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the left and right eyes. This
dis-parity, when processed by the
human brain, results in stereo
vision. Attached to the helmet is
a small sensor that tracks the
viewer's head movements. The
computer accordingly adjusts the
view, so that the user gets the
impression of looking, walking, or
even flying around the virtual
world.
The success of HMDs
stimu-lated excitement about VR and
marked the beginning of an
inno-vative industry. Current I{MDs
range from devices used in
chil-dren's games, costing under a
hundred dollars, to those used for military purposes, priced at
sev-eral hundred thousand dollars.
On the down side, however, most
HMDs are characterized by a
narrow field of view, low-quality
144 THE WORLD & I
displays,
inaccurate motion
tracking, and severe user
dis-comfort.
A less intrusive system is the BOOM (Binocular
0mm-Ori-entation Monitor), marketed by a
company named Fakespace, of
Mountain View, California. The
BOOM, also called a
head-cou-pled display device, has two
dis-play screens housed in a
"float-ing" box that is attached to a
multilink arm. The user looks
into the box through two holes,
sees the virtual world, and guides
the box effortlessly to any
posi-tion within an operaposi-tional space.
The BOOM provides
im-proved display quality, a wider
field of view, and superior
track-ing through special sensors. For the user, the box seems almost
weightless. He may move his
The experience of Immersion In a synthetic environment can be attained using various types of equipment. Left: A head-mounted display with earphones allows synchronous reception of visual and auditory signals, while the wired gloves permit interactions with virtual objects. Opposite: The
BOOMTU, marketed by Fakespace of
Mountain View, California, is less cumbersome and gives higher-quality Images with superior tracking. Here, a student of naval architecture and marine engineering at the University of Michigan uses it to examine the virtual prototype of a
yacht.
head away from the box at any time, either to relax or to show
another person something of
interest in the virtual world.
These practical advantages, com-bined with high-precision
track-ing, have made the BOOM a
favorite device for industrial
applications that require
preci-sion and usefulness in routine
tasks.
Currently, the most
ad-vanced immersive system is
known as the CAVET' (Cave
Automatic Virtual Environment),
based on a radically different
design. Developed by the
Univer-sity of Illinois at Chicago and first
demonstrated in 1992, this sys-tem creates an immersive
envi-ronment by projecting stereo
images on the walls and floor of
a room-sized cube. Coordination
of the projection systems can
result in the illusory
disappear-ance of the corners of the cubical
room.
The CAVE can accommodate
several persons, allowing them to s
walk freely inside the room.
Images for the left and right eyes are projected in a rapid,
alternat-ing sequence. To observe the
images in stereo, viewers wear
lightweight, LCD (liquid crystal
display) shutter glasses, which
alternately block the left and
right eyes, in synchrony with the projection sequence. The immer-sive experience is most convinc-ing, and users sometimes cannot distinguish between real and
vir-tual objects. The one
drawback is that CAVE installations are
expen-sive. They are found
mainly in large research
laboratories and key
industries in the United
States and Europe.
Based on similar
principles but available at much lower cost is a
tablelike device
mar-keted under the names
ImmersaDesk
(byPyramid Systems
ofSouthfield, Michigan)
and Immersive
Work-Bench' (by Fakespace).
A stereo image is
pro-jected on a surfa that is
either horizontal or tilted. The
device allows several viewers
equipped with stereo glasses to
interact with a 3-D model that
seems to rise out of the table.
In an immersive
environ-ment, the user is often tempted to touch or grab virtual objects,
leading to the embarrassing
real-ization that "there is nothing
there!" But for many applications,
interactions with virtual objects
are important. One device that
has been developed for this
pur-pose is the data glove, equipped with sensors that monitor hand
and finger movements. The
com-puter generates a 3-D model of
the user's hand, moving it in con-cert with the user's real hand and
displaying it at the appropriate location in the virtual
environ-ment. Alternatively, a simpler
device such as a joystick or hand-held wand may be used.
The illusion of immersion
can be significantly enhanced by
involving nonvisual modalities.
But given the diversity of the
human sensory system, current technology is far from
stimulat-ing nonvisual senses in a realistic
way. Simple, daily experiences such as feeling the weight of an
object, enjoying the warmth of the
sun, or stretching out on a
waterbed are extremely difficult
to reproduce in a virtual setting.
Progress has been made,
however, in the areas of auditory
and haptic (touch-related) tech-nologies. Computer-generated
virtual sounds conveyed through
earphones not only underscore the virtual atmosphere but
pro-vide the user with a stereophonic
impression of the environment. The use of so-called directional sound gives the user the
loca-tions of sound sources within the
virtual world.
The development of haptic devices is also receiving much
attention.
Currently,
these
devices provide feedback that is
classified as either "tactile" or
"force." Tactile feedback creates
the sensation of touching a
vir-tual objectfor instance, by a
gloved hand that senses tiny
elec-trical currents or the inflation of small bubbles. Force feedback
JANUARY 1998 145
LENCE
L ATTHE EDGE
SYNTHETIC WORLDS SPRING TO LIFE
In a fully immersive system called the CAVE, stereo images are projected onto the walls and floor of a cubical room. Shown here is a model of a second-generation CAVE named C2, designed by a research team at Iowa State University.
devices involve
computer-con-trolled forces that impede the
user's movements. For example,
a force feedback joystick may give
the user the feeling of fighting
inertia when attempting to move
an object.
Applications aplenty
Imrnersive rh-tuaJ reality can be
seen as a new paradigm for
exploring and interacting with
complex, computerized data sets.
Unlike conventional computer capabilities, this technological innovation presents the virtual
world in 3-D, on a scale that
relates properly to human size. It
146 TRE WORLD & I
allows realistic interactions with virtual objects, combines
nonvi-suai modalities with the visual
experience, and has the potential
to allow users at remote sites to
share the immersive experience.
These unique characteristics
make VR highly useful in a broad range of applications.
For instance, VR systems are being used by the U.S. xni]itaiy to
help train fighter pilots in
com-bat scenarios and to prepare
sol-diers for dangerous battlefield encounters at remote locations.
Potential civilian training
appli-cations include the simulated
handling of accidents, the opera-tion of complex equipment, ship maneuvering, and the practice of hot-air balloon landings.
VR offers a superior tool for
the visualization and
under-standing of complex, 3-D
struc-tures, such as in engineering
designs or human anatomy. In addition, virtual environments
allow a person to study reproduc-tions of archaeological structures
and sites; to visit underwater
shipwrecks without knoving how
to dive; or to explore planetary
systems and galaxies,
transcend-ing the limitations of traveltranscend-ing through the real universe.
In architecture and urban
planning, VR systems allow for the presentation and evaluation of envisioned projects. A walk
through a virtual building can
convey the architect's conoept and
its intended impression on a
vis-itor.A virtual model of a new air-port tez-minal allows simulation
of the complex operations in a
busy airport environment.
In the medical arena, VR is
being explored for education and
training in areas like anatomy, diagnosis, surgery, or team
col-laboration. Manufacturers of
medical instruments simulate
equipment operation and set up a virtual surgery room to study
optimal placement of equipment
and personnel. An interesting
development is in the treatment
of phobias. Specifically,
acropho-bia (the fear of heights) can be
readily simulated in a virtual
environment and used to expose a patient gradually to real-world situations.
The author's line of research in VR concentrates on industrial
applications that use the
tech-nology for the analysis of
com-plex, 3-D arrangements as found in aircraft, spacecraft, ships, cars, and similar products. Virtual
pro-totypes of these designs reduce the number of costly,
time-con-suming, physical mock-ups that are built to veri new concepts.
Likewise, virtual simulation of
manufacturing processes,
assem-bly sequences, or maintenance tasks can facilitate early
detec-tion of design flaws.
The immersive experience is ultimately created by processing bits and bytes in a computer. It is therefore just a logical next step
to send these signals through
computer networks and develop distributed VR applications. This
would introduce a truly new
dimension to the immersive
expe-rience. In such a case, users at distant locations could meet in the same virtual environment, see and communicate with one
another, and perform interactive tasks in the shared virtual world. Such environments, however, are
hampered by the need for
extremely high network
trans-mission capabilities.
Today, the term VR is also
used for applications that are not filly immersive. The boundaries
are becoming blurred, but all
variations will be important in
the future. For instance, a viewer
wearing stereo glasses may
observe 3-D environments on a conventional computer monitor with mouse-controlled
naviga-The Immersive WorkBenchTM from
Fakespace provides a semi-immersive experience by projecting 3-D, computer-generated models onto a tabletop. In an application illustrated here, the simulation of a contour-mapped, rough terrain could be used to assist with military engagement planning.
tion. Multiple viewers can be
accommodated by large-screen projection systems that present
full-scale renderings of the
envi-ronment. Amusement parks can
provide virtual rides by hooking
up these systems to seats that
move and shake.
For Internet users, perhaps
the most exciting recent develop-ment is known as VRML (Virtual
Reality Modeling Language), a
new addition to the World Wide Web. While HTML (HyperText Markup Language) is the curvent
standard for authoring home
pages, VRML supports 3-D
worlds on the Web - worlds that can be interactive and fully
func-tional, with hyperlinks to other Web sites. In the future, home
pages may be replaced by home spaces. A Web user can view and manipulate a 3-D VRML model on a computer monitor by using a
standard plug-in to a common
browser (like Netscape Navigator
or Microsoft Internet Explorer). But serious VRML applications
require the user to have powerful computers and high-end network connections.
Another innovation, dubbed augmented reality, combines the virtual and real worlds. Employ-ing a "see-through" HMD device,
the viewer sees virtual objects
superimposed on the real world.
Applications include the use of
virtual cues to guide assembly or
maintenance tasks; the
visual-ization of normally invisible
enti-ties like radiation hazards in a
laboratory; and the virtual recon-struction of an ultrasound image of a fetus at the exact location in the real maternal womb.
Some systems, known as
telepresence, immerse the viewer
in a distant world that is
AT THE EDGE
ATURAL
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hENCE
tarieously recorded by video cam-eras. As the person looks around, the cameras move in synchrony,
providing the corresponding view.
The 1997 Mars Pathfinder
mis-sion employed a similar concept to view the Martian surface from
a robotic vehicle. Space explo-ration also benefits from
telero-botics, which allows remote
manipulation of real objects via
robotic manipulators. In
telemed-icine and telesurgery, VR
tech-nologies can be applied to control delicate medical procedures from a distant location.
Limitations
It should be pointed out that most of the above applications are still
being tested, and only selected ones have found their way into routine use. The technology is
expensive, unfamiliar to most
potential users, and plagued by a
number of shortcomings.
The problems include low
image quality and poor
resolu-tion, unnatural restrictions on the
field of view, insufficient real-time
response, image instability, and
user discomfort caused by
intru-sive gear. These shortcomings
reduce the usefulness of the tech-nology in certain applications. At present, solutions to these prob-lems require expensive, high-end equipment.
Once the equipment is in
place, the difficult part begins:
creation of a 3-D computer model for an envisioned application,
fol-lowed by implementation of
inter-actions and functionality of the virtual world. The task requires highly trained technical experts
with a thorough knowledge of the
application field, a basic under-standing of human factors, and sufficient imagination and
cre-ativity
148 THE WORLD &
Besides the technical
limita-tions, we do not know the
psy-chological and physiological
effects on users who spend
extended periods in immersive VR, especially in environments
with emotional content. Various ethical issues have therefore been
raised. For instan, can the new
technologies induce druglike
addiction? Can they be used for brainwashing? Once the
bound-aries between virtual and real
worlds are blurred, how will that
affect self-awareness and inter-personal relations? To address
these questions, disciplines such as cognitive and perceptual
psy-chology and physiology need to
become involved in the design of both immersive devices and vir-tuai environments.
Looking ahead
Given our tendency to make new technologies better, faster, cheaper, and easier to use, we will surely overcome a
The author uses the virtual environment of a CAVE to inspect the interior of a conceptual car. Manufacturers can take advantage of this approach to design and review virtual prototypes of cars and other complex products, reducing the number of costly physical mock-ups that would otherwise have to be built. (Note that while the stereo projection appears blurred to the photographer, it is a sharp, 3-D image for the viewer with stereo
A safe means to treat patients with acrophobia is to give them impressions of looking down from great heights in virtual worlds. For this purpose, a program simulating views from an elevator was developed by Prof. Larry Hodges and his team at the Georgia Institute of
Technology.
number of limitations and
make VR more useful and
affordable. The work
cur-rently under way suggests
directions for the foreseeable future. Improvements in
non-visual technologies are in
process, and new modalities like
virtual smell are being investi-gated. The scheduled launching of space-based telecommunica-tion systems and the new Inter-net2 initiative will provide the
network capabilities required for
shared environments in coming
years. Browsing through 3-D
VRML models on the World Wide
Web by wearing a fully immer-sive HMD device is just the next
logical step. And, in the more
dis-tant future, holography may
merge with VR.
Virtual reality will move out of the laboratory and most likely
find a permanent niche in the
workplace. Designers will be able
to quickly transform an idea into
a virtual representation and
dis-cuss the design with a remote
customer, meeting at a virtual
site. It will become common to use VR to train employees for new job assignments. From the
workplace, VR will probably
move into education and,
eventu-ally, daily life.
While immersive virtual
games will become more common
at home and may even allow
browsing through a 3-D Web, it is
hard to predict if a wider
audi-ence will ultimately use the antic-ipated capabilities of VR, moving
frequently between
computer-generated and real environments. Applications for home education,
relaxation, and entertainment
are appealing. And through the
virtual modeling and communi-cation of ideas, VR can become a new tool for self-expression.
The amazing developments
on the present World Wide Web illustrate both the potential value
and the possible problems. The
new technology can be easily
mis-used to falsify reality or to com-municate offensive content. On the other hand, VR may lose its appeal to a wider audience after the initial thrill has evaporated,
or it may be overshadowed by
new technologies yet to come. While VR still rides the wave
of enthusiasm and offers many useful applications, its future is wide open. Is the claim that VR
will "revolutionize society" just an
overstatement to grab attention?
Or will VR make a sweeping
impact like the telephone or TV set? The combination of
excite-ment and unease about this new frontier in cyberspace is currently
expressed in only some circles. This new technology certainly deserves greater attention as it
continues to develop and expand
well into the next millennium1
Kkzus-Peter Beier holds severa! positions
at the University of Michigan: He is
director of the Virtual Reality
Labora-tory, associate director of the Labo ratozy for &ientific Computation, research
sci-entist with the College of Engineering,
and a faculty member of the Department ofNava! Architecture and Marine Engi-neering.