Path: utzoo!utgpu!jarvis.csri.toronto.edu!cs.utexas.edu!usc!brutus.cs.uiuc.edu!zaphod.mps.ohio-state.edu!think!snorkelwacker!mit-eddie!uw-beaver!milton!good@baviki.enet.dec.com From: good@baviki.enet.dec.com Newsgroups: sci.virtual-worlds Subject: Re: Wearing your computer Message-ID: <2195@milton.acs.washington.edu> Date: 28 Feb 90 18:25:12 GMT References: Sender: hlab@milton.acs.washington.edu Reply-To: good@baviki.enet.dec.com () Organization: Digital Equipment Corporation Lines: 21 Approved: hlab@milton.u.washington.edu Wearing things is not the only way to approach virtual worlds, or multi-sensory I/O. Force-feedback joysticks, for instance, act much more like a traditional I/O device, and let you explore using the sense of touch. However, given current technology, the head-mounted display and glove is what we have available for exploring support for natural human vision. It's good enough to get started for building prototypes and learning about what works and doesn't work. Holography is a promising technology, but it doesn't work for building interactive prototypes yet. Many people will wear machines that are sufficiently comfortable, useful, and fun. Look at the Sony Walkman and its successors. Michael Good Good@Baviki.Enet.Dec.Com