From: William Bricken <william@hitl.washington.edu>
Subject: SIGGRAPH'91 VR review
Date: Mon, 9 Dec 91 17:12:26 GMT-0800



Comments on SIGGRAPH'91 Tomorrow's Realities

	Dr. William Bricken
	
The 18th International Conference on Computer Graphics and  
Interactive Techniques, SIGGRAPH'91, featured a juried selection of  
virtual reality and hypermedia demonstrations entitled Tomorrow's  
Realities.  Conference participants were treated to twenty-six  
exhibits which represented the state of the art in virtual world  
techniques.  The SIGGRAPH'91 Conference Proceedings (Computer  
Graphics, July 1991, ACM Press) contains descriptions of each  
exhibit.

The University of North Carolina, under the leadership of Dr. Fred  
Brooks, fielded five applications, stealing the show with the  
cumulative results of a mature research program.  The center piece of  
the UNC exhibit was Pixel Planes 5, a custom parallel graphics engine  
developed by Dr. Henry Fuchs.  Demonstrations included radiation  
therapy treatment planning, protein molecule fly-through, interactive  
building walk-through, mountain bike exercise, and a 3D modeler which  
is the first system that allows the participant to construct models  
from within an immersive environment.  The UNC effort was  
particularly impressive since it represented the work of a Computer  
Science Department while the majority of other exhibits were from  
private companies such as Boeing, Silicon Graphics, SimGraphics, and  
Division.

Virtual reality, as a field, is pre-taxonomic.  In evaluating entries  
to this event, the jury quickly came to realize that it did not have  
a single shared perspective on what it was that was being judged.   
The Jury Chair, Steve Tice, clearly established that, as well as  
criteria of quality, delivery, and human-factors engineering, the  
jury had a responsibility to design a curriculum of VR, to present to  
the public the broad scope of possibilities.  Mr. Tice also initiated  
an essential step, he suggested a taxonomy which could serve to  
differentiate the apparently different technologies that were  
submitted as VR applications.  This brave step converted an  
entertaining exhibition into a scientific exercise.

>From the conference brochure for Tomorrow's Realities:  "Virtual  
reality (sometimes referred to as artificial reality) is difficult to  
define.  The term has become a catch-all for, among other things,  
telepresence, artificial or synthetic experiences, and their various  
delivery systems (head, body, and desktop gear).  Because it is an  
oxymoron, the term itself does not illuminate the nature or  
importance of the technologies it describes."

Nearly every popular article on this field begins with a litany of  
names used for VR (artificial reality, cyberspace, virtual worlds,  
...).  A taxonomy provides the opportunity to differentiate the  
names.  The SIGGRAPH taxonomy includes a concept of Interaction  
Class:

Desktop/Vehicle:  users view 3D worlds through a monitor.
Immersive/Inclusive:  users exist and operate "in the picture".
Third-person:  users view images of themselves interacting in a  
virtual world.

Myron Krueger pioneered "third-person" VR under the name "artificial  
reality".   His VIDEODESK teletutoring system and Vivid's Mandala  
system represented artificial reality at Tomorrow's Realities.  


Inclusive VR was most broadly represented, with entries from UNC, the  
Boeing-University of Washington HITL team (using the VPL system to  
prototype maintenance and control of a virtual Osprey), Fake Space  
Labs (showing NASA's virtual windtunnel), Division from the UK (with  
a transputer-based parallel VR system), NASA Ames (inclusive sound)  
and Michael Naimark's class at the San Francisco Art Institute.

Naturally, SIGGRAPH emphasises visual, 3D display.  The NASA  
inclusive sound system, however, reminds us that VR is multi-sensory.   
It is difficult to restrict the field to a particular interface  
bandwidth, the core idea is more that of a feeling of presence.  Here  
the literary community speaks up:  presence can be achieved through a  
good story, through the low-bandwidth of a string of words.  In this  
respect, hypermedia is a form of VR, and the exhibition attempted not  
to distinguish greatly between the two fields.  But as soon as we  
drop the requirement of high quality immersive display, we must  
decide if email (and indeed all computer use) is a type of VR.  


Mike Naimark's presentations further press the bounds of definition.   
Film rather than computer graphics defines Naimark's virtual worlds.   
In EAT, a physical restaurant serves films of food.  This is not  
immersive VR, it is virtuality embedded in the physical world.  In  
Naimark's Moviemap of Karlsruhe, we interact with a branching film of  
the tramway system as if driving a German tram.   In the Portrait One  
exhibit from the University of Montreal, we interact with a branching  
videodisc of a pleasent young lady.  "The encounter may be cut short  
because of the visitor's lack of tact, or it may develop into  
intimate discussions of love in the context of a virtual  
relationship."  Clearly there is another branch of VR which does not  
depend on interactive graphics.  Is a telepresence system which links  
a participant directly to a robot, without computer graphics  
mediation, VR?  The question is deeper than taxonomy, since blurred  
concepts can effect even the funding and perceived value of research.   
To quote Senator Gore during a recent hearing on VR by the Senate  
Subcommittee on Science, Technology, and Space:  "But you have at  
NASA done a lot of work on what some have called telepresence, sort  
of the incorporation of virtual reality with robot manipulation.  I  
may be misusing thses terms, but that is the way I understand it."   
As this journal attests, VR and telepresence are sister communities,  
but the public linkage may differ from the technical.  There were no  
robotics applications in Tomorrow's Realities.

Personally I rebel when people suggest that Jaron Lanier's term  
"virtual reality" is oxymoronic.  If we are only addressing physical  
reality, the world of mass, then there is somewhat of an Aristotelian  
contradiction in the juxtaposition of essence and reality.  Reality  
is, after all, supposed to be everything.  However, experience with  
VR teaches that computational environments, the world of information,  
are nowhere as exclusionary as physical environments.  Dualism and  
the Pauli exclusion principle do not dictate the virtual.  VR is not  
either-or, it is rather both-and.  It is entirely consistent in VR to  
mix essence with reality; the name "virtual reality" seems to me to  
capture elegantly the nature of information.

The third category of VR systems at Tomorrow's Realities is desktop  
or vehicular systems.  The concept is one of looking through a window  
(monitor) into a virtual environment.  The vehicle metaphor is  
appropriate for traditional simulators which surround monitor-based  
display with a cockpit-like environment.  The Battletech Simulator,  
for example, displays a multi-participant world through a monitor,  
but each participant sits in a capsule which surrounds that player  
with controls, lights, and sounds.  It is a total experience which  
includes a graphics viewport.  All of the multi-participant systems  
at the exhibition were of the desktop variety.  Networked worlds are  
definitely here, but no exhibitor managed to accumulate enough  
peripheral devices to present multiple participation using inclusive  
display techniques.  


The monitor based systems generally emphasized a specific input  
device or system capability.  NPSNET, a simulator from the Naval  
Postgraduate School, presented state-of-the-art interactive  
simulation for multiple participants using monitors for display.   
Simgraphics' Assembly Monitor permitted us to interact with a three  
dimensional environment through the screen of a monitor using a  
Flying Mouse.  The strength of the Assembly Monitor was in its VR  
development software rather than its display medium.  Plasm, from  
Silicon Graphics, introduced a novel interactive device:   
participants stood physically on a surfboard which would "hurl their  
viewports through a vast virtual sky".  Here again, the strength was  
the software which maintained the virtual ecology being explored.   
Performance Cartoons, from MR FILM, combined graphics with real-time,  
interactive character animation.  The desktop display category was  
again stretched by this exhibit, since the image was projected on a  
theatrical display screen.  It raised the question of the difference  
between small monitor and very large screen display.

Perhaps the most novel use of monitor-based VR was Throwing Real  
Objects into Virtual Space.  These production line video games  
allowed us to hit a real cue ball with a real cue stick.  The ball  
entered a slot below a monitor, which then displayed the image of the  
cue ball as it collided with other virtual poolballs.  The game  
designer originally believed that simple, geometrically correct  
modeling of the game space and ball ballistics would yield good  
results.  Players however felt that the ball was not hitting what  
they aimed for.  The physics of the game was adjusted to conform with  
the players expectations, resulting in "a smooth and highly intuitive  
interface with virtually no learning curve."  Here we find the  
fundamental issue for next year's exhibits:  the virtual interface is  
more than new interactive i/o hardware, it is more than new graphics  
capabilities, it is more than clever software.  VR must next face its  
ultimate challenge, world design to fit human physiology and  
cognition.

 

	
Reviewed by William Bricken
william@hitl.washington.edu
