Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!swrinde!ucsd!ogicse!milton!hlab From: frerichs@ux1.cso.uiuc.edu (David J Frerichs) Newsgroups: sci.virtual-worlds Subject: Re: Virtual Reality, Helmets, and Gloves Message-ID: <1991Apr4.021135.12258@milton.u.washington.edu> Date: 4 Apr 91 00:30:22 GMT References: <1991Apr3.231354.27540@milton.u.washington.edu> Sender: hlab@milton.u.washington.edu (Human Int. Technology Lab) Organization: University of Illinois at Urbana Lines: 38 Approved: cyberoid@milton.u.washington.edu In article <1991Apr3.231354.27540@milton.u.washington.edu> esz001@cck. coventry.ac.uk (Will Overington) writes: > >My reason for asking is that it would seem possible to be able to >get a lot of work done without helmets and just using a PC as >the picture producing device. Maybe one could still use a glove, >or maybe this could be an option. >Will Overington I think that the most important aspect of VR (IMHO), complete replacement of a sensory modality, visual in this case, is missing in a non-helmet/boom system. (I am assuming he is speaking of just using the screen of the PC as a mono visual system or using some sort of LCD shutter system.) If you are simply looking to visualize objects and datasets in 3d, this appoach would be sufficient, but floating an object in space in front of your monitor is not creating a virtual-world, even if it is interactive. You achieve no sense of what I like to call "being there." The world beyond your 3d rep is intruding onto your vision... there is no possiblility of tranfering your awareness into the dataset. On the other hand, with a goggle-type display, all you see is the computer generated world, and it is very hard NOT to get a feeling of inclusion. Even with very limited systems, as long as your vision is totally replaced, "being there" is almost inevitable. [please note: for all of you who are about to flame me for saying that, this is from personal experience, so for me at least, this is true. ] In summary: Non-inclusive systems are good for a certain realm of tasks, but for Virtual World generation, inclusion is a must. [dfRERICHS University of Illinois, Urbana Designing systems that work... Dept. of Computer Engineering Consumer VR. Networked VR. IEEE/SigGraph _ _ _ frerichs@ux1.cso.uiuc.edu _/_\__/_\__/_\_ frerichs@well.sf.ca.us \_/ \_/ \_/ ]