Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!uwm.edu!ogicse!milton!hlab From: sequent!szabo@RELAY.CS.NET (Nick Szabo) Newsgroups: sci.virtual-worlds Subject: Re: Question about Harmonization of Computer/Eye Electronic Impulses Message-ID: <1991Apr7.062548.8290@milton.u.washington.edu> Date: 6 Apr 91 19:43:02 GMT References: <5282@mindlink.UUCP> Sender: hlab@milton.u.washington.edu (Human Int. Technology Lab) Organization: Sequent Computer Systems, Inc Lines: 28 Approved: cyberoid@milton.u.washington.edu In article <5282@mindlink.UUCP> a1860@mindlink.UUCP (B.F. Painter) writes: > > >... IMHO one of the main stumbling blocks of VR is the imaging quality. >Resolution, graphics are all cited as being poor, cartoonish, and unable to >operate in "real time" or at least 30 fps. The user is required to suspend >disbelief conciously and make the imagination leap. My question is has any >research been undertaken to look directly into linking computer electric >impulses with the eyes own electric impluses? This seems to assume that the bottleneck is in the peripheral resolution. The current limits of the 3D graphics are caused by computing power, not the display. Since CPUs seem to be getting faster faster than displays are become sharper, the display may eventually become the bottleneck. Even then, IMHO visual displays and the human eye will be superior to a more direct hookup that delivers impulses that the human brain is not optimized to process. This may be true for other sensory input as well. -- Nick Szabo szabo@sequent.com "If you want oil, drill lots of wells" -- J. Paul Getty The above opinions are my own and not related to those of any organization I may be affiliated with.