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Graphics Software

Is Virtual Reality Dead? 42

DarkZero asks: "In the early '90s, virtual reality was considered to be 'right around the corner'. Books, magazines, movies, and TV specials told us it'd be around in the next five years, and in 1995 Nintendo's Virtual Boy gave us a brief glimpse of 'the future of video games'. Well, the Virtual Boy died pretty quickly, and now, in 2001, the books, magazines, movies, and TV specials about virtual reality are gone, and web searches about virtual reality lead to web sites that stopped updating in 1996 and corporations that went bankrupt long ago. Is there any hope left for VR hardware and software in ANY fashion, corporate or independant?"
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Is Virtual Reality Dead?

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  • by CyberBlood ( 215968 ) on Wednesday November 07, 2001 @02:48PM (#2533703) Homepage
    I personally am working on building a small cave lab at my school right now. We're trying to take an open approach to it using x86 machines running Linux and free available libraries. While I think that the hype about has come and gone, it's probably because there isn't a great deal of new and orginal research being done with it. The current application base is pretty limited (more or less to training simulations and pretty pictures) but there is room for development of standards, applications, better user interfaces, and the like.

    This is what I'm hoping to work on once everything is up and running. Once a few breakthroughs are made throughout the industry, I'm sure the hype will start up all over again and with the current developments of 3D graphics on the market, it will probably be more realizable since the cost of everything has dropped significantly. We can only look forward.

    CyberBlood
  • by BryanHughes ( 530303 ) on Wednesday November 07, 2001 @02:49PM (#2533708) Homepage
    I don't think VR is dead. Perhaps most realize that VR is just a concept a little above our time. Calling a headset with earphones and a display that makes a game's depth a little more realistic isn't what I would consider VR. When we have the technology to actually monitor and manipulate senses in the brain, we can "simulate" anything we want. Here's a question. If what we consider as the perception of time is relative (i.e. the very definition of something being long or short is relative to our experience and opinion) and that the calculation of time is based only one definitions that we have set (we define one second as a unit of time and the only way to convince to someone how "long" a second is by either using another unit of time as a comparison or by giving an example (i.e. setting a starting point and announcing an ending point when the actual length of a second is over)), then is it possible to adjust our perception of time by convincing the brain that we are spending 24 hours in some virtual reality when in fact we only spent a few seconds? By slowing down the reaction time of the brain and adjusting conditions in our virtual reality to convince the brain that time is moving slower or faster, the possibilities would be endless. 2 week vacations in a virtual Bahamas in only 5 minutes? Maybe a 2 year stay in virtual France in only 1 second. Just a thought. Heck, even if it isn't theoretically possible, it would make a great movie.
    • By slowing down the reaction time of the brain and adjusting conditions in our virtual reality to convince the brain that time is moving slower or faster, the possibilities would be endless. 2 week vacations in a virtual Bahamas in only 5 minutes? Maybe a 2 year stay in virtual France in only 1 second. Just a thought. Heck, even if it isn't theoretically possible, it would make a great movie.

      Total Recall. A little bit different, instead they just implanted the memories of the vacation in your head.

      me
    • But if you're goal is to increase the amount of things that you can do in a given timeframe, then slowing down the brain's response time won't allow you to do more, but less in the same time. Am I write? The only way to actually get more done in a shorter period of time would be to increase the brain's response time. That way you are doing things faster, so you can get more things done, so before it took you 8 hours to put in a days work, now takes you 4, or whatever).
      • The only way to actually get more done in a shorter period of time would be to increase the brain's response time.


        No. Response time!=response speed. When the response time increases, it takes you longer to respond. Just like you win a race by having the shortest time, whereas you then have the highest (average) speed.

        • By slowing down the reaction time of the brain and adjusting conditions in our virtual reality to convince the brain that time is moving slower or faster, the possibilities would be endless. 2 week vacations in a virtual Bahamas in only 5 minutes?

          No. Response time!=response speed. When the response time increases, it takes you longer to respond. Just like you win a race by having the shortest time, whereas you then have the highest (average) speed.

          You're right. I should have said improve the brain's response time, meaning make it faster. I'm still wondering if the original poster's comment about slowing the reaction time would work. How does reaction time relate to response time/speed? Are they the same thing? If it takes longer to respond|react|whatever, you can't do as much. Unless you're going to slow the "internal clock" of the brain and not the physical reaction time.
          • The idea is to convince the mind that time is moving at a different "pace". I guess, at least in theory, it would be much easier to slow down the senses to make a short amount of time appear to last forever (virtual jail anyone?). But to convince the mind that a particular time frame is longer in the virtual world than in the real world (i.e. 2 week virtual vacation in 1 minute) would require speeding the senses up. The only limiting factor there would be the mind itself (since you could simulate physical activity). I'm wondering if our current ability to process information (speed) is at or near its peak. Anyone know anything about it?
            • whoops... that should be "Make a long amount of time appear to last only a few seconds"
            • Actually, the ability to process information in our brain is heavily dependant upon who were are and what we do for a living. Studies have shown that race car drivers (and humming birds, but lets stick to humans) can process information far faster than the average human being .. I remember hearing something about formula racing .. that typical time windows for instigating a successful turn around a corner was within a 10ms gap, with a potential crash being the consequence if you reacted too quickly or slowly(!!).

              So, to that end, it would suggest that there is still lots of 'headroom' (pun intended) for boosting our processing and 'life frame rate' capacity, as others are actually dependant upon these higher levels of perception for their careers. Mind you, we could just put people at near the speed of light, and then they really /would/ experience time going by more slowly than for others.

              I'm not sure all this is a good idea, tho! It may be nice to visit France for 2 years, in one second, but you'd return as a 'different' person, if you truely experienced it. My conclusion is that we'd have difficulty maintaing the relevence of friends/family/collegues in our lives as we depend on our situational contexts and shared experiences over time in order to form friendships. Being able to 'gain' so many experiences without the 'cost' of sharing them over time with other people can only lead to social isolation and strains in our collective relevence to each other and the rest of the world.
  • The problem... (Score:4, Interesting)

    by cmowire ( 254489 ) on Wednesday November 07, 2001 @02:56PM (#2533752) Homepage
    The problem with VR is that it had a lot of things that would be cool, but never panned out.

    Part of this is the model that made sense to the researchers didn't make sense to everybody else. Stock traders still don't use cool VR views of it, they stick to what makes sense to them, even though it could be done better, for example.

    What you see the most applications of VR in are various forms of visuilization, a few choice applications that caught on, and games.

    So what you have is consumer-grade 3D hardware for FPS games, and then the really expensive stuff for scientists.
  • I think that VR will rise again when it can be made more physically interactive. One of the current limits to popularity is that you have to stay relatively still and emulate physical motion. When holography becomes more effective, then VR can be used to interact with the real world, creating Reality+. Many applications are possible (teleconferencing, virtual molecular assembly, games that don't require physical contact with the VR portion). Of course VR has the potential do alot more than just provide window dressing on reality. However, for widespread use to take off, it has to be made attactive to users. For those that think that would be circumventing
  • No killer app (Score:4, Interesting)

    by rw2 ( 17419 ) on Wednesday November 07, 2001 @04:04PM (#2534088) Homepage
    No technology takes off until there is a killer app. One never arose in VR. There were several reasons, but all boil down to the concept being ahead of the products available to implement it.

    I remember seeing the first cave and talking with the student who came up with it. She was quite interesting, and the ideas pretty solid, but the workstations available at the time were completely insufficient for anything but proof of concept stuff.

    I guess Caterpiller bought one (they were near University of Illinois in downstate Illinois), but their needs were quite simple. They were just testing operator visibility in prototype tractors.

    Even today, they are expensive to build and operate.

    However, now that the triangle counts are up and the displays getting better (check out Emagin for the next generation of oled displays the size of a postage stamp) the technology is ready, but we've many years of practice in mobil computing and still no killer app.

    Until now.

    Here's a system that can be built today, and, like many technologies hooks on to the one known good selling center in society. Sex.

    Take a portable computer, add a headmount. On the headmount add a couple video cameras. You need two in order to do distance mapping. Now you can send the unadulterated video stream to each eye in the HMD and the person is getting real life, but the computer knows what's going on. Distance to object, object identifcation and other messages can be displayed on the HMD as an explanation to the wife/boss as to why the device is valuable.

    Of course the real reason it's valuable is because of the 'skins' that will be available on the net. These skins will be used by the PC to replace the normal appearance of that chick walking by with Miss January. And because you're only remapping a portion of the image, the framerates from todays hardware is sufficient to present realtime images.

    Add to that suitable audio, and the world becomes a much more interesting place to wander around in.
    • virtual reality (from what I have seen) has been restricted to visual information. I don't know about you, but my reality has more than one sense, and I expect a virtual reality to take that into account.

      Sight - this one VR is pretty good at, movement, perspective etc.

      Sound - what can you hear right now? the problem with reality is that you don't always hear what you want to hear... there are layers apon layers of sound... right now I can hear the office air conditioning humming, phones ringing, groups of people talking in 3 different directions and someone making a weird metal clicking kind of noise that sounds frustrated. That's reality.

      Smell - this is a part of body information a lot of people forget about. You sense of smell can tell you a lot about your environment. The smell of the sea... that weird smell at the movies, part popcorn, part excessive vacuuming...

      Taste - this is the sense I think VR will have the most trouble capturing. If you've ever been too close to a campfire, you'll know that smoke has a taste as well as a smell. Then you've got your more pedestrian taste situations, like eating a meal...

      Touch - not quite as elusive as taste, but far more complex is the sense of touch. Touch measures so many things, instantly. Texture, pressure, temperature, movement... as well as shape recognition. Even when you're not touching anything, your skin is giving you loads of sensory feedback.

      When virtual reality stops being about image projection and sound, and starts mimicking real reality, I think it will be a lot more interesting to people.

      Right now, my own reality kicks ass over a cave.

      I'm not saying VR developments as they are are not impressive, but this is a young technology, don't expect too much from something not fully grown.

      An adult VR could produce Better Than Life, Red Dwarf style... or, the Matrix...

    • http://www.hackcanada.com/homegrown/wetware/phuckm e/index.html
      This is an article called "Telepresence Bi-Autoerotic Intercourse" It's nothing too complicated but very interesting. It's about switching perspectives when having sex with a virtual reality helmet and the possibility of putting yourself in a remote controlled car by attatching a camera to it and wearing a helmet that receives signals from the camera as it moves around in the car.
    • Before a killer app can be made the equipment, ie headsets must be made comfortable and usable. Really.

      An example of getting this piece done is a Palm, now add sunglasses that are really a flat VR screen. more of a monitor, you know the kind that projects in the eye, or on the lenses. It would provide a "large UI" for the device. See this would be a killer app, train the users, and get them ready for the next phase of VR as robustly envisioned. Anyone want to invest?
  • VR isn't dead... (Score:4, Informative)

    by cr0sh ( 43134 ) on Wednesday November 07, 2001 @04:20PM (#2534192) Homepage
    Just far, far underground...

    Check out my URL - I am one of the "underground" sites (though I haven't had much time to do anything lately) - there are others out there.

    Cybermind [cybermind.co.uk] are the rebadged form of W Industries - and seem to still be a big player in the commercial entertainment uses of VR (mostly in Europe and some parts of the US).

    Other areas VR is being used in is commercial and academic research - mostly CAVE-style setups. NASA helped start up (via a grant) Flogiston [flogiston.com], which sells the "flostation", with an interest in using it to train astronauts. The DOD has their "Dismounted Soldier" training project (a good site is Rudy Darken's site [navy.mil], but it appears to be having problems).

    One thing I desperately want to do is republish, in CD form, the entire PCVR magazine archive (of what I have - which is all of the back issues, and a bit of the software that came on floppy). I have tried to contact the original publisher through numerous leads, but no luck (his name is Joeseph Gradecki - if anyone knows of his whereabouts, please contact me). I tend to wonder what the response would be if I did something like this. I figure it would at the minimum help the homebrew VR community (what little is left of it).
    • It's not underground, it's under junk.

      This [optusnet.com.au] is a photo I took recently of one of the original sets of VR entertainment devices, the Virtuality-something.

      Nolan Bushnell, founder of Atari, mentioned in an ("Back In Time") interview that he believed VR's day would come soon. And I'm not inclined to dismiss that too quickly. However, up to this date it's like the Newton phase of PDA history.

      • It sounds like you are basing the entire idea that "VR is dead" because you don't like the Virtuality 1000 (which is what you pictured)...?

        To be honest, the Virtuality 1000 wasn't a superb piece of machinery, but at the time, it was the lowest cost, best made solution for VR entertainment.

        Was the HMD big and heavy? Yes. Was the HMD low-res? Yes. Was there "lag"? Yes.

        But if you played properly, and "looked past" the pixels (instead of what too many people did, which was to focus on the pixels) - there was a whole 'nother world in that box...

        The Virtuality 1000's HMD (the Visette) was actually a very nice HMD - its folded optics design allowed for a relatively wide FOV with full focus adjustment (so that if you wore glasses, you could still use it). It provided nearly full immersion. The 1000 was also based on a souped up (OC'd?) Amiga 3000, with a ton of custom processing boards for graphics and sound, as well as 3D tracking (you could, for instance, actually duck and croutch as you played).

        Dactyl Nightmare was the "premier" game for the 1000 - a funky form of paintball where not only you shot at other players on this strange "floating" game arena, but you had to watch out for (and/or kill!) a flying pterodactyl that would grab you and drop you to your death!

        Anyhow, you can't base your whole opinion on that one system - did you ever play the Virtuality 2000 system? Much lighter equipment, much lighter and higher-res HMD - great equipment.

        I have yet to try out Cybermind's (which is who W Industries/Virtuality became) new systems - I hope to next time I visit Vegas - but I have no doubt that they will be great machines.
        • I based my post on the fact that one of the few sets of consumer/entertainment VR devices that ever made it to the city where I live is now gathering dust in a closed store. And that nothing has replaced them.

          Yes, I did try to play it once and I was unable to see properly -- my glasses fogged up quickly, but without them I couldn't focus. No, I never played the next model up because there was never one available here.

          Despite this, my interest in retro gaming has meant that I have actually tried to contact the owner of the store to acquire these neglected bits of history. I don't hate them, just like I didn't hate my Newton, but the technology has (at best) stalled. Gaming-wise it's as dead as the classic FMV titles like Night Trap and Ground Zero Texas.

          • I can understand your point - here in Phoenix we had them at an "Ozone" center (that was the name of the place) that charged $5.00 a game (and other tiers) - they moved between different malls, and at the last mall they were at (that I know of, which was Superstition Springs mall), they had the 2000 series.

            Keep trying to aquire them - just don't expect the owner to "give" them to you - even a used 1000 model goes for around $5000.00 (when they were sold new, they went for about $25,000.00). If the owner doesn't know the value of them, you might be able to go as low as $3000.00 - but it would be tough.

            I thought about buying one of those used systems once - but as I gave it more thought, I realized that instead of spending all that money on something like that, I could probably build the system myself using parts I had, plus parts I could buy - it just wasn't cost effective to buy it ready made. But if you want it to try to make a buck off of (I thought about going to swap meets, etc), that is a possibility...
  • Flight Simulation... (Score:2, Interesting)

    by rkenski ( 212876 )
    is an area which has been using VR since the beggining of the century [demon.co.uk] and will still use it in the next decades. They even developed some really cool equipaments.

    I piloted an Airbus A320 for about an hour in one of those nice CAE toys [cae.com]. It is really amazing. You can feel the irregularities of the asphalt as you accelerate on the take-off ramp, and the inercia makes you stick in the seat. All the commands and movements of the cockpit are perfect. The graphics of the landscape are good, but they don't get close to photorealism.

    To make the things work, they use an IBM RISC/6000, equipped with several boards and equipments that are present on fly-by-wire systems of the actual planes. There are also special boards to control the hydraulic systems that make the whole thing swing. The instruments that are in the cockpit are also the same of an Airbus A320.

    It doesn't have anything to do with helmets, gloves or helmets, but they are a demonstration of the cool things VR can do.

  • Outside of standalone games (I played a pretty rockin version of VR MechWarrior at Dave and Busters a few weeks ago), VR never lived. VRML was dead before affordable PC hardware (3Dfx) could make it worthwhile, and the software available sucked. If you really wanted VR, then you had to get the special goggles and headphones, which would run you probably more than your PC did (or does now). Paying an extra $300 to get my PC ready to play Red Faction is okay. Paying $1300 extra is not.

    Will it ever live? But what are the real uses of VR outside games? Not many. Virtual tours of homes or museums or other buildings, maybe. But I don't think there's enough interest to spend the time and money to build these VRML worlds. We're having enough trouble getting broadband and real time audio/video to homes, let alone something a bit more bandwidth-consuming like this.
  • You call that VR? (Score:2, Interesting)

    by foo fighter ( 151863 )
    Just now, with the Final Fantasy movie are we beginning to see what I would call virtual reality. Everything before that was a joke. Game Boy? Please give me a break.

    When we get real-time Final Fantasy movie quality or better images, then we'll be getting close to VR. When the AI has advanced to the point where I can have a real conversation with a Virtual Person and that Virtual Person interacts with its environment logically, then we'll have VR.

    The media blew what was possible out of all proportion, people got tired of the hype and being disappointed, then tired of waiting. That's what happened.
  • Are you kidding or what? In 1999 Virtual Reality became a reality when we all got enslaved in The Matrix. Until Keanu Reeves sets us free in the next movie we're all stuck in here. It's just so real that we can't tell.
  • How about thinking about it this way

    VR did not die, it just took a sideways step, look at 3D graphics these days, I think this is where it all went, not into bring the user into the enviroment.

    Then again, I could just be mad, but I think this is where it all went.

    Take care all - Robert Lazzurs
  • There was a specific problem with head-mounted VR systems that Mark Pesce brings up in his book "The Playful World". It was discovered while testing a headmounted VR system Pesce was working on for Sega.

    Essentially, the method of producing 3D images used in headmounts only approximates one of six ways that we perceive depth and distance. Exposed for over twenty minutes, the brain adapts to the comuter-generated images causing confusion between the brain's and eyes' perception, a state that remains after the head-mount is removed.

    From the book: "How long your brain remained confused was an open question. It varied from person to person. Some people adapted back to the real world almost immediately. Others seemed to take hours. No one knew what kind of effect it would have on growing children, who have highly flexible nervous systems. Could long exposure to a head-mounted display 3-D environment cause permanent damage? Even today, no one knows for sure (certainly, no one want's to do such a study) but the open question of permanent brain damage was enough to scare Sega away for good."

    Strangely enough, there are plenty of such devices out on the market now by rather reputable names like Phillips. Did they look into the risks?
  • is mine [ecloud.org].

    This was my first significant web effort back in 1994 and since then, I never managed to acquire much hardware, or find the time for any 3D programming, or even think of very many good applications for it. I have experimented with a couple of "toggle goggle" designs (one big LCD shutter for each eye, synchronized with alternating images on your monitor); they work, but are a little cumbersome and for me, the applications are very few. I'm not a big-time gamer, although I did play Descent in 3D a few times (in 1995 or so). I would like to think that VR has many general-purpose uses, but so far not many. Actually I don't completely understand myself why I lost interest, just too much else to do maybe.

  • The problem with VR was the hype and our own phenomenal ability to imagine what we'd like. VR is alive in slightly different ways. While we don't have the display hardware, the hardware for the construction of these images has benefitted from VR. VR helped drive the demand for high end SGI systems. These improved a lot during the 90's, with the end being NVIDIA and ATI's monster cards.
    As for VR being used, well, the VR application that predates VR - the flight simulator is still there and an integral part of learning to fly in most commercial and military situations.
    The military is also sponsoring other VR work for simulations like Quake for various combat and peace keeping situations.
    In medicine, VR training is coming. There is a conference called MMVR [nextmed.com] that keeps growing.
    In a number of niche applications, mining, 3D sculpting and various other things, VR tools are being used in a production environment every day.
    AR, augmented reality, is a field that has arisen and used knowledge gained from VR.
    Really, it's like AI. In the 80's AI was going to solve everything and we'd have intelligent machines doing many tasks that require consciousness today. It didn't happen as simply as we would have liked, but the technology developed in expert systems and reasoning is being used all over the place in various ways. The same is true for VR, the hype has gone but the technology continues to go on and finds applications.
  • There are numerous VR projects all around the world, but they are mostly confined to research institutions and the military.
    For VR to become attractive to the masses, it needs to be more generic and interactive, which means that it must be easier to create interactive worlds.
    Networking is also important, to be able to interact with other people.
    For a world to be perceived as realistic, it needs to simulate actual-world physics, and doing this
    in realtime over a network is hard and attempts in the past often resorted to hard-coded methods.
    Then there is the aspect of having the system be secure. In other words, there are still a few technical problems that must be solved before massive deployment of VR is possible
  • Excepting games, virtual reality has faded away because there is no killer app for it. Back in the 80's and early 90's, the media, and most of the public, thought that computer interfaces should mimic reality as much as possible. Today, however, Joe Public realizes that VR would be less efficient than whatever interface he is using (even M$ is better than 3dwm [3dwm.org], sadly). Right now, games are the primary manifestations of VR because they fulfill an usefull purpose. Until we find another use for VR (pr0n comes to mind), we will continue to see most VR only in games.
  • 1) When the pr0nographers came by to say "great technology! Help us make virtual pr0n" from what I understand, he told them to get out of his office. Keeping in mind that the VCR got its start that way, ethics might have cost him

    2) VPL (Lanier's company) got sold to a French firm that TOTALLY botched, ruined and shelved the company.

    BTW Lanier = Jaron Lanier. Look it up.
    • I phoned VPL the day it collapsed and was one of the few that got to hear Jarons answerphone message, him almost in tears telling us that Thompson had pulled the plug, you could really hear he was broken by the expereince, he has bounced back a bit and still even turns up on TV now and again, though I havent seen him in a year or so, does anyone know if he still has those long dreads?
      • Yeah, he is still around. He has a new gig, something called tele-presence: in essence an avatar of what you look like is created, and then transformed via a very complex set of equations that get sent real-time down the phone line. It means you can basically achieve things like speech and movement with a sampled model applying transforms rather than digitising and sending each individual frame of what a person is doing. And you don't need tons of bandwidth, either - you can achieve this with a dial-up connection. The power of wavelets.

        They've got a set up that kind of looks like jail: Lanier (with dreads still) talking to someone (actually a wall) who's remote, but it looks like they're having a conversation through glass (like a bank teller). Cool stuff.
  • They had a VR system set for the home market (developed with Virtuality), to be released on their Jagur system in the mid-90's. It never came out-prototypes exist-but Zone Hunter was one of the games set for release (it never saw the light od day). Missile Command 3D was released, however.

    Why wasit stopped? Expenses, for one (Atari was nearly bankrupt at the time, and couldn't afford to support a high-end and pricey VR headset). The head-tracking was a bit off, too-headaches and motion sickness were common. (They may have disabled it afterwards, I'm not sure).

    Still, to this day I want one...but you hear about VR nowadays about as often as you hear about Atarui ;)

    Links:

    http://assembler.roarvgm.com/Jaguar/Jaguar_VR/ja gu ar_vr.html
  • Virtual reality is not as good as real reality. In order for VR to succeed, we should either find a way to make VR better, or start making real reality worse. Much more progress in the latter unfortunately.

All seems condemned in the long run to approximate a state akin to Gaussian noise. -- James Martin

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