home *** CD-ROM | disk | FTP | other *** search
- 91-03/VR.Syracuse.p
- From: gbnewby@rodan.acs.syr.edu (Gregory B. Newby)
- Subject: VR at Syracuse University (a proposal)
- Date: Sun, 10 Mar 91 17:57:59 GMT
- Organization: Syracuse University, Syracuse, NY
-
-
-
- Appended is the text of a proposal I wrote for VR at Syracuse
- U. As mentioned in a previous post, we have the opportunity to
- get some VR equipment donated from the PowerGlove folks (inventor
- is an SU grad).
-
- Things seem to be going well. A contract has been negotiated
- for the transfer of some equipment. It remains to be seen whether
- the lab will be a university-wide resource, or only available for
- use on request, as a result of a request for equipment usage. It
- depends on who takes charge of the equipment. So far, as mentioned
- previously, I have my hands on a PowerGlove and RS232 interface
- box.
-
- A note on my status: I was uniquely positioned to light the necessary
- fires to get the VR thing going. I'm a PhD candidate in the School
- of Information Studies, and teach a course there. I'm also the
- consultant for VMS and Unix (via email) for the Academic Computing
- Services center.
-
- Finally, I have been using the graphics equipment for my dissertation
- protoype. I met the PowerGlove guy last year while he was up doing a
- demo -- he was happy to have someone reasonably capable and informed
- who was willing to push people to make VR happen.
-
- I'll keep you posted as to how things go...
- -- Greg Newby
- School of Information Studies
- Syracuse University
- gbnewby@rodan.acs.syr.edu gbnewby@sunrise.bitnet
- "Curiouser and curiouser" - Alice
-
- -------- Text follows
-
- January 22, 1990
-
- Virtual Reality at Syracuse University
-
- by
- Gregory B. Newby
- School of Information Studies
- Syracuse University
-
- Syracuse University has the opportunity to enter into a
- select group of institutions pursuing Virtual Reality (VR)
- research. By creating a VR laboratory, SU will offer faculty
- opportunity for high visibility original research and funding.
-
- Currently, only two academic institutions are well-known for
- their Virtual Reality laboratories. This document outlines some
- potential areas in which Syracuse University could work which are
- currently not part of other institutions' project lists.
-
- Virtual Reality is a new and important area for research.
- Syracuse University has an excellent opportunity to create and
- sustain a leading position in industry and academe by supporting
- the development of a VR laboratory.
-
- --------
- 1. Virtual Reality: Some Current Areas for Research and
- Development.
-
- Most current VR is aimed at interaction with simulations of
- physical environments:
-
- - flight simulation and air traffic control
- - interaction with simulated physical terrain
- - games (such as raquetball) and sports (such as jogging)
- - musical instruments
- - medical applications (simulation of microsurgery,
- exploration of organs
- or systems, sports therapy)
- - interaction with chemical or biological systems
-
- 2. Virtual Reality: New Areas for Investigation.
-
- The following are some general areas which have not yet been
- a focus of VR:
-
- - cooporative multimedia editing
- - integration of VR with other forms of interaction and
- communication (such as a business presentation system
- involving teleconferencing and VR)
- - interaction with non-simulated physical terrain (such
- as a video tour of the Leaning Tower of Pisa)
- - interaction with physical representations of non-
- physical items (such as a space for selecting TV shows
- or bibliographic citations)
- - less interactive environments (such as a video tour of
- a city or a historical event, where the user is taken
- through a fixed tour, but can look around and have some
- control)
-
- 3. New Markets.
-
- New platforms and applications can bring Virtual Reality to
- the following market segments:
-
- - Business. Teleconferencing and presentations take on a
- new dimension when VR techniques are combined with
- traditional methods for communication.
- - Public schools. VR for education; lower end and more
- durable platforms, produced en masse.
- - The library and school media centers. For way-finding,
- tours, and education. A virtual browsing system would
- allow the user to wander the stacks, select texts, and
- read them.
- - Travel. Plug into eyephones and dataglove, and take a
- point-and-experience tour of the city you are
- interested in visiting.
- - VR parlours and collective gaming. A new type of video
- arcade, where people develop characters and interact
- with simluated environments or other characters in a
- virtual world. Opportunities for ongoing games and
- virtual communities.
-
- 4. More Accessible Platforms.
-
- Current VR platforms are expensive and require local high-
- end dedicated hardware (such as a pair of Iris workstations and
- an Apple IIcx). Some areas for making VR more accessible:
-
- - run on a single Iris, or Iris/Apple pair, or Iris/Sun
- pair
- - run over high speed networks with limited local
- processing
- - run on the Connection Machine
- - run in multi-user mode (either with a series of
- workstations or by using the Connection Machine for
- computation and the networks and local machines to
- connect each user)
-
- --------
- Outline for Implementation
-
- Syracuse University already has an infrastructure for the
- creation of a Virtual Reality laboratory. Implementation would
- require initial investment for user support to develop the
- laboratory and interact with faculty, but little or no investment
- in hardware or software.
-
- 1. Hardware at Syracuse University.
- The Advanced Graphics Research Laboratory has the two
- Silicon Graphics IRIS workstations and Apple computers required
- to run existing configurations. The Northeast Parallel
- Architectures Center (NPAC) runs the Connection Machine, which
- could be connected directly to the Graphics Laboratory.
-
- 2. Other Sources.
- DataGlove, eyephones, and existing software are to be
- contributed by A.G.E. Visits to other VR laboratories could
- result in mutually beneficial sharing of resources (such as
- programming libraries).
-
- 3. Timeline.
- Installation and testing of equipment could take place in
- early 1991. Publicity and demonstration during spring semester.
- Interested faculty could begin development of their ideas in
- conjunction with dedicated staff by summer, 1991.
-
- --------
- What Would it Take?
-
- The main impediment to a new VR laboratory is the startup
- time for individual faculty. Initial support for faculty project
- development must be excellent. This would involve working
- equipment with full documentation, and at least two graduate
- student workers (or similar) dedicated to faculty support and
- development.
-
- Faculty will be first impressed with demonstrations, and
- then given the support they need to get a minor project going.
- There would be a familiarity period where faculty are given a
- fair amount of support. Later, for more advanced projects,
- faculty are expected to get their own funding for programming or
- development.
-
- Departments to be particulary targeted: Education,
- Engineering, Computer Science, and Information Studies.
- Independent study credit may be offered to students to work on
- programming projects. At least one graduate student or half-time
- consultant would be employed for VR laboratory support.
-
- The Lab would be involved with the press to insure
- visibility. A focus will be on developing prototype systems or
- demonstrations, and then approaching outside agencies for further
- development and marketing of the prototype.
-
-