From: Mark Mine <mine@cs.unc.edu>
Subject: INDUSTRY:  Successful VR Apps
Date: Sat, 30 Nov 1996 15:58:33 -0500 (EST)


Greetings,

My question:  Does anybody really use VR for real work?

In other words, I'm interested in hearing what people consider
examples of "Successful VR applications".  Specifically, I am looking
for examples of applications that have been implemented in a virtual
environment that have demonstrated some measure of success
(commercial, solved a problem that couldn't be solved otherwise, etc).

Personally, I don't know of any clear cut winners, but some examples
that come close (and perhaps could have been even more effective given
improvements in technology such as display resolution and rendering
speed) include:

   -  Architectural walkthrough (such as the work here at UNC)
   -  Phobia treatment via exposure therapy (like the work at Georgia Tech)
   -  Scientific visualization (NASA's virtual windtunnel, UNC's
      nanomanipulator project)
   -  Marketing (virtual showrooms)

Like I said, none of these are clear cut winners (i.e. they haven't
gotten much beyond the research labs), but at least they show some
promise.

I'm most interested in hearing about immersive virtual environment
applications using head-mounted displays or Booms (my personal bias),
but I'd also be interested in hearing about "Cave" and "fishtank VR"
type applications as well.

In forming your response please indicate how much you think the
"success" of the application is due to being in a virtual environment
(immersion, direct manipulation, etc.) and how much is just due to
real-time interactive graphics (i.e. it would have worked just as well
sitting in front of a conventional computer monitor, forget all the
fancy tracking, displays, and input devices).  Also, what is keeping
the "near misses" from being "direct hits"?  Cost?  Quality of the
technology?  Wrong applications?

Looking forward to hearing what's out there...

Thanks.

Mark

Mark R. Mine
University of North Carolina at Chapel Hill
Department of Computer Science
Chapel Hill, North Carolina 27599-3175
U.S.A.
From: Mark Mine <mine@cs.unc.edu>
Message-Id: <199611302058.PAA26974@puffer.cs.unc.edu>
Subject: INDUSTRY:  Successful VR Apps
Date: Sat, 30 Nov 1996 15:58:33 -0500 (EST)
Newsgroups: sci.virtual-worlds

Greetings,

My question:  Does anybody really use VR for real work?

In other words, I'm interested in hearing what people consider
examples of "Successful VR applications".  Specifically, I am looking
for examples of applications that have been implemented in a virtual
environment that have demonstrated some measure of success
(commercial, solved a problem that couldn't be solved otherwise, etc).

Personally, I don't know of any clear cut winners, but some examples
that come close (and perhaps could have been even more effective given
improvements in technology such as display resolution and rendering
speed) include:

   -  Architectural walkthrough (such as the work here at UNC)
   -  Phobia treatment via exposure therapy (like the work at Georgia Tech)
   -  Scientific visualization (NASA's virtual windtunnel, UNC's
      nanomanipulator project)
   -  Marketing (virtual showrooms)

Like I said, none of these are clear cut winners (i.e. they haven't
gotten much beyond the research labs), but at least they show some
promise.

I'm most interested in hearing about immersive virtual environment
applications using head-mounted displays or Booms (my personal bias),
but I'd also be interested in hearing about "Cave" and "fishtank VR"
type applications as well.

In forming your response please indicate how much you think the
"success" of the application is due to being in a virtual environment
(immersion, direct manipulation, etc.) and how much is just due to
real-time interactive graphics (i.e. it would have worked just as well
sitting in front of a conventional computer monitor, forget all the
fancy tracking, displays, and input devices).  Also, what is keeping
the "near misses" from being "direct hits"?  Cost?  Quality of the
technology?  Wrong applications?

Looking forward to hearing what's out there...

Thanks.

Mark

Mark R. Mine
University of North Carolina at Chapel Hill
Department of Computer Science
Chapel Hill, North Carolina 27599-3175
U.S.A.
mine@cs.unc.edu
