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- 91-05/VR.5dollars.paper
-
- As appeared in: Proceedings of the ACM SIGCHI Human Factors in Computer
- Systems Conference, April, 1991, New Orleans
-
-
- Virtual Reality on Five Dollars a Day
-
- Randy Pausch
- Computer Science Department
- University of Virginia
- Thornton Hall
- Charlottesville, VA 22903
- Pausch@Virginia.edu
-
- ABSTRACT
-
- Virtual reality systems using head-mounted displays and glove input are
- gaining popularity but their cost prohibits widespread use. We have
- developed a system using an 80386 IBM-PCTM, a Polhemus 3Space IsotrakTM, two
- Reflection Technology Private EyeTM displays, and a Mattel Power GloveTM.
- For less than $5,000, we have created an effective vehicle for developing
- interaction techniques in virtual reality. Our system displays monochrome
- wire frames of objects with a spatial resolution of 720 by 280, the highest
- resolution head-mounted system published to date. We have confirmed findings
- by other researchers that low-latency interaction is significantly more
- important than high-quality graphics or stereoscopy. We have also found it
- useful to display reference objects to our user, specifically a ground plane
- for reference and a vehicle containing the user.
-
- KEYWORDS: Virtual reality, head-mounted display, glove input, computer
- graphics, teleoperation, speech recognition, hand gesturing,
- three-dimensional interaction.
-
- INTRODUCTION
-
- Virtual reality systems are currently gaining popularity but the cost of the
- underlying hardware has limited research in the field. With any new
- technology, there is an early period where informal observations are made
- and large breakthroughs are possible. We believe that the best way to speed
- up this process with head-mounted display/glove input systems is to provide
- low cost versions of the technology so larger numbers of researchers may use
- it. We have developed a complete virtual reality system for less than
- $5,000, or less than five dollars per day if amortized over a three-year
- period. We built the system because we had an immediate need and also to
- show that virtual reality research can be done without expensive hardware.
-
- Our immediate interest in virtual reality interaction comes from the Tailor
- project[18], whose goal is to allow severely disabled children to control
- devices via gesture input. The Tailor system adjusts to each child's
- possible range of motion and converts motion in that range into analog
- control signals that drive software applications. To specify motion
- mappings, therapists with no technical background must specify one
- dimensional curves and two dimensional surfaces in three dimensional space.
- Using our low cost system, we will allow therapists to interactively
- manipulate a wire frame mesh by using the glove to grasp control points on
- the mesh.
-
- Our system provides 720 by 280 spatial resolution and weighs 6 ounces,
- making it higher resolution and lower weight than head-mounted displays
- previously reported in the literature. In this paper, we present several
- design observations made after experience with our system. Our first
- observation is that increasing spatial resolution does not greatly improve
- the quality of the system. We typically decrease our resolution to increase
- our rendering speed. We also observe that stereoscopy is not critical, and
- that reference objects such as a ground plane and a virtual vehicle are
- extremely helpful to the user.
-
- SYSTEM DESCRIPTION
-
- The main processor for our system is a 2.5 MIP, 20 Mhz 386-based IBM-PCTM
- compatible with 640K of RAM, a 80387 floating point co-processor, and
- MS-DOSTM. Our head-mounted display uses a combination of two Private Eye
- displays manufactured by Reflection Technology, Inc. [1]. Figure 1 shows a
- Private Eye, a 1.2 by 1.3 by 3.5 inch device weighing 2.5 ounces. The 1 inch
- square monochrome display surface has a resolution of 720 horizontal by 280
- vertical red pixels against a black background. Optics between the user's
- eye and the display surface make the image appear to be one to three feet
- wide, "floating" several feet away.
-
- The Private Eye is implemented with a vertical column of 280 red LEDs,
- manufactured as a unit to pack them as densely as possible. To fill the
- entire visual display area, the LEDs are switched on and off rapidly as a
- vibrating mirror rotates through the 720 different vertical columns of the
- display, as shown in Figure 2. The Private Eye can "shadow" a standard CGA
- display with resolution of either 640 by 200 or 320 by 200 pixels, or it can
- be accessed a library which supports a spatial resolution of 720 by 280
- resolution. The library allows the painting of text and bitmaps, but does
- not support graphics primitives such as lines; therefore, we use the device
- by shadowing a CGA display.
-
- Reflection Technologies is marketing the Private Eye primarily as a
- "hands-busy" display; Figure 3 shows how the company expects most users to
- wear the device. The user can look down into the display without obstructing
- normal vision. Figure 4 shows how we mount two Private Eyes underneath a
- baseball cap. We have also used sunglasses with leather sides to shield the
- user from peripheral distractions. Our head-mounted display can either be
- stereoscopic or bi-ocular (each eye receives the same picture).
-
- We use a Polhemus 3Space Isotrak[20] to track the position and orientation
- of the user's head. The Isotrak senses changes in a magnetic field and
- reports three spatial (x, y, z) and three angular (yaw, pitch, roll)
- coordinates 60 times each second. Our system uses the Mattel Power Glove as
- an input device for position and gesture information. The glove is
- manufactured by Mattel, Inc., under licence from Abrams-Gentile
- Entertainment, Inc. (AGE). The Power Glove is provided to retail stores at a
- wholesale cost of 62 dollars and is sold at a retail cost ranging between 70
- and 100 dollars. Although Mattel does not release unit sales figures, they
- report that in 1989 the Power Glove generated over 40 million dollars in
- revenue, implying that over half a million gloves were sold that year.
-
- Early glove research was conducted at VPL Research, Inc., the manufacturers
- of the DataGloveTM[23,27]. The DataGlove uses fiber optics to determine
- finger bend and a Polhemus tracker to determine hand position. Neither of
- these technologies could be mass produced easily, so the Power Glove uses
- variable resistance material for finger bend, and ultrasonics for hand
- position.
-
- The Power Glove is marketed as a peripheral for the Nintendo Entertainment
- SystemTM. To thwart rival toy manufacturers, the data stream between the
- Power Glove and the main Nintendo unit is encrypted. When the Power Glove
- was originally introduced, it was rumored that dozens of research groups
- across the country began working on decrypting this data stream, and that
- several groups actually broke the code. An article appeared in Byte magazine
- describing how to attach the glove as a serial device, but only allowed the
- glove to emulate a joystick-type input device[6]. Rather than engaging in
- cryptography, we phoned Chris Gentile at AGE and described our research
- goals. He allowed us to sign a non-disclosure agreement and within days sent
- us a decrypting device that allows us to use the glove as a serial device
- communicating over an RS232 line. AGE and VPL Research have recently
- announced the VPL/AGE Power Glove Education Support Program[26] and plan to
- provide a low cost glove with 5 degrees of freedom for between 150 and 200
- dollars.
-
- The Power Glove uses two ultrasonic transmitters on the back of the user's
- hand and three wall-mounted receivers configured in an L-shape. The glove
- communicates successfully within ten to fifteen feet of the receivers when
- it is oriented towards them. As the glove turns away from the receivers, the
- signals degrades. Although some signal is received up to a 90 degree angle,
- Mattel claims the glove is only usable at up to roughly 45 degrees. When the
- glove is within five to six feet of the receivers, its (x, y, z) coordinate
- information is accurate to within 0.25 inches [15]. In addition to position
- information, the Power Glove provides roll information, where roll is the
- angle made by pivoting the hand around the axis of the forearm. Roll is
- reported in one of twelve possible positions.
-
- Finger bend is determined from the varying resistance through materials
- running the length of the finger. The user's thumb, index, middle, and ring
- finger bend are each reported as a two-bit integer. This four-position
- granularity is significantly less than the resolution provided by the VPL
- DataGlove, but most of the gestures used in previously published virtual
- reality systems can be supported with only two bits per finger [2,8,11,25].
-
- The only hardware we plan to add to our system is for voice input. Several
- small vocabulary, speaker-dependent input devices exist for the PC, all
- costing several hundred dollars. Once this is added, many of the commands
- currently given by hand gesture will be replaced by voice input.
-
- All software for our system is locally developed in ANSI-standard C [12]. We
- have a simple version of PHIGS [10] and are using a locally developed user
- interface toolkit [17]. Our low-level graphics and input handling packages
- have been widely ported, and allow our students to develop applications on
- SunsTM, MacintoshesTM, or PCs before running them on the machine equipped
- with the head-mounted display. We are currently developing a
- three-dimensional glove-based object editor.
-
- Although fast enough to be used, the limiting factor of our system's
- performance is the speed of line scan conversion. We draw monochrome wire
- frame objects, but are limited by the hardware's ability to draw lines. The
- hardware can render 500 vectors per second (of random orientation and
- length) but our CPU can execute the floating point viewing transformations
- for 3,500 vectors per second. In practice, we tend to use scenes with
- roughly 50 lines and we sustain a rate of 7 frames per second.
- High-performance scan-conversion boards currently exist which would
- substantially improve our rendering capabilities, and we expect their price
- to drop substantially in the coming year.
-
- The major limitation of our system's usability is the lag of the Polhemus
- Isotrak. Other researchers using the Isotrak have also reported this
- problem; no one has precisely documented its duration, but it is within 150
- and 250 milliseconds[9]. Ascension Technology, Inc. recently announced the
- BirdTM, a $5,000 competitor to the Polhemus Isotrak with a lag of only 24
- milliseconds[21].
-
- The existing system, when augmented with voice, will still cost less than
- $5,000 in hardware ($750 for each eye, $3,000 for the head tracker, $80 for
- the Power Glove, and ~$400 for the voice input). For less than the cost of a
- high resolution color monitor, we have added the I/O devices to support a
- complete virtual reality system.
-
- RESEARCH OBSERVATIONS
-
- Fred Brooks [5] has commented that:
-
- "A major issue perplexes and bedevils the computer-human interface community
- -- the tension between narrow truths proved convincingly by statistically
- sound experiments, and broad `truths,' generally applicable, but supported
- only by possibly unrepresentative observations."
-
- Brooks distinguishes between findings, observations, and rules-of-thumb, and
- states that we should provide results in all three categories, as
- appropriate. Most research presented to date in virtual reality are either
- what Brooks calls observations or rules-of-thumb, and we continue in this
- vein, stating our experience:
-
- The quality of the graphics is not as important as the interaction latency
-
- If we had to choose between them, we would prefer to decrease our tracking
- lag than increase our graphics capabilities. Although we have much greater
- spatial resolution than other head-mounted displays, this does not seem to
- significantly improve the quality of our system. Our experience confirms
- what has been discovered at VPL Research and NASA AMES research center: if
- the display is driven by user head motion, users can tolerate low display
- resolution, but notice lag in the 200 millisecond range.
-
- Stereoscopy is not essential
-
- Users of bi-ocular and monocular (one eye covered with a patch) versions of
- our system could maneuver and interact with objects in the environment.
- Since a straightforward implementation of stereo viewing slows down graphics
- by a factor of two or doubles the hardware cost, it is not always an
- appropriate use of resources.
-
- A ground plane is extremely useful
-
- Non-head-mounted virtual worlds sometimes introduce a ground plane to
- provide orientation [3,22]. In expensive head-mounted systems, the floor is
- usually implicitly included as a shaded polygon. We found the need in our
- system to include an artificial ground plane for reference, drawn as a
- rectangular grid of either lines or dots.
-
- Display the limits of the "vehicle" to the user
-
- In virtual reality, a user's movement is always constrained by the physical
- world. In most systems this manifests with the user straining an umbilical
- cord. Even in systems with no umbilical and infinite range trackers, this
- problem will still exist. Unless the user is in the middle of a large, open
- space the real world will limit the user's motions. In the VIEW system [7,8]
- a waist-level hexagon displays the range of the tracker, but is part of the
- world scene and does not move as the user flies. We treat the user as always
- residing in a "vehicle" [24]. The vehicle for a Polhemus is roughly a ten
- foot hemisphere. If the user wishes to view an object within the range of
- the vehicle, he may walk over to it, thereby changing his own location
- within the vehicle. If, however, the user wishes to grab an object not
- currently in the vehicle, he must first fly the vehicle until the desired
- object is within the vehicle, as shown in Figure 5. Note that the user may
- be simultaneously moving within the vehicle and changing the vehicle's
- position in the virtual world, although in practice our users do not combine
- these operations. For small vehicles it is probably appropriate to always
- display their bounds but for larger vehicles it may be better to show their
- bounds only when users are near the edges.
-
- FUTURE WORK
-
- Adding voice input will allow us to experiment with a model we have
- developed to support object selection via simultaneous voice and gesture
- input. We have already built a prototype of this selection model using a
- display screen in combination with voice and gesture input and will attempt
- to repeat those results using a head-mounted display[19].
-
- We also will be addressing the registration problem, or the correct matching
- of real and synthetic objects. Until force-feedback technology improves from
- its current state[14,16], glove-based systems will have to use real-world
- objects as tactile and force feedback to the user for some tasks. For
- example, one could perform a virtual version of the popular magic trick
- "cups and balls" by moving real cups on a real table, but having arbitrary
- virtual objects appear under the cups. The graphics for the cups, which can
- be grasped and moved, must closely correspond to the real world cups. By
- attaching trackers to real world objects, we will study how closely the
- visual image must match reality to avoid user dissatisfaction. A second
- approach to this problem is to use the Private Eye as a heads up display,
- wearing it over only one eye and allowing the user to correlate the real
- world and synthetic graphics.
-
- We are currently pursuing support to create a laboratory with between ten
- and twenty low cost virtual reality stations. By providing reasonable access
- to an entire graduate or undergraduate class, we suspect we may quickly
- develop a large number of new interaction techniques. Jaron Lanier has
- commented that in virtual reality, "creativity is the only thing of value"
- [13]. A good way to spark creative breakthroughs is to increase the number
- of people actively using the technology. We are also exploring the
- possibility of creating a self-contained, portable system based on a laptop
- machine.
-
- CONCLUSIONS
-
- The field of virtual reality research is in its infancy, and will benefit
- greatly from putting the technology into as many researchers' hands as
- possible. The virtual reality systems previously described in the literature
- cost more than most researchers can afford. We have shown that for less than
- $5,000, or five dollars per day over three years, researchers can use a
- head-mounted display with glove and voice input. Our system has a higher
- spatial resolution than any previous system, and is significantly lighter
- than previous systems [4,7]. For glove input, the Power Glove has provided
- excellent spatial accuracy and usable finger bend data. Based on experience
- with our system, we have found that interaction latency is significantly
- more important than display resolution or stereoscopy, and that the user can
- greatly benefit from the display of reference objects, such as a ground
- plane and a virtual vehicle.
-
- ACKNOWLEDGMENTS
-
- This work could not have proceeded without the help we received from Chris
- Gentile of AGE. Novak of Mattel, Inc. also provided assistance with an early
- draft of the paper. We would also like to thank Ronald Williams, Pramod
- Dwivedi, Larry Ferber, Rich Gossweiler, and Chris Long at the University of
- Virginia for their help.
-
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-
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-
-
- --
- --------------------------------------------------------------------
- Randy Pausch (Pausch@Virginia.Edu) 804-982-2211 FAX: (804) 982-2214
- Assistant Professor, Computer Science Department, Thornton Hall,
- University of Virginia, Charlottesville, VA 22903-2442
- --------------------------------------------------------------------
-