Path: utzoo!attcan!uunet!zephyr.ens.tek.com!uw-beaver!milton!jcs@crash.cts.com From: jcs@crash.cts.com (John Schultz) Newsgroups: sci.virtual-worlds Subject: Re: More on Classifying VR Message-ID: <7757@crash.cts.com> Date: 27 Feb 91 23:07:14 GMT References: <16816@milton.u.washington.edu> <7679@crash.cts.com> Sender: hlab@milton.u.washington.edu Organization: Crash TimeSharing, El Cajon, CA Lines: 44 Approved: cyberoid@milton.u.washington.edu In <1991Feb25.114611.29204@santra.uucp> jmunkki@hila.hut.fi (Juri Munkki) writes: >In article <17101@milton.u.washington.edu> quasar@neuromancer.leis.bellcore. com (Laurence R. Brothers) writes: >>There are no display devices that I am aware of for which the user >>cannot distinguish between reality and the display,... I recently spoke to a fellow VR researcher (Mark) who had experienced a military helicopter simulator. A colleague if his was at the controls, and he didn't know what he was doing. After a few moments of flight, the helicopter was headed straight for the ground, out of control. Mark realized that this was a simulator, and wanted to turn around to make sure, but didn't want to look frightened. After all, this was just a simulator, and they were in no real danger. Seconds before impact, Mark could take it no longer and had to look behind to make sure that they were in fact in a simulator... Dome-fusion flight simulation displays don't need to be stereo to work effectively. In flight, most objects are far enough away so that everything appears at infinity (stereoscopically). Further, the dome is far enough away from the viewers' eyes that accommodation problems are minimized. See Computer Graphics: Principles and Practice plate I.5b, for an example of a real-time photo-textured terrain for flight simulation, or visit your local military/commercial flight simulation facility for a first hand look. >So, a "virtual reality Turing test" is not necessary for virtual reality >to be useful. Full realism has its uses, but the advantages over a slightly >unrealistic are really quite minimal. Of course. This whole concept lends itself to total freedom. Make it real, make it unreal. There is no right or wrong. If a specific goal is set, say "train F-16 pilots", then realism is an issue, and rigid realism tests are required. Entertainment applications have no bounds, as long as they are fun. Unless the goal is to torture the player (like viewing "Eraserhead"). There are no "rules" for music or film, but few will listen to "bad" music or "cheap" films. The same will apply to VR. John