From: John Costella <jpc@physics.unimelb.EDU.AU>
Subject: Re: DESIGN: 3D computing vs. virtual reality:  what's the difference?
Date: Mon, 11 Dec 1995 12:05:11 +1100 (EETDT)


> DESIGN: 3D computing vs. virtual reality:  what's the difference?
> This seems to be the question of the moment.

There will be widespread disagreement on what the various terms
mean. With that caveat, let me offer my humble interpretation.  (The
terms are of course highly cross-connected, so the following linear
textual description is quite disordered!)


VIRTUAL WORLDS
==============
In my mind, "virtual worlds" is the most general, encompassing 
term covering the sort of stuff we discuss here on sci-vw. In 
my lexicon, *any* constructed or simulated system that is a 
metaphor for an *action* in the real world, is a virtual world. 
A word processing document is not a virtual world. A spreadsheet 
is not a virtual world. An image of a building is not a virtual
world. All of these things are just digital representations of other, 
more traditional objects in the real world. However, a windowed 
operating system *is* a (very primitive) virtual world. It is a 
"desktop metaphor"---translate that to a "virtual desktop world", 
if you like. If it were just a bitmap of a wooden desk, it would 
not be a world. But we *interact* with a windowed system in a way 
that, to some extent, simulates the way we interact with a real 
desk. Note that the interface devices (mouse, keyboard) are *not*
really natural ways of interfacing. But there is still a virtual
world in there.

Of course, a windowing system is very primitive. Arcade and 
computer games present, on the whole, a more sophisticated virtual
world. Full three-dimensional freedom, sophisticated sounds, and
more interesting content make them more entraining. But the 
interface is often quite poor (e.g., a joystick), except perhaps
driving simulators and the like. Nevertheless, they are good
virtual worlds.

And then we have all of the "higher lifeforms" of virtual worlds,
such as what most people here are working with or on. Again, I
draw the distinction between *objects* and *actions*. A 3d
rendering of some object (real, simulated or imagined) is *not*
a virtual world. A movie is not a virtual world. Images of PET 
and MRI scans are not virtual worlds. But if you can *move* 
the object around, or move around it; if you can *make* it do 
things; if you can *interact* with it;---then you have a virtual 
world.

I realise that the meaning I attach to "virtual world" encompasses
many, many areas of computing and technology, whose creators
would probably not consider to have anything to do with "VR".
I see in "virtual worlds" a term that *links* our field with many
others---a concept, rather than a specific technology.


VIRTUAL REALITY
===============
This is a popular term. Bob doesn't like it. I think it serves a
useful purpose. People equate "VR" with gloves and goggles. So
my view is that we shouldn't try and destroy the awareness the
term has; we should use it as one of many terms in our vocabulary.
I use "Virtual Reality" to refer to the *specific interfacing
technology* used to make our connection to virtual worlds more
natural, of a higher bandwidth, more believeable, and more
*immersive*. I draw the line somewhere above mice, keyboards,
desktop/laptop displays, lightpens, digitisers, and standard
SoundBlaster-like sound devices. Most of everything else is 
VR: shutter glasses, HMD's, gloves, haptic feedback, motion
platforms, spatiaised sound, VET's and CAVE's, and so on. I draw
the line here not on fundamental grounds, but on historical ones.

In Bob's lexicon, my "VR" would be his "virtual worlds technology".
Or at least the hardware part of it. I also refer to "virtual
reality technology". People can visualise what this means: most
think of HMD's; but this can be a useful introductory example to 
more sophisticated immersive interfaces. Of course, we need to
explain this to them.

Note that my "VR", in itself, is devoid of content. It is a lump
of interfacing technology and protocols, that doesn't in itself
do anything useful. Without content, it is a gadget; a novelty.
This is *not* a view that should be shunned; it should be proclaimed
and preached throughout the land! VR *IS* a toy ... until you
connect it to an interesting virtual world. Then it is a amazing.


VIRTUAL WORLD SOFTWARE
======================
I don't have a specific term for this. I consider it to be all
of "virtual worlds", minus the hardware. This is of course where
the real creativity and power comes in. If your virtual world
software is just a game, then the best VR hardware in the world
just makes it a great immersive game. On the other hand, a well-
designed and -executed virtual world system can (and will) make 
an impact in practically any endeavour of interest and importance.
It all depends on *content*. Which is of course what everyone is
working on ...


3D COMPUTING
============
This is what Bob's question targetted. In the above scheme of
things, 3D computing is practically independent of "VR". 3D
computing builds 3D representations of objects. There are both 
hardware and software aspects to this process. In itself, it
is highly useful, profitable, and worthy of praise.

In my opinion, once you have the ability to manipulate the
objects in your 3D system, you have a 3D virtual world. There
is nothing special in this proclamation: a "virtual world" is
a concept, not a specific technology. So when I talk to people
about their existing 3D systems, I gradually refer to the
things "in their virtual world". It is not an alien concept.
This is how they have grown to consider their interactive 3D
systems anyway. I just surreptitiously give it a name for them.

Then there is Virtual Reality. This encompasses the various
interface devices that make virtual worlds more immersive.
Sometimes you can tack them onto the end of an existing 3D
visualisation setup. Often you want to build a better system
from the ground up. Either way, it is new technology. But of
course the more sophisticated (non-visual) forms of VR
technology force system developers to broaden their views
on how human-computer interaction should occur. VR consultants
have (or should have) the necessary knowledge and contacts to
assist in this broadening of perspective. 

So, in a nutshell, I consider "VR" the technology that makes
the "virtual worlds" of "3D computingi" more effective and 
compelling.

Of course, if the people using the 3D computing equipment do
not have experience building worlds, they need assistance.
Hence the complementary part of the virtual world industry---
the "virtual world software" creators.


MULTIMEDIA
==========
This is a difficult concept to deal with at the moment, in
this country at least, since large sums of money (not usually
forthcoming from the Government for such purposes) have been
allocated to Multimedia. It has skewed the organisation and
implementation of VR. (For example, my proposal for a VR Centre 
and Services group at the University of Melbourne has been
accepted in broad terms, but it seems likely that it will be
implemented as a sub-branch of the existing "Multimedia Centre" 
... hrghh).

I consider Multimedia to be somewhat of a cobbling together of
information storage and presentation devices, in a primitive
sort of virtual world setting (usually not much better than
a windowed operating system). In my humble opinion, it is not
really related to virtual worlds very closely at all. Not to
say that Multimedia is not excellent in its own right---it
serves many purposes wonderfully well; just that (at least 
what I have seen and used) is more like a convenient and
powerful confluence of printed and broadcast information, rather
than a creation of any new world as such. Hence I am very
reticent to run VR under the banner of a Multimedia Centre. 


=================================================================

So that's my 2 cents' worth. Fell free, Bob (or anyone else)
to use my opinions above for any honourable purpose you like.
Again, I emphasise they are highly subjective views of words
that many feel strongly about. Let me know if you think I
am doing the terms a disservice. (Well maybe except Multimedia :-)

John Costella

=====================================================================
Dr John P. Costella    School of Physics, The University of Melbourne
mailto:jpc@physics.unimelb.edu.au   http://www.ph.unimelb.edu.au/~jpc
Phone: +61 3 9344-5435   Home: +61 3 9768-9268   Fax: +61 3 9347-4783
=====================================================================
