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- 91-06/Syracuse.vr.info
- From: gbnewby@rodan.acs.syr.edu (Gregory B. Newby)
- Subject: New VR lab at Syracuse University
- Date: Wed, 5 Jun 91 05:00:07 GMT
- Organization: Syracuse University, Syracuse, NY
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- The New Syracuse University VR Laboratory
-
- Well, it's here! Syracuse University now has a Virtual Reality
- Laboratory. It was made possible through a cooperative agreement
- between Syracuse University (SU) and Abrams/Gentile Entertainment
- (AGE), the originators of the Mattel PowerGlove.
-
- I've been appointed "Coordinator of the Virtual Reality
- Laboratory," which basically means I'll be creating policies for
- allocation of the equipment, writing user guides, giving plenty
- of demonstrations, and generally making the lab usable for
- faculty and students.
-
- Right now the lab equipment includes a DataGlove (version 1) with a
- Polhemus tracker, several PowerGloves and serial converter boxes
- (which allow you to connect the Glove to any serial port), and some
- LCD shutter glasses. We're hoping to have some VPL EyePhones soon.
- (NOTE: For virtual neophytes, these items are described below.) It's
- not the biggest lab in the world much right now, but with the
- potential for outside funding the lab has already generated, it looks
- like more equipment will be on the way...
-
- Located in the Advanced Graphics Research Laboratory at SU, the VR lab
- makes use of Silicon Graphics IRIS workstations, also Sun and Dec
- workstations. Amigas, Macs, PCs, and so forth are all in abundant
- supply, in addition to connections to campus and off- campus mainframe
- resources.
-
- We've started working in the areas of robotics, military
- intelligence, information retrieval, 3D sculpting, and geographic
- imaging. Another project on the drawing board is to hook the VR
- equipment into the parallel machines located across campus in
- NPAC (the Northeast Parallel Architectures Center) -- perhaps to
- the Connection Machine... There is great potential for faculty
- and student involvement in projects.
-
- For the future, I hope to work with faculty and students intested in
- education, sensory research, scientific visualization, and other
- areas, in addition to computer scientists, engineers, and other more
- traditional participants in VR research. I am personally interested
- in exploring the ergonomics of VR, and also in identifying the issues
- for multi- user virtual environments.
-
- This is just a brief announcement to tell the world what's new at
- Syracuse. You'll definitely be hearing more over the next months.
- I'm quite happy that the deal with AGE came through, and that the CASE
- center at SU saw fit to fund me for the startup phase of the lab.
- Thanks also to Academic Computing Services at SU for providing space
- and other support for the lab.
-
- Let me know if you have any questions about these exciting times at
- Syracuse University.
-
- (Descriptions of terms follow the signature)
-
- -- Greg Newby
- Coordinator of the Virtual Reality Laboratory
- Syracuse University
- gbnewby@rodan.acs.syr.edu gbnewby@sunrise.bitnet
- "Curiouser and curiouser" -Alice
-
-
- Some VR equipment:
-
- DataGlove: manufactured by VPL Research, this is an
- electronic device for the precise measurement of hand gestures.
- You wear it like a glove. DG version I uses electronic sensors.
- Later models (current model is DG-III) use fiber-optic sensors.
-
- Polhemus tracker: a magnetic 3D tracking device. VPL
- attaches one to the DataGlove for tracking of hand movements with
- six degrees of freedom (X, Y, Z, roll, pitch, and yaw).
-
- PowerGlove: invented by AGE, manufactured and sold by
- Mattel. This is an input device similar to the
- DataGlove/Polhemus setup, but much hardier and much much cheaper.
- Uses ultrasonics instead of magnetics for tracking X, Y, Z and
- roll (only 4 degrees of freedom). Used with the Nintendo
- Entertainment System. VPL and AGE made a very limited number of
- serial converter boxes available to institutions so that the
- PowerGlove could be hooked into a computer serial port.
-
- Shutter Glasses: synchronized to a video signal, these
- alternate blocking light to one eye and then the other. By
- switching the picture a few degrees for each eye, 3D effects are
- generated.
-
- EyePhones: manufactured by VPL, these provide for
- "immersion" in VR. Twin monitors are worn over the eyes such
- that all visual input comes from the computer, in 3D. Low
- resolution, but VPL has now announced a newer version with much
- higher picture quality.
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