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VIRTUAL REALITY
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LESSON 9 - VR APPLICATIONS: ENTERTAINMENT, BUSINESS, ART VR APPLICATIONS In the few short years since small, high speed personal computers have made possible reasonably priced VR systems a vast variety of actual and potential applications have arisen. As with most new technologies at their inception a relatively small number of uses are envisioned. When digital computers were first being developed in the late 1940s the leading expert in the field predicted that four digital computers would take care of the worlds computing needs for the foreseeable future. Today there are likely to be more than four computers - each far more powerful than the ones from the 1940s - in a simple table-top appliance. This misestimate was due to the fact that the new technology had not been around long enough for many people to know of its capabilities. As the capabilities became known someone would see an additional use. With each new use someone else would think how it could be modified to a still different purpose. The entire process of use and capability feeds upon itself in a positive feedback manner. The same is true of VR applications. As the capabilities of the systems increase the number of possible uses explodes. Personal computers are only about 25 years old. At the time of their first development only single line text editors were available. Today a word processing program can be 65 Megabytes in length and allow the user to change type styles and sizes, manipulate graphics, incorporate spreadsheet data and a host of other operations not even considered 25 years ago. Spreadsheets themselves were not even thought of at the time. They are the result of two MBA students noticing that the type of operations they needed to do for their classes required numerous and repetitive operations which were ideally suited for computers. They applied this idea and LOTUS was born. The use of CAD (computer aided design) drafting programs has completely revolutionized the design field. With virtual reality systems the original force was the need for realistic simulators especially for aircraft. The military set the requirements and drove the development of such systems. As the technology progressed and the original R&D work was done, commercial companies could afford to begin working on lower cost systems with wider applications. The money spent by defense has resulted in a many-fold return to the economy in other areas. ENTERTAINMENT Today, while the military still provides the stimulus for many high end applications, the major driving force for the development of realistic VR simulation systems is the entertainment industry. Interest in the activities of defense and the military is rather limited except in time of war. The professionals in the field and industries which supply them are, in general, the only ones who follow defense activities in times of peace. In times of war this interest is shared by the general public. During the Gulf War, tens of millions of people watched as a telepresence system followed a laser-guided bomb through a window into a particular building. When the war was over, this and other technological marvels were rapidly forgotten. However, the entertainment industry reaches nearly everyone in the country. Over twelve per cent of all workers added in 1993 were in the entertainment industry - more than 200,000 jobs. The entertainment industry is the fastest growing segment of the economy. With a large customer base the industry can afford to spend large amounts on research and development and has done just this. Movies and special effects utilizing computers have increased astronomically in the last few years. The movie industry is one of the major users of supercomputers such as those manufactured by Cray Research. The video game industry - a form of VR - is pervasive across the country and around the world. Simulation rides at amusement parks have rapidly grown over the last few years. The original amusement park rides of the first half of this century provided unusual sensory inputs - sounds, lights, and motions - for riders, but made little attempt at simulating a different environment. In the mid 1950s Disneyland pioneered the theme park in which rides were an attempt to also provide a simulation of another environment. One of the earliest of these, the Moon Trip at Disneyland, used an inflatable bladder beneath the seats to simulate the acceleration of takeoff, stereo sounds, and moving, animated scenes combined with actual pictures to provide a visual simulation of the environment. Screens on the ceiling and floor of the ride provided scenes simulating views fore and aft from a rocket. As the power of computers increased exponentially and their cost dropped, the capabilities of these simulations have also expanded. Today a number of simulation rides exist which incorporate realistic sound, 3-D, full
motion imaging, and motion platforms.
Other rides reproduce surrealistic environments which could not exist as depicted in the real world. Again these can either be interactive or just let the user ride along.
Peter Gabriel's Mind Bender sim ride.
Another recent innovation has been the coupling of multiple users together in video
games, immersive or other wise. The popular game DOOM can be played by an individual
against computer-generated opponents or when run on a network can allow a number of
individuals to compete with or against each other. BattleTech Pods.
Other simulations may not have the high stress and excitement of battles but still find a place. In Japan it is possible to play virtual golf. In a country where it is necessary to reserve space on a real golf course up to a year in advance, this simulation has been a success. In the last year, virtual golf has gained a hold in hte United States. Even though there are many real golf courses with little or no advance planning, many people will pay for the oportunity to play a simulated game on a virtual version of a choice of famous PGA courses. One of the interesting findings about the VR game industry is that most users would prefer to interact with other players, not just play against the computer. This interaction can be either as a team or competitive. Rather than isolate individuals as has often been predicted of computer games, they appear to increase socialization. The home entertainment industry is still at the very beginning of VR applications. The major drawback in home systems has been the development of a low cost HMD. Computer costs themselves have dropped to the point where they no longer limit individual system applications. However, a good low-cost head-mounted display is still needed for 3-D effects. Any kind of serious motion feedback is still a ways off. One of the latest innovations in the VR entertainment field is interactive movies, or role playing simulations. The work of Thomas Dolby described in the text is a start in this direction. With advances in computing power and rapid data retrieval you can expect in the near future to be able to enter an outlined story and assume the role of one of the characters. Other characters, their speech and their actions will be responsive to the actions of the user. The holodeck of the Enterprise may not be as far off as you think. Over the last year or two, Kyoko Date has become one of Japan's biggest teenage singing idols. What makes this unusual is that she exists only in the virtual world. She began as a demonstration project by HoriPro, a major company in the entertainment industry in Japan, to produce a realistic simulation. This was a major project: ten programmers worked on her face alone. Six months were required to make here smile realistically. She is composed of over 40,000 polygons. She has released records and has her own radio show. (The identy of the person providing her voice remains a well-kept secret.) Short video segments are available. She currently has fan clubs located all over the world from Japan to the US to France and Italy among many others.
BUSINESS Business has adapted VR to a wide variety of uses. Architectural walk-through and
fly-around software is widely available and is used extensively both for design and
sales. For example, as already mentioned it is used as a sales tool to sell houses
in Japan. Another area in which business has applied VR is design. From the CAD market which now dominates the drafting field to the development of Boeings new 777 passenger jet, VR applications have abounded. The 777 was the first aircraft built without the aid of a mockup. Wherever possible Boeing incorporated VR techniques and applications into the design.
The flowsheet concept also described in the text allows the user to see not only a static picture of a companys finances but a dynamic version which depicts the history and trends of its operations and financial health. When information is modeled and presented to the user he can make decisions or play "what if" to see what effect changing individual data sets will have on the final outcome. All of these techniques help provide information in a form which enables the user to make more rapid and more accurate decisions. Industry is also using VR systems to aid R&D. GROPE Molecule Manipulator System Computer control has been adapted to prototype and production of real world hardware. A designer can produce a drawing of a part using CAD. He can then use an HMD and wired glove to handle and observe the part and see how it fits into a new or existing system. With special output devices the CAD drawing can then be translated directly into a solid, 3-D prototype part. One system, described in the book, uses UV lasers to harden layers of plastic and build up the part. Other systems - some selling for as little as $12,000 - can mill a 3-D part from plastic or even aluminum. It is even possible to buy a machine which attaches to your home PC which will embroider a patch. Cost of this machine is $500. Once a part has been designed, a telerobotic operated milling machine can be programmed by an experienced operator as he turns out the first part and then used by itself to produce as many copies as desired.
ART As any new medium is developed, the applications to other fields are invented. Art has adapted each new technology as it has become available. Acrylic paints provided different characteristics than were available before the discovery of these chemicals. Lasers are now routinely used by artists to present visual displays. The synthesizer has proved to be an extremely useful tool to the music field. What sets VR apart is that it has nearly limitless possible varieties and capabilities. Since computer graphics programs were invented, they have been used to paint pictures. With VR processing capability these can be expanded into three dimensions and extended through time. A picture can be disassembled into its component elements and reassembled again into itself or into something entirely different. In the last year or two, the morphing capability of graphics programs has been widely used. Morphing is the process whereby a picture is slowly altered into another; for example, one persons face becomes someone entirely different over a period of several seconds. For $200 you can buy a device for your PC which will capture a video image frame from a camcorder or TV along with morphing software which will allow you to change one picture into another. Graphics programs now also allow real photographs to be mixed with artist-drawn components. In the resulting picture the different elements are indistinguishable. This process can be extended to movies. A TV image of one or more people can be intermixed with computer-generated background or even computer-generated characters, realistic or otherwise. It is not that VR systems themselves create new art but rather that they allow the artists - visual, sound, or even tactile - to express themselves in different ways. One of the biggest changes is the ease of incorporating multimedia. Art is not limited to one medium, but can contain elements of several. Of course this was possible previously: Movies have background music; light shows accompanied concerts. However, the capability of computer-based VR systems allows their rapid integration and control. Levels of coordination which were previously impossible are now easily accomplished. As an example, Madisons fireworks show, Rhythm and Booms, uses computer control to coordinate the fireworks display with music. This might not be what is normally thought of as a virtual reality system, but it fits the description in that it attempts to immerse the viewer in a not-real, even symbolic, world. Another aspect of the nature of VR systems is that the exact experience can be duplicated widely. Suppose, for example, low cost HMDs become available for home games. These could just as well be used to allow a nationwide audience to participate in a virtual art experience. Concerts and exhibitions could then come to the individuals rather than the other way around. |