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- 91-05/IBM.VR
- From: cyberoid@milton.u.washington.edu (Robert Jacobson)
- Subject: IBM Veridical Interface: Report from CHI
- Date: Fri, 31 May 1991 16:28:03 GMT
- Organization: Human Interface Technology Lab, Univ. of Wash., Seattle
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- |IBM: ADVANCE/IBM researchers are using "virtual reality" to explore ways to
- | make computers friendlier
- |
- |April 30, 1991
- |
- | (ADVANCE) NEW ORLEANS--(BUSINESS WIRE)--IBM researchers are giving
- |a subtly spectacular demonstration in New Orleans which suggests how
- |computer users may one day virtually "enter the realm" of their work,
- |whether it be a molecule -- to explore its strucuture -- or a financial
- |record, to study a corporate or national economy.
- |
- | The IBM demonstration is a kind of "deep metaphor" of a world
- |beyond the looking glass. In the demonstration, people in the real
- |world can interact with each other through three-dimentional, moving
- |objects in an artificial world depicted on their computer screens.
- |
- | A team of scientists led by Daniel T. Ling of IBM's Thomas J.
- |Watson Research Center in Yorktown Heights, N.Y., is using the
- |demonstration to explore ways in which computer-generated virtual
- |worlds may extend human cognitive and perceptual faculties into the
- |computer and eventually erase the boundary between person and machine.
- |
- | Far more than fun-and-games that so-called "virtual reality" -
- |simulations of the real world - often seems to be to the general
- |public, a primary objective of the IBM research effort is to make
- |computers easier to use by enabling them to interact more fluidly and
- |naturally with their users.
- |
- | On the surface, it is all just a game played in a wire cage shown
- |on each player's screen. The human opponents - designated "alpha"
- |and "beta" - stand and view the playing area from opposite ends of
- |the cage that tilts differently for each according to the player's
- |perspective, or head position.
- |
- | Brightly colored, flexible geometric objects - "rubber rocks" of
- |different shapes - appear spontaneously and bounce around the cage,
- |changing hue as they go, from blue to green to red; shortly after they
- |turn red, they "explode."
- |
- | The object of the game is to bat, squirt (with a jet from pointed
- |forefinger) or grab an object and move it near the opponent before it
- |explodes and subtracts a point from that player's score.
- |
- | No sci-fi headgear with goggles and earphones are involved.
- |Three-dimensionality is created by perspective and movements of the
- |players' heads and of the objects on their computer screens.
- |
- | A sensor on the cap each player wears registers head position as
- |"motion parallax", making the cage move.
- |
- | Each player wears a glove that signals hand movements and gestures
- |(pointing and grabbing). The "game", itself, can follow verbal
- |commands, and it announces the score in a synthetic voice ("got alpha;
- |alpha four, beta five"), as well as producing sounds of rocks bouncing
- |and breaking in the cage.
- |
- | Everything in between is done by seven IBM RS/6000 Power
- |Workstations connected in a way both to amass computing power and to
- |distribute it so that the two players could as well be five or six
- |(with additional RS/6000s) and located not in the same room but in
- |different places across the country or around the world.
- |
- | While the game is fun to play and to watch, it achieves its subtle
- |spectacularity by what it represents beneath its flashy exterior; a
- |way, eventually, both of making computers more widely and easily accessible
- |to people everywhere and of enabling groups of scientists, engineers,
- |economists or other specialists virtually to "get into their data"
- |and collaborate on a problem from several different remote locations
- |simultaneously.
- |
- | Dr. Ling and his colleagues are presenting their work at a meeting
- |of the Association for Computing Machinery's Special Interest Group in
- |Computers and Human Interaction (SIGCHI) at the Sheraton New Orleans Hotel.
- |
- | The chief novel feature of the IBM simulation is the "dialogue
- |manager". This system coordinates each player's movements and his or
- |her interactions with the objects, keeping separate what appears on the
- |screen from the mechanisms that produce it, thus separating cause and
- |effect in the simulation of interactions between players and the
- |virtual world. The movement of the objects is handled by the
- |simulator.
- |
- | The cause-effect separation is demonstrated in the creation of a
- |rubber rock. Rocks can be created in three ways: automatically during
- |the game, by voice command, or manually by selection from a menu with an
- |input device called a mouse.
- |
- | The dialogue manager "reads" all three mechanisms of ordering an
- |object but tells the simulator simply to make one without having to
- |specify how the order had been given.
- |
- | "This makes it possible to have multiple persons in the same
- |virtual world cause things to happen which are different from what one
- |person could do," said Dr. Ling
- |
- | For example, two players can pick up the same rock and break it
- |apart, thereby interacting with each other through a simulated object.
- |
- | Such feats are produced by a collaboration of IBM RS/6000 Power
- |Workstations. One produces the graphic representation of the playing
- |area for each player; that's two. Another simulates the "rubber
- |rocks" and the way they wobble and bounce and respond to actions of
- |the players in a physically realistic situation in real time.
- |
- | Two more manage the dialogue for the players, translating their
- |gestures and hand movements and also producing the game's "own"
- |speech (comments, score-keeping). A sixth RS/6000 handles input from
- |the glove and head-tracker and recognizes gestures. The seventh
- |recognizes spoken commands for creating objects and coloring them.
- |
- | Dr. Ling explained that this demonstration is the third in a
- |logical progression of improvements in artificial worlds at IBM. The
- |first project was a simulated handball game involving a glove with
- |which the player could bat a ball around a simulated room: a very
- |simple simulation, he said.
- |
- | The second project was more complex. In it, a fluid vortex tube
- |was created mathematically; the simulation involved grasping the tube
- |(data), turning it and even moving through it. This project brought in
- |spoken commands and more complex gestures.
- |
- | The new "rubber-rock game" capitalizes on experience with the
- |previous models, enabling multiple users to interact with each other
- |and with a complex simulation produced with multiple channels of data
- |(graphics, sound, motion) simultaneously from multiple locations. The
- |scientists say they will eventually incorporate touch, and, perhaps,
- |even smell.
- |
- | Associated with Dr. Ling in this work at IBM were: Christopher F.
- |Codella, Ronald I. Frank, Reza Jalili, Lawrence Koved, Bryan Lewis,
- |Alan Norton, David Rabenhorst, Paula K. Sweeny, G. Turk Turk (now at
- |the University of North Carolina) and C.P. Wang.
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