Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!samsung!zaphod.mps.ohio-state.edu!uwm.edu!ogicse!milton!hlab From: johng@oce.orst.edu (John A. Gregor) Newsgroups: sci.virtual-worlds Subject: Re: Request for Information Message-ID: <1991Apr23.025611.11206@milton.u.washington.edu> Date: 22 Apr 91 23:58:58 GMT References: <1991Apr22.164357.10184@milton.u.washington.edu> Sender: hlab@milton.u.washington.edu (Human Int. Technology Lab) Organization: College of Oceanography - Oregon State University Lines: 107 Approved: cyberoid@milton.u.washington.edu In article <1991Apr22.164357.10184@milton.u.washington.edu> cmcintos@oucsace.cs. ohiou.edu (Chip Mcintosh) writes: > I am not in computer science because I want to be a programmer for the > rest of my life, I'm in it because I want to make some of my dreams > come to fruition, and computer science provides the best means to this > end. > Over the past few years I have been doing a lot of thinking about > virtual worlds, but I have no idea which path to take so that I might > work on it. > So what I need to know is this: What direction do I need to point > myself in? As with any emerging technology, the more diverse your background, the better. For VR to take off, it has to be used for _something_. Having experience in that _something_ will be as useful to you as your CS experience. > What types of CS classes do you think I should take(AI, databases, > etc.) in order to get going with what I want to do. I think that you should expand your focus beyond CS classes. If you haven't experienced real-world (tm) problems that could benefit from VR ideas, you won't be able to judge as effectively what features/paradigms are the most valuable. Some areas you might want to look at: -Technical Theater, Lighting Get a feel for how the theater folks model the real world with as few props as possible. -Broadcast Media, TV Direction To learn how the TV folks present a model of the real world on a 2D TV screen. -Engineering Lot's of visualization of complex data, highly interactive CAD tools, etc. They are pushing the limits on many of the areas relevent to VR. -Architecture They are heavily into CAD. Also they often produce animated (sometimes even interactive) walkthroughs of proposed buildings to show to customers. -Computational Chemistry They are trying to get a feel for the properties of large molecules, so they are doing lots of 3D viewing. Also some experiments with force feedback devices to probe for binding sites, etc. -Molecular Biology Same as above mostly. -Cognitive Science Learn about how we perceive and remember the world around us. In the CS domain: -Graphics, graphics, graphics Pretty obvious. -Math, math, math To be able to do all the graphics, graphics, graphics. Linear Alg, and computational geometry are the biggies. A good grounding in set theory and topology won't hurt. -Networking, Distributed computing, Distributed databases, A lot of the VR stuff wants to share a reality among lots of people. So almost any parallel distributed computing work will be useful. The database is as much of a bottleneck as the graphics (especially if the world is writeable or if you want to model object-object interactions (like collisions)). -Other programming paradigms Functional prgramming (lisp, ml, fp), logical programming (prolog), object-oriented programming (smalltalk), etc. each add new programming paradigms that are extremely effective at solving some problems. Being fluent in more than one is a plus. > Any help any of you can give will be very much appreciated. Thanks a > lot. Have fun! JohnG -- John A. Gregor College of Oceanography E-mail: johng@oce.orst.edu Oregon State University Voice #: +1 503 737-3022 Oceanography Admin Bldg. #104 Fax #: +1 503 737-2064 Corvallis, OR 97331-5503