home *** CD-ROM | disk | FTP | other *** search
- 91-10/AR.in.Japan
- From: rick@cs.arizona.edu (Rick Schlichting)
- Subject: Kahaner Report: Virtual Reality research in Japan
- Date: 9 Oct 91 15:18:05 GMT
-
-
- [MODERATOR'S NOTE: This item is posted here by Rick Schlichting, moderator
- of comp.research.japan, one of the most solid and solidly useful newsgroups
- on the net. Rick suggested this article would be of special interest to
- sci.virtual-worlds. Thanks, Rick. -- Bob Jacobson]
-
-
- [Dr. David Kahaner is a numerical analyst visiting Japan for two-years
- under the auspices of the Office of Naval Research-Asia (ONR/Asia).
- The following is the professional opinion of David Kahaner and in no
- way has the blessing of the US Government or any agency of it. All
- information is dated and of limited life time. This disclaimer should
- be noted on ANY attribution.]
-
- [Copies of previous reports written by Kahaner can be obtained from
- host cs.arizona.edu using anonymous FTP.]
-
- To: Distribution
- From: David K. Kahaner ONR Asia, [kahaner@xroads.cc.u-tokyo.ac.jp]
- Re: Virtual Reality
- 9 Oct 1991
- This file is named "vr.991"
-
- ABSTRACT. Comments on Virtual/Artificial Reality research in Japan
-
- I recently wrote a short note [vr.791, 5 Sept 1991] summarizing papers
- at a Symposium on Artificial Reality, held this July in Tokyo. Since
- then I have had the opportunity to visit and speak with two of the
- meeting organizers.
-
- Professor Yoshio Tsukio
- Professor of Mechanical Engineering
- Faulty of Engineering
- University of Tokyo
- Tokyo, Japan
- Tel: 3812-2111 x6366, Fax: 3818-0835
- and
- Professor Michitaka Hirose
- Associate Prof of Mechanical Engineering
- Faulty of Engineering
- University of Tokyo
- 3-1 7-chome, Hongo, Bunkyo-ku
- Tokyo 113, Japan
- Tel: 3812-2111 x6367, Fax: 3818-0835
- Email: HIROSE@IHL.T.U-TOKYO.AC.JP
-
- VR or AR is now a "hot" topic both in the U.S. as well as in Japan;
- results are appearing almost daily. Rather than try to wait until a
- substantial body appears I intend to distribute short notes on
- interesting activities as I learn about them.
-
- Most of the VR experiments I have read/seen involve some kind of hat or
- helmet covering the eyes of the wearer/user. Small lcd displays within
- give a three dimensional display of a computer generated scene.
- Transmitter/receivers on the helmet allow detectors (mounted in a fixed
- position nearby) to determine the exact location and orientation of the
- user's head. This information is passed to a computer that changes the
- helmet image in concert with the head's changing viewpoint. It is also
- common to allow the user some other means of manipulating the scene, for
- example by giving him/her a steering wheel or joystick, etc. Instead of a
- helmet some systems use a very large display such as would be viewed
- while looking out the window of a plane or ship, but smaller displays are
- far cheaper and have other advantages. At the moment the combination of
- resolution of displays and computing power on the systems generating the
- images leaves much to be desired in terms of image resolution, but this
- will improve rapidly. There is also a problem with time delay between
- head movement and scene movement, because a great deal of computing needs
- to be done to generate even small motions, and this obviously increases
- more than linearly with resolution improvements. Nevertheless, most
- users of even these low-resolution systems experience a strong sense of
- realism. (Wide-screen cinema can also disorient viewers, so this effect
- is not too surprising.) Many VR systems also incorporate a "data-glove",
- a fabric glove with sensors attached that a user will wear; a computer
- generated image of the glove is placed in the visual scene and is made to
- move in concert with the user's motion of the gloved hand. As the user
- moves his/her hand in space, the image glove can be made to grasp objects
- within the computer generated scene and move them around.
-
- Research in VR seems to fall into several broad categories. (1)
- Experimenting with the hardware, software and the computational models in
- order to enhance the sensations of realism to the user. This involves
- improving the display hardware, understanding the meaning of "realistic
- sensation" in terms of visual factors such as field of view, resolution,
- stereo, audio, etc. (2) Developing applications, (3) Developing tools to
- aid researchers and users. Applications are limited only by the
- imagination of the researchers; games are the obvious first ones, but
- there are many opportunities related to training, from pilots to
- surgeons.
-
- VR is at the intersection of computer graphics and human computer
- interface, and is a natural extension of both. For example, Yusen Marine
- Science has developed a simulator for maneuvering of large container
- ships. The simulator uses six workstations for setting various navigation
- environments, which are reproduced on a several large screens allowing a
- 240 degree field of vision. The screens are in a chamber patterned after
- a ship's bridge and the view on the screen is changed to conform with
- steering and speed changing operations. Human factors such as
- nervousness, misjudgments and misconceptions are incorporated into the
- system to enable trainees to get more realistic simulations.
-
- Tsukio and Hirose have developed a sophisticated laboratory at the
- University of Tokyo for experiments in VR. As at many other places (also
- in the West) theirs contains a collection of purchased and built-up
- equipment to allow them to (a) experiment with existing VR techniques and
- (b) build upon these for new work. Most of their purchased equipment is
- from the US, although I was told that they are considering changing to
- some UK products which they felt were more cost effective. They admitted
- that at the moment the US is furthest along in this area and has some of
- the most creative ideas. But this is certainly not the only lab studying
- VR in Japan, and not even the only one at the University. Hirose
- explained to me that most of the large Japanese companies have some
- hardware/software research in general VR topics. He mentioned
- specifically NTT's Human Interface Lab, the ATR lab in Kansai (see below
- about ATR), as well as Matsushita and Fujitsu. These companies are ready
- to jump in once the market solidifies I was told. At University of
- Tokyo's "suburban" campus, Professors Fujimasa and Tachi also have a VR
- lab associated with the University's Research Center for Advanced Science
- and Technology (RCAST). There is also a committee composed of more than
- a dozen university researchers who coordinate, informally, activity in
- VR. Participants are from Tokyo, Keio, RCAST, Kyoto, Tokyo Inst of Tech,
- Tsukuba, etc., and include computer scientists, engineers, medical
- doctors, and others. There is also a journal, Human Interface News and
- Report, published several times each year, that contains the proceedings
- of the annual Human Interface Conference, as well as other papers and
- lists of meetings. The titles and authors of Vol 6 No 2 are attached
- below. Japanese are very active in the development of computer games and
- there is already at least one product incorporating a data-glove,
- although Hirose told me that the company that manufactured the glove has
- gone under and that large quantities of them are now available very cheaply.
-
- Projects at Hirose's laboratory are described briefly below.
-
- (1a) See-through helmet mounted display. The idea is to optically
- superimpose a virtual 3D object onto a real environment. The system
- consists of Sony view finders, a lens system and half mirrors; the
- image displayed on the view finder screen is focused about 1m before the
- eye using the lens system and half mirror, and has a view of about 20
- degrees. In other head mounted displays, narrow fields of view can cause
- loss of spatial direction, but in this system the user has a "real" world
- to orient with.
-
- (1b) Light weight helmet mounted display (HMD). Of course the lighter
- the better--ideally no more than eyeglass weight is desired. Hirose
- claims they have developed the world's smallest HMD, with 5.0 by 7.5cm
- LCDs having 200 by 300 line resolution and weighing 170g including
- cables. I tried this system. It works, but the display is not
- illuminated, and so is only visible in bright background light;
- nevertheless its size and weight make it an impressive step forward.
-
- (1c) Virtual holography. The idea is to avoid using either a helmet or a
- data glove. A key application here is to CAD systems which require higher
- resolution than available with current HMDs. Hirose has substituted a
- conventional stereo CRT, but uses a head-tracker to allow the kind of
- interaction usually associated with a helmet. This system cannot generate
- the sense of an all encompassing universe sometimes associated with HMDs,
- or very large screens which are very exciting visually, but they can
- generate sophisticated and high resolution displays in small regions of
- space, and these might be perfect for detailed CAD/CAM applications. In
- addition to high resolution, this system also adds a mechanism for
- providing tactile feedback. Data-gloves can move around freely in the air
- even when the computer generated hand hits a solid object. Hirose's
- system requires the user's finger to be placed in a magnetic ring which
- is free to move within a guide. Four magnetic sensors located on the the
- ring measure the location of the finger and move so as not to touch the
- finger. However, once the finger intersects the computer generated
- object, motion to the object's surface is disabled by locking the unit.
- My sense is that force feedback is an essential element in providing
- effective applications of VR technology; I am not aware of too much work
- in this direction in the US; the Japanese are doing advanced work in
- tactile feedback.
-
- (3a) Software visualization. Hirose's idea here is to use VR to
- generalize flow charts and block diagrams by adding a third dimension.
- His applications are to large, complex software systems such as network
- control software. (Hirose's example is the regional power system around
- Tokyo.) There are many other attempts to simplify programming of such
- systems, and a graphical programming environment is common. He wants to
- fuse both block diagrams and time into a three dimensional
- representation. The idea would be that users could directly manipulate
- the blocks, move around the 3-D representation, etc. Several tools are
- being developed.
- (i) Virtual editor to define, modify, and delete processes and message
- passing among processes.
- (ii) Virtual Measure/Ruler to measure the exact synchronization of
- processes.
- (iii) Virtual path finder to locate and display the critical path to
- determine the total network throughput for a given network.
- (iv) Network simulator.
- A virtual 3D object is necessary for this kind of system, and thus this
- represents a very nice application of object-oriented programming. A
- prototype is being developed using an Ikegami 80inch 120Hz stereo
- projector with CrystalEyes LC glasses which generates a realistic 3D work
- space. Also a VPL DataGlove through which the user can handle virtual
- objects. This runs under an Iris 4D 210 VGX workstation for graphics and
- a Sun Sparc station for text. Hirose is planning to add his virtual
- holography techniques in order to enhance the sensation of handling
- processes in 3D. Personally, I have a "show-me" attitude about this
- approach. But having said that I hasten to add that understanding
- distributed computing is so difficult, and there are so many look-alike
- efforts, that a really new idea like this one is definitely worth
- cheering for.
-
- (3b) Virtual physical space simulator. This is more game-like. Hirose is
- thinking about altering some physical parameters (gravitational
- constant, air viscosity, light velocity, etc.) interactively while
- viewing a virtual world. His audience for this seems to be mostly students.
-
- Hirose is planning to describe some of his latest work at Human Interface
- '91, (Nov 23-25, 1991, Tokyo) and has a preprint that will be available
- at that time. (A symposium on VR is also planned for 31 Oct-1 Nov.) Many
- of the papers from Hirose and Tsukio's lab are written in English (this
- is not the case with most of the other Japanese research in this subject)
- and Hirose can be contacted via electronic mail.
-
- Work at the ATR lab in Kansai has focused on developing an effective video
- conferencing system as part of a larger project "Fundamental Research on
- Intelligent Communications". In their system, a user sits in front of two
- large lenticular screens that form a "V" facing him, with images of other
- people on the screens generated by liquid crystal projectors. ATR wants
- to enhance the sense that the people are really in the same place by
- improving their sense of "being there". They do this by monitoring eye
- movement of the participants and adjusting the images synchronously. At
- the moment their system reflects light off a user's pupil to follow
- movement of the cornea (non-contact eye movement detection). For related
- experiments, there is also a contact-type detector that is mounted on a
- pair of eyeglasses. This is one of the more basic research projects in
- the VR field, although its application is very specific.
-
- At the recent Computer World '91 in Osaka we were treated to a
- description of the future of VR by Robert Jacobson of University of
- Washington. Jackson commented that fundamental breakthroughs are not
- needed and that research capabilities were well distributed, but that
- industrial work was undercapitalized. He felt that by 1995 the industry
- will sort itself out and by 1999 various high end markets will become
- evident. I do not think that anyone in the audience disputed the
- directions that VR will take. However, I doubt very much that today's
- computer graphics leaders are simply going to sit around and wait for the
- VR guys who are now working in their basements or university labs to
- gobble up their users. What is more likely is that the graphics vendors
- with resources to commit to R&D will incorporate more and more VR into
- their own products by internal development, joint ventures, acquisitions,
- etc.
-
-
-
-
-
- 1991 Human Interface
- News and Report, Vol. 6, No. 2
-
- Performance Evaluation of Recognition and Manipulation of Virtual Objects by
- Force Display
- H. Iwata, H. Noma, T. Nakashima (Institute of Engineering Mechanics,
- University of Tsukuba)
-
- Virtual Block World
- T. Mizuguchi, Y. Hirata, M. Sato, H. Kawarada ((Research Laboratory of
- Precision Machinery and Electronics, Tokyo Institute of Technology)
-
- Robot's Teaching by Operator's Movement in Virtual Reality
- T. Takahashi (NTT Human Interface Laboratories)
-
- The Dependence of Tactile Characteristics on the Skin Surface Temperature
- Obtained by Mechanical Stimuli Applied on a Human Finger
- T. Izumi, S. Ino, M. Takahashi, T. Ifukube (Res. Inst. App. Elec.,
- Hokkaido Univ)
- H. Kimura (NTT Appl. Elec. Lab.)
-
- "Virtual Scienc" of Accuracy in Generated Environments - Focussing on the
- Effect of Time Delayt in Virtual Space -
- R. Kijima, M. Hirose (Faculty of Engineering, the University of Tokyo)
-
- Reality on Binocular Head - Mounted Display -
- T. Maeda, E. Ohyama (Mechanical Engineering Laborlatory)
- S. Tachi (RCAST, the University of Tokyo)
-
- Artificial Reality with Virtual Creature
- K. Hayashi, T. Fujita, K. Hirota, C. Matsumoto, S. Hishiyama, K. Murakami
- (Fujitsu Laboratories Ltd. Human Interface Laboratory)
-
- Musical Virtual Space
- S. Ohteru, S. Hashimoto, A. Sato (Department of Applied Physics, Waseda
- University)
-
- The Application of Virtual Reality of Mechanical Design
- K. Kameyama, K. Ohtomi (Toshiba R&D Center Mechanical Engineering
- Laboratory)
-
- A Discussion about Some Applications of Artificial Reality
- T. Onitsuka
-
- Analyzing Body Shape of Japanese Women - Can Computers Take the Place of Human
- Eyes? -
- T. Kurokawa (Faculty of Engineering and Design, Kyoto Institute of
- Technology)
- T. Kishimoto, A. Shinozaki (Wacoal Corp.)
-
- Sensibility for Liquor Making
- S. Imai (Research Laboratories of Distilled Spirits and Liqueur, Suntory
- Ltd.)
-
- Report on Tutorial for Human Interface '90
- M. Kurosu (Design Center, Hitachi Ltd.)
-
- Report on Human Interface '90 Workshops
- M. Suwa (Electrotechnical Laboratory)
-
-
- --------------------------END OF REPORT----------------------------------
-