From: Tony Healy <thealy@magna.com.au>
Subject: Re: Definitions for Virtual Reality Systems
Date: January 2, 1995


From: Tony Healy <thealy@magna.com.au>

Hi John, thanks for your comments and I apologise for being a bit confusing.

Active vs Passive Worlds
------------------------

What I had in mind is that we attribute activity separately to both
the world and to the way we view the world. Perhaps we could use
different words to describe the states of the worlds, such as changing
and still.

* Changing World - (eg Model of a bear growling around the woods)
things change in the world without input from us, and under the
control of either internal animation logic or the logic of actual
people and things.

* Still World - (eg Model of a building) things do not change without
input from us.

Our ability to modify a world depends on the way we're viewing the
world, not on whether the world is changing or still. If we are
viewing the world using Active Presence Emulation, then we can do
things in and to the world.  If we are viewing by Passive Presence
Emulation, then we have not been given the ability by the system to do
anything: we can only sit back and watch, as in film.

Snapshot World
--------------

A Snapshot World is a fixed representation of a world, captured at
some point in time, or over some period of time, and can't be modified
by the user. Since a snapshot world, such as the world shown in a
movie, will usually change over time, it is different from a Still
Virtual World, which just sits there for all time.

Similarly, the world in a precomputed animation will usually change
over time.

The important distinction is that we view movies and precomputed
animations passively, and thus cannot change the worlds we are
watching, even though they undergo their own changes while we're
watching.

Rotating Head Presence Emulation
--------------------------------

>>Presence Emulation where we are able to rotate our head and see appropriate
>>imagery, but not to move freely and look in any direction. While systems
>>that implement Rotating Head Presence Emulation typically allow presence at
>>more than one point, these points are pre-selected and relatively few, and
>>thus do not meet the criterion for Active Presence Emulation. Rotating Head
>>Presence Emulation characterises Apple's Quicktime VR.

>I don't think that this is a new type. It is a method for providing passive
>presence emulation but is not qualitatively different from other methods.

Quicktime VR poses a tricky challenge to a set of definitions such as
this.  Quicktime VR creates the illusion of a world by using sets of
2D images or photographs representing the views in different
directions from a specified point. This gives photorealistic imagery,
but means worlds can be viewed from only specified points. The user is
not free to move freely, and usually cannot tilt his or head up and
down either. Viewing is severely constrained.

Quicktime VR does not meet the criteria for Active Presence Emulation,
but it does allow for some interaction by the user, in that we can
rotate our head and see appropriate imagery. Thus it doesn't fall into
the category of Passive Presence Emulation either. After thinking
about this for a bit, it seemed to me that the essential
characteristic of Quicktime VR is that it accommodates head rotation
well, but nothing else. Thus the new viewing type.


Tony Healy
Silicon CHiC
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   Tony Healy                        
   Silicon CHiC                    Online Interactives
   Phone (61)2 746 1054
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

