From: jcs@crash.cts.com (John Schultz)
Subject: More on Classifying VR
Date: 21 Feb 91 18:48:17 GMT
Message-ID: <7679@crash.cts.com>
Organization: Crash TimeSharing, El Cajon, CA




  In a previous post, I mentioned a VR Turing test, where the user cannot
distinguish between a VR simulation and reality. I believe we already have
systems that can do this. Their domain is limited, but in their domain they
work very well. These systems do not use head-coupled displays nor do they
use data gloves.  The displays are photo-realistic, and the frame rate is
is 30Hz.  They don't even use stereo displays, but rely solely on depth
of field, light intensity, and other monocular visual cues. The display is
so convincing to the brain, that if the user is standing and doesn't hold
on to anything, that user will fall over just from visual cues from rotation.
The user interface is an exact replica of the device being simulated --
you can't get any better than that. What are these systems? Dome-Fusion Flight
Simulators.

These systems should be used to calibrate/classify other VR systems. These
systems are not really portable, nor are they inexpensive, but they do
represent true VR. Current head-coupled systems don't come anywhere close to 
the DFFSs.

This is due to low-resolution display technology limitations, lag-time, 
and bulky design. The head-coupled systems will catch up to the DFFSs when
the display technology advances (CRTs/LCDs/Optics). Once the display is
conquered, force/tactile feedback must be solved, and how about true motion
(hydraulics)? It looks like the DFFSs will be the VR systems to rate against 
for the near future.


  John


Tom Furness can probably elaborate further on DFFSs, and how close they come
to simulating reality in their specific domain.


