Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sun-barr!lll-winken!elroy.jpl.nasa.gov!swrinde!zaphod.mps.ohio-state.edu!uakari.primate.wisc.edu!dali.cs.montana.edu!milton!andersen!tsarver@uunet.UU.NET From: andersen!tsarver@uunet.UU.NET (Tom Sarver) Newsgroups: sci.virtual-worlds Subject: Re: More on Classifying VR Message-ID: <17215@milton.u.washington.edu> Date: 26 Feb 91 19:15:20 GMT Sender: hlab@milton.u.washington.edu Lines: 29 Approved: cyberoid@milton.u.washington.edu In article <1991Feb25.114611.29204@santra.uucp> jmunkki@hila.hut.fi (Juri Munkki) writes: IMHO, the human mind is flexible enough to compensate for the defects in virtual reality. All we need is something that will feel real enough, if the user wants to think that it is real. [Other stuff deleted] Our minds are the most powerful part of the virtual reality interface and will probably remain so for the next 10-30 years. I believe the essence of what he is saying that we need to use technology to allow users to suspend disbelief. We can use "tricks" which people will have to make an effort to evade (ie, discern the underlying technology). I don't believe any external set of equipment can fully deceive a mind looking for the technology artifacts. The only form of input which is fully invisible would be direct neural impulses. Even then, we would have to work at making the synthesis realistic. But the new technology would have "nothing under the covers," so to speak, unlike present technology. Any clue that one wasn't actually experiencing the material would be based purely on the content (eg, "The trees aren't moving, but I feel the wind"). Tom Sarver: tsarver@andersen.com | "Only Amiga makes it possible!" //\ "A real computer has a linear address space. NO 386's!!" \\ //--\ Brought to you by Super Global Mega Corp .com