Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!uakari.primate.wisc.edu!dali.cs.montana.edu!milton!brucec%phoebus.labs.tek.com@RELAY.CS.NET From: brucec%phoebus.labs.tek.com@RELAY.CS.NET (Bruce Cohen;;50-662;LP=A;) Newsgroups: sci.virtual-worlds Subject: Re: VR in art - medium or instrument? (sculpture) Message-ID: <11966@milton.u.washington.edu> Date: 29 Nov 90 21:39:17 GMT References: <11812@milton.u.washington.edu> <11890@milton.u.washington.edu> Sender: hlab@milton.u.washington.edu Organization: Tektronix Inc. Lines: 31 Approved: hitl@hardy.u.washington.edu In article <11890@milton.u.washington.edu> mg@munnari.oz.au (Mike Gigante) write s: > > Robert Owen is a sculptor here who has experimented with conventional > CG modellers in our lab. Conventional modelling tools are still > very clumsy compared to physical (i.e. using your hands) for a large > class of models. Bet your life they're clumsy! > > With a pair of gloves, eyephones and lots of software, we hope to make > a really neat equivilent to clay modelling in VR space. I'm salivating already. That's almost everything I want. The last little item is something I forgot to mention in my original posting: haptic feedback (including what we've been calling force-feedback in postings in this group) in the gloves. You can sculpt without feedback (at least I think you can; can't say I've tried it), but I bet it feels like trying to mold air with wooden paddles. Mike, do you have plans to investigate feedback? The basic support in the original Dataglove, piezo-vibrators on the fingers, might be enough to make a big difference, even if you can't distinguish textures. -- ------------------------------------------------------------------------ Speaker-to-managers, aka Bruce Cohen, Computer Research Lab email: brucec@tekchips.labs.tek.com Tektronix Laboratories, Tektronix, Inc. phone: (503)627-5241 M/S 50-662, P.O. Box 500, Beaverton, OR 97077