From: "Liquid Image Corp." <liquid@liquidimage.ca>
Subject: Re: INDUSTRY: Successful VR Apps 
Date: Thu, 5 Dec 1996 19:06:40 -0600


 Mark Mine <mine@cs.unc.edu> wrote in article
 <199611302058.PAA26974@puffer.cs.unc.edu>...
 > 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". 
 
 I guess one would consider a VR Application successful if it met their
 needs and served a purpose.
 
 > 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.
 
 Now is this fact, that they haven't gone much beyond the research labs, a
 function of the application or the people creating and marketing the
 application?  Tony Asch at Straylight has been quite successful in the
 Experiential Advertising market. (Hope I'm not giving away any secrets
 Tony!) Cabletron's Virtual Theatre and  AfterShock's VR tour were just
 two of Straylight's successful endeavors. Horizon's "Cutty Sark" VR tour
 has seen many venues and has enjoyed, from what most people would consider,
 great commercial success.
 
 If your interpretation of success is: capital gain (profit), recognition
 for achievement (prestige) and solving a problem (perseverance) then
 these  examples truly fit the bill.

 > 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?
 > 
 
 The success of any application is largely due to the people involved in
 the project and not the technology, unlike you seem to view it.  For any
 application to be commercially successful, it requires marketing. 
 Technology does not sell itself.  In the case of Straylight's Experiential
 Advertising - its technology was a means to an end not the solution
 itself.  It seems that they knew how to use the technology of the day to
 create a successful product:  VR draws a crowd. A VR that incorporates selling
 a product is a powerful tool. Put the two together and your sales people
 have a powerful tool to use on a crowd.  The actual performance of the VR
 experience, if I may be so bold, at a tradeshow is secondary - 40 flat
 shaded polys/sec or 4,000,000 texture mapped ones - to the user  -
 it doesn't make a big difference. Sure pretty pictures are nice but they
 are there to try it once and then the sales people dive in on them and sell,
  sell, sell.

  If Cabletron's booth was full 100% of the time, it would be safe to say
 that it was a successful application - their sales people were busy all
 of  the time.  If the AfterShock VR system is used 100% of the time when
 they are in the bar, it too would be a successful application - people leave
 the bar equating AfterShock to Fun.

 With respect to keeping the "near misses" from being "direct hits", I
 would probably say that it would be the people behind the project.  They
 are the ones that have to pitch the idea, work with the client, and create the
 content - it's definitely not the technology.  If the technology would be
 able to sell itself, I'd send my laptop on sales calls as it is cheaper to
 ship it by FedEx than for me to hop on a plane.  Cost is sometimes an
 issue, but if the long term gains can be accurately relayed by the sales
 person, the customer can usually be convinced to "expand" their budget.  
 
 I make this all sound easy. Don't get me wrong, the pitching/selling of an
 idea is harder than programming the application and building the product.

 That is probably why many applications remain in the lab and not in the
 commercial arena - the technology's there but no one is pitching it.
 
 Regards,
 
 Tony Havelka
 
------------------------------------ 
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 Canada
 
 Vox: 204-772-0137
 Fax: 204-772-0239
 Url: http://www.liqiudimage.ca/vr/
 
