Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!tut.cis.ohio-state.edu!zaphod.mps.ohio-state.edu!usc!apple!well!hlr From: xanthian@saturn.ADS.COM (Metafont Consultant Account) Newsgroups: sci.virtual-worlds Subject: Being in Nothingness Summary: a "Where is the state of the art" article in a local "free" newspaper. Keywords: VPL Dataglove, Polyhemus Magnetic Sensor, VPL Eyephones Message-ID: <15948@well.UUCP> Date: 3 Feb 90 19:28:38 GMT Sender: hlr@well.UUCP Organization: Advanced Decision Systems, Mt. View, CA (415) 960-7300 Lines: 153 Approved: hitl@hardy.u.washington.edu In the January 22, 1990 (Volume 7 Number 1) edition of "Microtimes", an advertising supported, freely (newsstand) distributed tabloid local to the San Francisco Bay (& Silicon Valley) area, there is an article beginning on page 96, titled "Being in Nothingness", subtitled "Virtual Reality And The Pioneers Of Cyberspace" [sic], written by John Perry Barlow, which tries to give an overview of the current state of active commercial development in virtual reality, gives an account of the author's experience "plugged into" a developmental system, and does a bit of maundering about the effect of the technology on the future, with a generous dose of hyperbole thrown in in order to respect ancient traditions of reporting the potential future. Due both to a remaining bit of respect for the copyright laws, and sheer laziness (the length of the article much exceeds my desire to type tonight), I'm not going to give you a "reproduced without permission" posting. For those interested in the whole article, send $4 for the back issue to: BAM Publications Inc., San Jose Office, 36 Harold Avenue, Suite 2, San Jose, CA 95117, phone (408) 244-440. What I _will_ do is paraphrase/summarize a bit, until the mood passes. The author begins by describing the experience of being a disembodied hand in an office environment. He learns to pick up books by making a fist inside the book, rather than by "grasping" it. He experiences the office as an open girder network. He "flies" by pointing his finger where he wants to go. He gets lost a bit. He questions where the "me" is when he is reduced to a point of view. His experience takes place at Autodesk, in Sausalito, CA, using a Compaq 386 platform, two Matrox graphics boards, VPL Eyephones, and VPL datagloves, both of whose locations in space are tracked by Polhemus magnetic sensors. The datagloves are fed by fiber optics. The author feels that he has become a traveler bounded by imagination and computer processing speed rather than by the laws of physics. He opines that the ever increasing speed of computers will make this new universe grow faster that his mundane one. The author descends into hyperbole, contrasting the discovery of the Americas and the moon landing unfavorably with the importance of this new world's discovery. He tells us that Autodesk, and VPL Research, have a current monopoly on this field, but that undoubtedly IBM will buy in when all the risks have been clarified and the profits begin to flow, and drive out the pioneers. Next the author traces a short history of virtual reality, tracing it back to Ivan Sutherland's pioneer work with a graphics head-mounted display so ponderous it had to be suspended from the ceiling, and too slow to be practical. After a 17 year haitus waiting for the "right stuff", Mike McGreevy of NASA utilized the LCD displays from a (Japanese built) Radio Shack mini-TV, finally light enough for use in a head mounted display with only user support. NASA was researching "telepresence" control of harsh environment robots. The Air Force was concurrently trying to adapt the technology to weapons platform control. [I happened to give a little free design advice in this area to a friend employed by Northrup while we flew to a conference, so I can independently confirm this claim.] Lacking from these efforts, the author says, was whimsy and a fluid 3D interaction with the environment. These were first supplied by VPL research with the "Z-glove", which was initially used to implement that impulsively mimed indication of the desire of all rock-musician-wannabies to play in the band, the "air guitar". To accompany and reify the actions of the glove, VPL folks wrote "The Body Electric" software. The author says VPL makes this commercially viable while staying at the cutting edge, by disregarding hardware cost to maximize performance, then spinning off commercial products (such as the Nintendo PowerGlove and the Macintosh Swivel 3-D modelling software.) The author references an Autodesk white paper by John Walker titled "Through the Looking Glass: Beyond 'User Interfaces'". This proposed and led to Autodesk's Cyberia Project, whose results the author was experiencing at the beginning of the article. This in turn led to an ad video featuring Dr. Timothy Leary, and to Autodesk's trademarking of "cyberspace" (tm!). Disputes over the potential utility of the effort at Autodesk, the author says, led to the project being reduced to one full time developer by November 1989. The result was a sporulation of the development personnel to new pastures. To the question which prompted this retrenchment, "what's it good for", the author answers by referring to the unsuitablity of current linear (file) or 2-D (desktop) indexing and retrieval schemes to represent the inherently 3-D visual, tactile, and kinesthetic filing schemes that humans actually employ and with which we most successfully interact. For example, I want the Wadget account, so I pick up the third folder in the right hand stack on my desk, open it up 40% of the way through, and page back and forth until I find the Wadget's widget order form, which I recognise mostly holistically. The author references St. Thomas Aquinas' "house of rooms" mnemonic organizing aid, and Nicholas Negroponte's 1970's research [at MIT's Machine Architecture Group laboratory, I expect], to implement the above described "layered look" desktop, leading to the Macintosh desktop paradigm. The author recalls thinking as a teenager that the interface speed problem could only be overcome by brain implants, but says he now has less faith in the surgeon's knife, and more in the ability of the new hardware and software to utilize mankind's existing high speed interfaces. Getting back to the question of the utility of Virtual Reality, the author documents the cost effectiveness of University of North Carolina (Chapel Hill or NC State is not clear without local knowledge; both have extensive 3-D graphics efforts of long duration) efforts to allow a customer for the architectural design of a building to "walk through" a virtual building to discover errors of design, rather than correcting the errors by tearing out concrete and steel in the solid model. [This seems from the text either to be an Autodesk effort, with unspecified interface hardware styled "DataSuits", or to be one that Autodesk is eyeing with avarice!] Again attributed to UNC is work allowing a molecular biologist to assemble model molecules "like tinkertoys", complete with tactile feedback to reflect bonding forces. [This sure sounds like an outgrowth of earlier work at NC State with use of 3-D joysticks to manipulate screen molecular models!] Other fields inaccessible due to time, size, or abstraction in the regular world, and so ripe for virtual reality exploration, which the author mentions, are chaos, mathematical topology, lattice quantum states, and particle collisions. Less on the rocket scientist side of the ledger are the next generation of video game parlors (Atari Games is supposed to be hot at work on this). In addition, replacement bodies, choreographed telecommunication, surgeon's training, and the chance to converse with dolphins or creatures never born are among the author's visions for virtual reality. The author ends his piece with a reflection on the chance for technology to reverse its habit of making the wondrous mundane, by instead "reinfecting ordinary reality with luminous magic", and catering to the human urge to have visions and to get high. The editor postfixes the article with a characterization of the author as "a retired rancher, techno-crank, and the 'other' lyricist for the Greatful Dead". Thus ends my paraphrase/review. I hope this contains enough points of discussion to get the USENet side of this group off to a rousing start. Welcome to the net, sci.virtual-worlds! -- Again, my opinions, not the account furnishers'. xanthian@well.sf.ca.us xanthian@ads.com (Kent Paul Dolan) Kent, the (bionic) man from xanth, now available as a build-a-xanthian kit at better toy stores near you. Warning - some parts proven fragile. -> METAFONT, TeX, graphics programming done on spec -- (415) 964-4486 <-