An Explanation, The History, The Applications, and The Future of

VIRTUAL REALITY



     What first comes to your mind when you hear the words Virtual Reality? Interactive video games?Cybersex? Movies like "The Lawnmower Man"? Although these are some modern day entertainment applications, there is much more to the whole concept. To fully understand this concept, you have to examine many things, such as the definition, the history and evolution of it, applications, and the future of this amazing piece of technology.

Explanation

      What is Virtual Reality? If you look at each word separately in the technical definitions, they appear to be opposites. According to Merriam Webster’s Collegiate Dictionary 10th edition virtual means: Being as such in essence or effect though not formally glance, you might wonder how these two words could be put together to form even a slightly logical, and understandable phrase. At least that's what I thought. The way I looked at it reality is one-hundred percent totally true and unswayable, while virtual was something that seemed real, but not quite, and it was like a big gray area of vagueness. To try to find this "association" between two words that I thought would create an oxymoron, I went to that wonderful dictionary once again to look up the phrase 'virtual reality', and that's when it all came together. Virtual Reality is an artificial environment which is experienced through sensory stimuli (sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment. Whoa! Now that's a mouthful. So what does all of this have to do with anything anyway? I came to the conclusion that plain and simple, virtual reality is us, the users, interacting with the computer and actually becoming a part of what is happening. I don't know about you, but to me, that just sounds exciting.

History

      Even though the idea of Virtual Reality is appealing to many of us, and we want to get right to the fun stuff like video game and cool movies, it's important that we first examine how the whole concept came about. How it was developed, and the stages it had to go through in evolving are things that people would rather overlook because they are characterized as being boring, when actually they are very important fundamentals that shouldn't be ignored. And in all reality the facts are quite amazing, and very interesting. Many people played a role in the development of Virtual Reality, too many to mention here, but three important men were Douglas Engelbart, Ivan Sutherland, and Myron Krueger. Now, lets take a look at the history of Virtual Reality.

Douglas Engelbart


      Believe it or not, the whole concept of Virtual Reality began with the realization that computer screens could be used instead of paper to view output. To us this may seem quite absurd, since this is very commonplace. But back in the 1950's when computers were very rare and inaccessible, it was a major breakthrough for Douglas Engelbart. (The name Engelbart, I'm assuming, is a derivation of Engebretson, which I'm sure is why Alec is so smart.) At this same time it became apparent to him that the screens could also be used to control the computer by providing it with input. He knew this knowledge he possessed was revolutionary, but in order for it to be effective, it was necessary for him to completely develop and organize his thoughts. Because of this and the time consumed trying to gain access to the few computers that were available, it was a good ten years before he had the resources to build the mind augmentation devices that he'd been devising for so long. These devices, developed in his lab, are the predecessors for some of the key human-computer interface developments used today. To give you an idea of how elementary we would consider one of these devices by today's standards, he used one in 1968 to give a demonstration. It was a very crude pointing device: the first mouse. We use mice every day and don't think twice. It's hard to believe that at one point it was a revolutionary idea. But even Alan Kay, author of The Art of Human-Computer Interface Design, said, "We thought of Douglas as Moses opening the Red Sea..." (Palfreman and Swade, 1991). Today Engelbart is credited as being the inventor of word processing. Bummer, so does that mean if he wouldn't have created it, that I wouldn't have to be typing this right now(VR,32)?

Ivan Sutherland

     Another big name in Virtual Reality is Ivan Sutherland. He felt a big problem in the current usage of computers was that humans spent too much time conforming to computers. His view was that computers should be more 'human compatible'. Because of these feelings he worked to develop new and better ways to make this happen. He helped to found the whole computer graphic industry which had honored him with the title "father of computer graphics" because of his efforts in pioneering 2-D and 3-D images. This also lead to his 1962 demonstration of using a light pen to draw images on a computer screen, a procedure that lead to the multi-million dollar computer aided design industry. From there, things really started rolling. By 1966, Sutherland’s intuitiveness had aided him in his development of the first computer-based head-mounted display (HMD). It's kind of ironic though, it's called a head-mounted display, but there's no way you could ever wear it on your head without any other means of support because it was so big. The way it operated is it used two small cathode ray tubes (one mounted by each ear) to generate monoscopic wire-frame images that could be seen when a mechanical device determined where the user was looking. It wasn't until 1970 though, that the first fully functional HMD was completed. The completed version included several hardware accelerators to improve the graphics and generate stereoscopic images instead of monoscopic ones. This same technology he used to create these first HMDs is what NASA used twenty years later when creating the modern virtual environment(VR,33).

Myron Krueger

      During the same time period that Sutherland was perfecting his HMD system, >Myron Krueger was busy developing ways to combine computers with video systems, thus creating artificial realities. Although an artificial reality is similar to what we know today as virtual reality, there is a crucial difference. In artificial reality (also known as projected reality) you see yourself projected onto the screen and into the action. On the other hand, virtual reality is more of actually experiencing yourself in the environment. The artificial realities he created came about for the same purpose of what Engelbart was trying to accomplish with his studies. Krueger wanted computers to establish a better understanding of humans instead of humans having to learn about computers. To do this, he established some simple, interactive demonstrations that allowed users to walk up and immediately start interacting with computer-generated images. In 1976 his work paid off when his most famous work, VIDEOPLACE, was introduced. VIDEOPLACE was an interactive computer game in which the image of the user is projected onto a large screen in a darkened room in the form of a silhouette. This allowed users to "fingerpaint" by holding up their finger and moving it. When they moved their finger, a stream of colored paint appeared to match the movements of the finger. The user was also allowed to erase their picture by holding up all five fingers. As an extra feature, an animated creature CRITTER could come out and chase your image and try to climb up to your head. Or, he would go out to the end of your arm and hang from your fingers, then you could make him fall to the ground with an abrupt movement. Now that sounds like fun! Krueger was totally redefining how humans interacted with computers by video image processing and computer graphics to create new artistic availabilities that could be used in his artificial realities. By doing this he was pioneering a unique form of non-intrusive visual environments. By non-intrusive, Krueger meant that no special clothing or apparatus had to be worn. It is very easy to see how Krueger's artificial realities have evolved into, and lead to, the creation of today's Virtual Reality(VR,37)!

Flight Simulators

      One of the most common virtual reality devices used today are flight simulators. In 1929 they consisted of a full-sized mock-up of a fighter cockpit that was mounted on a motion platform. The platform would actually cause the cockpit to jerk back and forth, and roll around based on the pilots actions. The major limitation here was that it had no visual feedback so the training sessions consisted of only instrument flying. By the early 1950's however, they were replaced by video cameras that were mounted on movable platforms situated over the scale models of airports. The camera was controlled by the pilots joystick allowing him to see the area he was flying over at different angles because the camera actually "flew" over the model. The next big step in the development of simulators came in 1968 when Sutherland teamed up with David Evans to create "scene generators". Scene generators could be used to digitalize any 3-D object into images that could be manipulated to where they could be viewed from any vantage point. Rapid scenes could be played in succession in front of the pilots eyes and would appear to be movie-like to the pilot. Because the pilot controlled the camera platform there was an actual flying sensation created. The only problem left was the vastness of these models. Because they were so big the cost of the simulators was also high. Finally in 1979, experimentation with HMD models lead to a decrease in cost by reducing the physical size. One of the first commercially available HMD simulators was the VITAL helmet, designed by McDonnell Douglas. The reason the VITAL helmet was so successful was because it used a device called an electromagnetic head tracker to sense where the pilot was looking. It also had a monochromatic cathode ray tube mounted by each ear that projected the image in front of the pilots eyes. Because of this the pilot could see and manipulate the controls in the cockpit at the same time as seeing what he knew to be the outside world.
      Have you ever thought about the map in your glove box? Have you ever wondered why someone drew out all of those symbols and roads instead of just using a radar picture or some type of an aerial-view-picture. Wouldn't it be more appropriate and meaningful to see the actual river instead of a line someone drew who thinks that is the path of the river, and actually see the trees in the national parks instead of a bunch of green squiggles? Well, not really. If you would see all of the features the land has to offer on a map most likely you would get bogged down with all the detail of the map you would never find the road you were looking for. This is the conclusion that Thomas Furness III and the military came up with back in 1966.
      In 1982 Furness presented a prototype of the Visually Coupled Airborne Systems Simulator(VCASS). A pilot has many things to concentrate on when fighting radar, missiles, guns, enemies, fuel, etc. So why should he also have to worry about all the little unnecessary details of the land?
      The VCASS took care of that problem. Pilots in a mock cockpit were equipped with a oversized helmet. This helmet projected synthetic images onto screens in the helmet. Images of landmarks, flight paths and other obstacles were represented in simpler block forms symbolic of their real identities, thus reducing the distractions of too much information at once. The helmet used a 6D position and orientation tracker which sent a signal out and then received another signal which was then interpreted into the symbolic renderings that the pilot sees. The pilot also would see the necessary instruments normally on his panel in his helmet. Not only did it render the land as symbols and display the needed instruments, but it also took away the distraction of passing clouds, as far as the pilot was concerned it was a clear sky all the way to the horizon when in reality he could be in the middle of a big fluffy cloud. Now with all of the distractions of the outside world removed the pilot could easily concentrate on fighting the enemy instead of trying to decipher all the visual instruments on his panel and the world outside. The VCASS, being one of the most advanced simulators ever developed, has shown the benefits of VR techniques in the fields of aviation
(VR,39-40).

Designing Virtual Worlds

      When creating the first virtual worlds Marc Bolas was a Stanford Student. Marc persuaded his professors to do a project that would make a new type of world. This would be no small task, you see nobody had ever made a “new world” before, so Marc had nothing to base his research on. He had to come up with all the thoughts and ideas on his own. Marc was pioneering a new field in computer design.
      When starting out he tried to duplicate the natural world. By studying a set of blueprints, he constructed a virtual office building. His offices consisted of desks, chairs, walls, ect. During testing he made the walls transparent so it was possible to see the other offices, and to his surprise it made the surroundings less confining and much more interesting. Now that the walls were removed it wasn’t like the real world anymore, it was better. Marc developed a theory: the more abstract an idea the better and more interesting it would be. So he started out creating once again. His goal was to create worlds were people could forget about reality and lose themselves in these virtual realities. He looked for ways to make people quickly forget the real world, and immersed into his virtual worlds. This lead a strange discovery, for some reason when the people did a figure eight race track, traveling through boxes they, became quickly interested in the boxes and forgot about the real world. They wanted to see what was in store next, and continued to get into the virtual worlds more quickly. As Marc experimented, he created better and better worlds that were more fun than the real world(VR,150-152).

Applications

     Now that you have some of the basics of how the development of virtual reality came about, it's time to see how the modern-day virtual reality tools are incorporated into our every day lives.

Business

      Some of the current business uses of VR are models of cities (such as San Fransico) to help plan for new construction. By using virtual reality models construction teams can create new roads and test how the traffic might flow on them before actually spending millions on a new freeway when that freeway may not be what is needed. Instead they may have to build a new subway. VR is also used to test planes in various weather conditions like a snow storm or tornado, it can also be used to test the pilots in these conditions. Even architects use VR programs to create three-dimensional models of their buildings then use them to do “walk-throughs”, or let the client walk through his new building, giving the client a chance to change a feature of the building that he wouldn’t have been able to see under normal architectural tools. The medical field is also a big user of virtual reality, and it’s use will only continue to grow(Vr,207).

Medical Applications

      Can you believe it, we have almost progressed to the point were doctors don’t even need to be in the operating room to do operations! It is true the Advanced Research Project Agencies (ARPA) planned to demonstrate a "robotic arm" operation where the doctor was almost a kilometer away. The doctor was to be hooked up to sensors and a headset. The robot arm could take the signals form the sensors the doctor was wearing and translate them into movements and perform the operation. As the robot arm moved so did the camera attached to it. The image the camera took would be sent to the headset that the doctor was wearing and then he would see the operation in real time movement, thus making it like he was right there in the room. Think of all the time this could save. No more transporting patients to a hospital far away from their families. This new procedure could also save crucial time in a life and death situation. If a emergency room patient need a brain surgery right away, but the closet brain surgeon was 2 hours away, he could simply be called up to do the operation, saving valuable time, and quite possibly the patients life(web).
      Another medical application being looked into is virtual bodies. Virtual bodies aren’t new robots or androids from Startrek, instead they are images projected into a virtual reality setting making a virtual body. New doctors or doctors learning a new procedure, could easily practice again and again. I know I would feel a lot better if I knew my brain surgeon had practiced the operation he would be performing on me 20 times in the last month, as opposed to being the guinea pig(VR,200)!
      This technology can help people who are disabled or unable to speak. People who have had strokes and can only perform minute movements can where a glove, which can be programmed to detect minute movements and interpret them. The glove movement can be assigned to a special task by use of a computer. These tasks include answering the phone, opening a door, turning lights on or off, turning on the oven, or even opening the door. The movements can also be translated into words to be spoken trough a synthesizer or output onto a screen. This technology is to stoke victims what sign language is to deaf people(VR,204).
      If you think you have to go someplace special to find this kind of technology or be in need of some medical help, you’re wrong. To find it just walk into the nearest K-MART. In fact, many of you may have already used it. A few years ago Nintendo came out with a product called the power glove. Mainly used to fight in Mike Tyson’s Punch Out, this glove was made using the same type of technology that the glove which turned the lights on and off was made of.
      There are a few things just short of medical wonders. Now they can build virtual legs and operate on them. Not only can the legs be operated on but if you would like to reposition a tendon you could and you wouldn’t hurt a single person in the process. Wouldn’t it be nice if they could see how they did on that practice operation? Well now they can! Not only can you move the tendon but you could then actually make the leg walk and see the results of the operation, immediately with no healing time(web)!
      Training applications are also possible in other fields besides the medicine. Disabled people can practice tasks such as getting on the bus. It sounds simple, but go to Chicago and sit in a wheel chair with your eyes closed and see how long it takes you to find a bus, not to mention get on it(web)!
      Most of you are probably more familiar with the next part of our presentation. This is the fun part, the entertainment part.

Entertainment

      Do you Remember those books "Create Your own Adventure". The books that read like "to follow the bad guys turn to page 45, or to go back to look for more clues turn to page 67". With virtial reality you could do a "Create Your own Virtual Adventure", but instead of only reading the story you could actually be a part of it! The only comparison is to imagine your favorite action movie and put your self as the main character. Depending on what you do and where you choose to do in the “movie” would give you different endings. If all this sounds too good to be true then think again because these kinds of "virtual adventures" have already sprung up in a few places, mostly as tests.
      The Vivid Group first developed “freestanding wide-screen projected reality”. This machine removes you from the constraint of wires, headsets, sensors, and lets you move around with ease. They record your image and impose it, much like they would on a weather broadcast, into a background such as a hockey game. Then, you (and your background) are projected up onto a big screen. As you watch the screen, you see pucks that would actually be flying at you. Your task is to block them by diving in front of them. As good as all this sounds it was still a lot like playing a video game. Now companies have came out with more exciting stuff. Now goggles and suits are used which have sensors to detect movement and stereo sound to give you sense of direction, and in the headset there are screens which show you your new world(VR,216).
     As you turn a full 360 degrees you can see all of your surroundings, front, behind, beside, up, down, sideways. Where you look is were & what you see. Everything is 3-D. This adds tons of life to the popular gun games like Doom or Duke Nuken, which many of you may have played on computers. Not only are there violence based games but they also have games for the outdoor sportsman. Virtual Mountain Biking is also popular.
      The only difference between the two types of games is in the gun games you are wearing a suit to detect movement and your gun is fake, but in the mountain biking game you only wear a headset and you use a real bike which is set with motion detectors. And yes it is still hard to pedal up hill even on a virtual mountain(VR,219).

Art in VR

      If you look hard enough you can even find virtual reality art. Yes it is true, there are virtual art galleries with virtual art in them. The cool thing about virtual art is you don’t need paper, your objects can be set floating in space and if you touch a part of the art you may hear music, you might change the color of the display, or it may go into an animation. Virtual art could expand into an uncountable number of different directions(VR,142,234,237).

The Future of VR

     Imagination will be the only limit to how far the field of Virtual Reality will go. I am willing to bet that in 50 years all video games will be virtual reality. Most cars, airplanes, new factories, even space missions will be either tested or made by use of virtual reality concepts. Who knows, maybe we will even have virtual schools where we get to practice giving presentations to our class and professors before we give the real thing. And perhaps we could also get feedback and even a grade so that we could keep revising it over and over till we get “virtual A’s” from our virtual professors, Virtual Alec and Virtual Dan(VR,179)!



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