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- 90-05/NASA.2
- From: good@baviki.enet.dec.com
- Subject: McGreevy on James Gibson (long)
- Date: 10 May 90 12:52:50 GMT
- Organization: Digital Equipment Corporation
-
-
-
- Howard Rheingold suggested that I post the following excerpt from
- a trip report on the ACM SIGGRAPH Symposium on User Interface
- Software in Banff, Alberta that I wrote up on November 4, 1988.
- This excerpt describes Michael McGreevy's talk at that conference
- on October 19, 1988. That talk was my main motivator for starting
- research in this area - and I think it had a similar effect on at
- least a couple of others who were present.
-
- The focus of this excerpt is to show how James Gibson's theories
- of ecological optics applies to virtual worlds work. It's
- basically a paraphrase of McGreevy's interpretation of Gibson,
- but I'm not aware of anything that Michael has published directly
- on this topic, so it seems this re-interpretation may be useful.
-
- Michael Good
-
- Good@Baviki.Enet.Dec.Com
-
- -----------------------------------------------------------------
-
- Copyright ) 1988 Digital Equipment Corporation
-
- 1.3 3-D focus - Mike McGreevy, NASA-Ames Research Center
-
- But now let me describe the undisputed star of the show: Mike McGreevy
- from the NASA-Ames Research Center. He gave an invited address on
- "Personal Simulators and Divergence from Realism." I wish this talk
- had been videotaped - it was one of the most inspirational talks I've
- seen. My notes capture only a small part of the total effect.
-
- Calvin, from the Calvin and Hobbes comic, is the mascot of McGreevy's
- group. As readers of the strip know, Calvin has a wonderful
- imagination. McGreevy showed examples from the strip, where Calvin
- imagines what happens if gravity is arbitrary (he floats away on an
- adventure) or size is arbitrary (he grows to King Kong size and adopts
- King Kong behavior). Personal simulators are built into every child.
- Imagination is always an experimental process. Personal simulators
- are a tool for imagination in childhood, science, and art.
-
- McGreevy's talk then discussed:
- - varieties of realism,
- - natural vision: beyond the eyes and brain,
- - a test of utilitarian realism,
- - remapping the physical world, and
- - illustrations of work at NASA-Ames.
-
- 1.3.1 Varieties of Realism
-
- Most graphic systems today view the user as a pinhole-camera; or, if
- they are stereoscopic systems, as 2 pinhole-cameras. This is not an
- very enlightened view for providing realistic graphics. In most
- systems, the image is not related to the user. Images are constructed
- as viewed from a single point; if the user is not at that point, the
- image lacks realism. A more realistic interface would also stimulate
- peripheral vision, not just focal vision - it would be wide-angle, not
- just 400 of angle. There are spatial and dynamic links to the user
- ignored in current systems.
-
- 1.3.2 Natural Vision
-
- McGreevy's discussion of natural vision was based on Gibson's
- "Ecological Approach to Visual Perception." This theory was new to me
- (as are most things in visual perception), but seems well worth
- exploring as it appears to come from a similar perspective to our own
- work, and perhaps to Maturana's work in vision as well. In this
- approach, natural vision is viewed as part of our body, not as a
- separate phenomenon.
-
- A comprehensive visual interface must enable the user to directly and
- naturally observe and manipulate objects and explore environments. To
- perceive the world is to co-perceive one's self. We perceive meaning
- and utility of the environment and objects within it by observing our
- own capacity for visual, manipulative, and locomotor interaction with
- the environments and objects. Environments provide a context; objects
- provide operations like grasping, manipulation, and much more.
-
- Current graphical interfaces fall far short of these goals. Current
- interfaces are sterile: unlike physical environments, they have no
- indigenous creatures, no objects with a history that reflects
- experience, and provide poor representations of other people within
- the environment. For manipulation, a mouse for examples severely
- attenuates what people can gesture to a system.
-
- 1.3.3 A Test of Utilitarian Realism
-
- This discussion introduced Gibson's concept of affordances.
- Affordances are reflected in the following test of utilitarian realism
- for artifical realities:
-
- Are the objects and environments as real as I am, and do they
- afford me the opportunities for use, interaction, manipulation,
- and exploration that they appear to offer.
-
- For example, many graphics system use wine glasses to illustrate their
- capabilities. Well, does the virtual wine glass hold virtual wine?
- Can I drink the virtual wine? Can I throw it in the fireplace and
- have it shatter? In another example, consider an architectural 3-D
- system. Do walls block my progress, or do I just fly through them?
-
- 1.3.4 Remapping the Physical World
-
- The realism of affordances serves scientific visualization. Remapping
- the inaccessible components of the physical world into virtual objects
- and enviroments supports exploration, experimentation, and
- imagination.
-
- Earlier examples from history show other types of visualization. For
- example, medieval and renaissance art was often a form of religious
- visualization. McGreevy showed an example of a church ceiling, which
- when viewed from the proper perspective on the floor, makes it appear
- that the church is opening up into the heavens (for example, columns
- in the church are lined up with columns in the ceiling painting from
- this perspective). Perspective drawings like this are distorted,
- sometimes very severely, when not viewed from the same point from
- which they were drawn. In this case the distortion causes the
- religious visualization to break down. But this type of distortion
- happens very frequently in current graphic systems which treat the
- user like a pinhole camera.
-
- 1.3.5 Work at NASA-Ames
-
- McGreevy then gave an overview of three generations of head-mounted
- displays developed at NASA-Ames. These displays use technologies such
- as wide-angle optics, a pair of LCD displays with LED arrays, and head
- trackers. Though higher-resolution LCD's are coming, a pair with
- 100x100 resolution worked amazingly well in early 1985, since you
- could move around and see things from different perspectives. Now,
- sound has been added with headphones and a microphone, and more work
- has been done on the affordances of the interface. It's important to
- perceive the floor at your feet. 3-D escalators should not have their
- steps hit you in the chest.
-
- The first version of the head-mounted display used a red, white, and
- blue motorcycle helmet painted with a NASA logo. This version is
- still often used in NASA photos for its photogenic quality. However,
- later versions are less claustrophobic. One reason is that you can
- get a sea-sickness effect with this display, I imagine especially in
- people who are prone to motion sickness. Not having a helmet helps
- alleviate the problem somewhat, and works better in cases where the
- user does get sick.
-
- They have used visual environments to explore physical environments,
- in the context of planetary exploration. McGreevy showed two
- videotapes of work done with JPL. The first was a visual environment
- of Los Angeles. Using techniques developed in that project, they then
- developed a visual environment for Miranda, one of the moons of Uranus
- photographed by Voyager 2, and we saw "Miranda: The Movie".
-
- The head-mounted display work is described in the NASA Tech Briefs of
- July/August 1988 (Vol. 12, No. 7). NASA is transferring this
- technology to anyone interested in it...
-
- The question-and-answer session had some interesting moments. Bill
- Buxton asked about doing work in real artificiality as well as
- artifical reality. McGreevy agreed, saying that's what Calvin does in
- the comic strip. One person asked about artists working in this area.
- McGreevy pointed to the work of Myron Kreuger of Videoplace fame.
- Someone asked about using holograms, referring to Steve Benton's work
- at the MIT Media Lab. McGreevy's reply was that with head-tracker
- technology working now, there was to need to wait for technology like
- holograms. Another person asked about incorporating tactile feedback.
- McGreevy replied that they've done a little bit of work there and see
- a movement to the use of exo-skeletons.
-
- In conclusion, McGreevy reiterated his call to go beyond a pinhole
- model of the eyes, and called for work on personal simulators to
- provide another step along the ascent of humanity.
-
-