From: rick@cs.arizona.edu (Rick Schlichting)
Subject: Kahaner Report: Virtual Reality research in Japan
Date: 9 Oct 91 15:18:05 GMT


[MODERATOR'S NOTE:  This item is posted here by Rick Schlichting, moderator
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  [Dr. David Kahaner is a numerical analyst visiting Japan for two-years
   under the auspices of the Office of Naval Research-Asia (ONR/Asia).  
   The following is the professional opinion of David Kahaner and in no 
   way has the blessing of the US Government or any agency of it.  All 
   information is dated and of limited life time.  This disclaimer should 
   be noted on ANY attribution.]

  [Copies of previous reports written by Kahaner can be obtained from
   host cs.arizona.edu using anonymous FTP.]

To: Distribution
From: David K. Kahaner ONR Asia, [kahaner@xroads.cc.u-tokyo.ac.jp]
Re: Virtual Reality
9 Oct 1991
This file is named "vr.991"

ABSTRACT. Comments on Virtual/Artificial Reality research in Japan

I recently wrote a short note [vr.791, 5 Sept 1991] summarizing papers
at a Symposium on Artificial Reality, held this July in Tokyo. Since
then I have had the opportunity to visit and speak with two of the
meeting organizers.

        Professor Yoshio Tsukio
        Professor of Mechanical Engineering 
        Faulty of Engineering
        University of Tokyo
        Tokyo, Japan
         Tel: 3812-2111 x6366, Fax: 3818-0835
and
        Professor Michitaka Hirose
        Associate Prof of Mechanical Engineering
        Faulty of Engineering
        University of Tokyo
        3-1 7-chome, Hongo, Bunkyo-ku
        Tokyo 113, Japan
         Tel: 3812-2111 x6367, Fax: 3818-0835
         Email: HIROSE@IHL.T.U-TOKYO.AC.JP

VR or AR is now a "hot" topic both in the U.S. as well as in Japan;
results are appearing almost daily. Rather than try to wait until a
substantial body appears I intend to distribute short notes on
interesting activities as I learn about them.

Most of the VR experiments I have read/seen involve some kind of hat or 
helmet covering the eyes of the wearer/user. Small lcd displays within 
give a three dimensional display of a computer generated scene.  
Transmitter/receivers on the helmet allow detectors (mounted in a fixed 
position nearby) to determine the exact location and orientation of the 
user's head.  This information is passed to a computer that changes the 
helmet image in concert with the head's changing viewpoint. It is also 
common to allow the user some other means of manipulating the scene, for 
example by giving him/her a steering wheel or joystick, etc. Instead of a 
helmet some systems use a very large display such as would be viewed 
while looking out the window of a plane or ship, but smaller displays are 
far cheaper and have other advantages. At the moment the combination of 
resolution of displays and computing power on the systems generating the 
images leaves much to be desired in terms of image resolution, but this 
will improve rapidly. There is also a problem with time delay between 
head movement and scene movement, because a great deal of computing needs 
to be done to generate even small motions, and this obviously increases 
more than linearly with resolution improvements.  Nevertheless, most 
users of even these low-resolution systems experience a strong sense of 
realism.  (Wide-screen cinema can also disorient viewers, so this effect 
is not too surprising.) Many VR systems also incorporate a "data-glove", 
a fabric glove with sensors attached that a user will wear; a computer 
generated image of the glove is placed in the visual scene and is made to 
move in concert with the user's motion of the gloved hand. As the user 
moves his/her hand in space, the image glove can be made to grasp objects 
within the computer generated scene and move them around.  

Research in VR seems to fall into several broad categories. (1) 
Experimenting with the hardware, software and the computational models in 
order to enhance the sensations of realism to the user. This involves 
improving the display hardware, understanding the meaning of "realistic 
sensation" in terms of visual factors such as field of view, resolution, 
stereo, audio, etc. (2) Developing applications, (3) Developing tools to 
aid researchers and users. Applications are limited only by the 
imagination of the researchers; games are the obvious first ones, but 
there are many opportunities related to training, from pilots to 
surgeons. 

VR is at the intersection of computer graphics and human computer 
interface, and is a natural extension of both. For example, Yusen Marine 
Science has developed a simulator for maneuvering of large container 
ships. The simulator uses six workstations for setting various navigation 
environments, which are reproduced on a several large screens allowing a 
240 degree field of vision. The screens are in a chamber patterned after 
a ship's bridge and the view on the screen is changed to conform with 
steering and speed changing operations. Human factors such as 
nervousness, misjudgments and misconceptions are incorporated into the 
system to enable trainees to get more realistic simulations. 

Tsukio and Hirose have developed a sophisticated laboratory at the 
University of Tokyo for experiments in VR.  As at many other places (also 
in the West) theirs contains a collection of purchased and built-up 
equipment to allow them to (a) experiment with existing VR techniques and 
(b) build upon these for new work.  Most of their purchased equipment is 
from the US, although I was told that they are considering changing to 
some UK products which they felt were more cost effective.  They admitted 
that at the moment the US is furthest along in this area and has some of 
the most creative ideas. But this is certainly not the only lab studying 
VR in Japan, and not even the only one at the University.   Hirose 
explained to me that most of the large Japanese companies have some 
hardware/software research in general VR topics. He mentioned 
specifically NTT's Human Interface Lab, the ATR lab in Kansai (see below 
about ATR), as well as Matsushita and Fujitsu. These companies are ready 
to jump in once the market solidifies I was told. At University of 
Tokyo's "suburban" campus, Professors Fujimasa and Tachi also have a VR 
lab associated with the University's Research Center for Advanced Science 
and Technology (RCAST).  There is also a committee composed of more than 
a dozen university researchers who coordinate, informally, activity in 
VR. Participants are from Tokyo, Keio, RCAST, Kyoto, Tokyo Inst of Tech, 
Tsukuba, etc., and include computer scientists, engineers, medical 
doctors, and others.  There is also a journal, Human Interface News and 
Report,  published several times each year, that contains the proceedings 
of the annual Human Interface Conference, as well as other papers and 
lists of meetings.  The titles and authors of Vol 6 No 2 are attached 
below. Japanese are very active in the development of computer games and 
there is already at least one product incorporating a data-glove, 
although Hirose told me that the company that manufactured the glove has 
gone under and that large quantities of them are now available very cheaply.  

Projects at Hirose's laboratory are described briefly below.

(1a) See-through helmet mounted display. The idea is to optically
superimpose a virtual 3D object onto a real environment. The system
consists of Sony view finders, a lens system and half mirrors; the
image displayed on the view finder screen is focused about 1m before the
eye using the lens system and half mirror, and has a view of about 20
degrees. In other head mounted displays, narrow fields of view can cause 
loss of spatial direction, but in this system the user has a "real" world 
to orient with.  

(1b) Light weight helmet mounted display (HMD). Of course the lighter
the better--ideally no more than eyeglass weight is desired. Hirose
claims they have developed the world's smallest HMD, with 5.0 by 7.5cm
LCDs having 200 by 300 line resolution and weighing 170g including 
cables. I tried this system. It works, but the display is not 
illuminated, and so is only visible in bright background light; 
nevertheless its size and weight make it an impressive step forward.

(1c) Virtual holography. The idea is to avoid using either a helmet or a 
data glove. A key application here is to CAD systems which require higher 
resolution than available with current HMDs. Hirose has substituted a 
conventional stereo CRT, but uses a head-tracker to allow the kind of 
interaction usually associated with a helmet. This system cannot generate 
the sense of an all encompassing universe sometimes associated with HMDs, 
or very large screens which are very exciting visually, but they can 
generate sophisticated and high resolution displays in small regions of 
space, and these might be perfect for detailed CAD/CAM applications. In 
addition to high resolution, this system also adds a mechanism for 
providing tactile feedback. Data-gloves can move around freely in the air 
even when the computer generated hand hits a solid object. Hirose's 
system requires the user's finger to be placed in a magnetic ring which 
is free to move within a guide. Four magnetic sensors located on the the 
ring measure the location of the finger and move so as not to touch the 
finger.  However, once the finger intersects the computer generated 
object, motion to the object's surface is disabled by locking the unit. 
My sense is that force feedback is an essential element in providing 
effective applications of VR technology; I am not aware of too much work 
in this direction in the US; the Japanese are doing advanced work in 
tactile feedback.

(3a) Software visualization. Hirose's idea here is to use VR to
generalize flow charts and block diagrams by adding a third dimension. 
His applications are to large, complex software systems such as network 
control software.  (Hirose's example is the regional power system around 
Tokyo.) There are many other attempts to simplify programming of such 
systems, and a graphical programming environment is common. He wants to 
fuse both block diagrams and time into a three dimensional 
representation. The idea would be that users could directly manipulate 
the blocks, move around the 3-D representation, etc. Several tools are 
being developed.  
 (i) Virtual editor to define, modify, and delete processes and message
passing among processes.
 (ii) Virtual Measure/Ruler to measure the exact synchronization of
processes. 
 (iii) Virtual path finder to locate and display the critical path to
determine the total network throughput for a given network.
 (iv) Network simulator.
A virtual 3D object is necessary for this kind of system, and thus this 
represents a very nice application of object-oriented programming. A 
prototype is being developed using an Ikegami 80inch 120Hz stereo 
projector with CrystalEyes LC glasses which generates a realistic 3D work 
space. Also a VPL DataGlove through which the user can handle virtual 
objects. This runs under an Iris 4D 210 VGX workstation for graphics and 
a Sun Sparc station for text. Hirose is planning to add his virtual 
holography techniques in order to enhance the sensation of handling 
processes in 3D.  Personally, I have a "show-me" attitude about this 
approach. But having said that I hasten to add that understanding 
distributed computing is so difficult, and there are so many look-alike 
efforts, that a really new idea like this one is definitely worth 
cheering for.  

(3b) Virtual physical space simulator. This is more game-like. Hirose is
thinking about altering some physical parameters (gravitational
constant, air viscosity, light velocity, etc.) interactively while
viewing a virtual world. His audience for this seems to be mostly students. 

Hirose is planning to describe some of his latest work at Human Interface 
'91, (Nov 23-25, 1991, Tokyo) and has a preprint that will be available 
at that time. (A symposium on VR is also planned for 31 Oct-1 Nov.) Many 
of the papers from Hirose and Tsukio's lab are written in English (this 
is not the case with most of the other Japanese research in this subject) 
and Hirose can be contacted via electronic mail.  

Work at the ATR lab in Kansai has focused on developing an effective video 
conferencing system as part of a larger project "Fundamental Research on 
Intelligent Communications". In their system, a user sits in front of two 
large lenticular screens that form a "V" facing him, with images of other 
people on the screens generated by liquid crystal projectors. ATR wants 
to enhance the sense that the people are really in the same place by 
improving their sense of "being there". They do this by monitoring eye 
movement of the participants and adjusting the images synchronously. At 
the moment their system reflects light off a user's pupil to follow 
movement of the cornea (non-contact eye movement detection). For related 
experiments, there is also a contact-type detector that is mounted on a 
pair of eyeglasses.  This is one of the more basic research projects in 
the VR field, although its application is very specific.  

At the recent Computer World '91 in Osaka we were treated to a 
description of the future of VR by Robert Jacobson of University of 
Washington. Jackson commented that fundamental breakthroughs are not 
needed and that research capabilities were well distributed, but that 
industrial work was undercapitalized.  He felt that by 1995 the industry 
will sort itself out and by 1999 various high end markets will become 
evident.  I do not think that anyone in the audience disputed the 
directions that VR will take.  However, I doubt very much that today's 
computer graphics leaders are simply going to sit around and wait for the 
VR guys who are now working in their basements or university labs to 
gobble up their users.  What is more likely is that the graphics vendors 
with resources to commit to R&D will incorporate more and more VR into 
their own products by internal development, joint ventures, acquisitions, 
etc.  





1991 Human Interface
News and Report, Vol. 6, No. 2

Performance Evaluation of Recognition and Manipulation of Virtual Objects by
Force Display
     H. Iwata, H. Noma, T. Nakashima (Institute of Engineering Mechanics,
     University of Tsukuba)

Virtual Block World
     T. Mizuguchi, Y. Hirata, M. Sato, H. Kawarada ((Research Laboratory of
     Precision Machinery and Electronics, Tokyo Institute of Technology)

Robot's Teaching by Operator's Movement in Virtual Reality
     T. Takahashi (NTT Human Interface Laboratories)

The Dependence of Tactile Characteristics on the Skin Surface Temperature
Obtained by Mechanical Stimuli Applied on a Human Finger
     T. Izumi, S. Ino, M. Takahashi, T. Ifukube (Res. Inst. App. Elec.,
     Hokkaido Univ)
     H. Kimura (NTT Appl. Elec. Lab.)

"Virtual Scienc" of Accuracy in Generated Environments - Focussing on the
Effect of Time Delayt in Virtual Space -
     R. Kijima, M. Hirose (Faculty of Engineering, the University of Tokyo)

Reality on Binocular Head - Mounted Display -
     T. Maeda, E. Ohyama (Mechanical Engineering Laborlatory)
     S. Tachi (RCAST, the University of Tokyo)

Artificial Reality with Virtual Creature
     K. Hayashi, T. Fujita, K. Hirota, C. Matsumoto, S. Hishiyama, K. Murakami
     (Fujitsu Laboratories Ltd. Human Interface Laboratory)

Musical Virtual Space
     S. Ohteru, S. Hashimoto, A. Sato (Department of Applied Physics, Waseda
     University)

The Application of Virtual Reality of Mechanical Design
     K. Kameyama, K. Ohtomi (Toshiba R&D Center Mechanical Engineering
     Laboratory)

A Discussion about Some Applications of Artificial Reality
     T. Onitsuka

Analyzing Body Shape of Japanese Women - Can Computers Take the Place of Human
Eyes? -
     T. Kurokawa (Faculty of Engineering and Design, Kyoto Institute of
     Technology)
     T. Kishimoto, A. Shinozaki (Wacoal Corp.)

Sensibility for Liquor Making
     S. Imai (Research Laboratories of Distilled Spirits and Liqueur, Suntory
     Ltd.)

Report on Tutorial for Human Interface '90
     M. Kurosu (Design Center, Hitachi Ltd.)

Report on Human Interface '90 Workshops
     M. Suwa (Electrotechnical Laboratory)


--------------------------END OF REPORT----------------------------------
