Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!usc!samsung!uakari.primate.wisc.edu!dali.cs.montana.edu!milton!warren@debra.doc.ca From: warren@debra.doc.ca (Warren Baird) Newsgroups: sci.virtual-worlds Subject: Re: do-it-yourself "verminals"? Message-ID: <10767@milton.u.washington.edu> Date: 7 Nov 90 14:45:17 GMT References: <10709@milton.u.washington.edu> Sender: hlab@milton.u.washington.edu Organization: Communications Research Centre, Ottawa Lines: 29 Approved: hitl@hardy.u.washington.edu In article <10709@milton.u.washington.edu> dbs@speech2.cs.cmu.edu (David Sanner) writes: > > for visual feedback, i'd like to do the following: take 2 2.7 inch b&w > sony watchmans (or similar device), and rip them apart. mount the ntsc > circutry on a backpack/chestpack/tether. mount the screens on an old > motorcycle helmet at the appropriate angles. for sound, insert some > thin earpieces into the helmet, and connect to the amiga. for a locating > device ... I'm interested in knowing how important this helmet idea is. Is it necessary to have full 360 degree visual effects for a virtual reality? Would a system based around a large monitor not allow you basically the same effect? Say with a three dimensional controlling device in one hand and a powerglove on the other, to control both movement and interaction with the environment. You can generate a fairly good three dimensional image on a flat screen, although it isn't an encompassing as I assume a helmet image would be. > > ... dave sanner > dbs@speech2.cs.cmu.edu -- Warren Baird | warren@dgbt.doc.ca ...utzoo!dciem!nrcaer!dgbt!warren Doing a Co-op term at Communications Canada, Ottawa