It's been very well-received," Greenleaf says. A similar application known as "gait analysis" will enable physicians to evaluate children walking down a runway prior to orthopedic surgery. The children will wear data suits to measure motion; and virtual reality displays may be used to portray results. GMS has also developed new rehabilitation devices for patients. "GloveTalker"--a data glove sign-language device, due to hit the market this year, "allows someone without a voice [such as a stroke or celebral palsy patient] to make gestures the computer understands," Greenleaf says. In effect, GloveTalker interprets signs and then translates them into commands that appear on the computer screen as written language, as well as synthesized speech. "The device can be used to help recovering hospital patients communicate their needs to staff or family; or it can be adapted to athome use," Greenleaf says. Tested at Loma Linda Medical Center and Cal State North Ridge, the device (or similar virtual-reality systems) could soon be used for stroke rehabilitation. "We could retrain someone to walk using virtual reality if we turn down the gravity vector," Greenleaf remarks. "Using headmounted displays, a patient could relearn how to open a door, walk, point, or turn around in space." Welcome brave new world. If it all sounds like science fiction, it's hardly surprising. Virtual reality applications, even as they are imagined today, do have an aura of the mythic and impossible about them. Though it's clear that practical, highly beneficial applications may be just around the corner, popular acceptance may not be enough. The VR industry needs serious investors--knowledgeable, aggressive investors who know the technology--who aren't afraid of the long shot, and who can provide the one thing virtual reality sorely lacks: cold, hard cash. Arielle Emmett is a freelance writer based in Media, Pennsylvania.