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- 91-04/VR.overview
- From: Maxwell Wells <MWELLS@FALCON.AAMRL.WPAFB.AF.MIL>
- Subject: an introduction to VR
- Date: Wed, 10 Apr 1991 16:59 EST
-
-
- The following are some excerpts from a report put together as a primer for
- "management". I post it in response to the requests for primers which have
- appeared recently. I hope it is of use to someone. I work as a contract
- researcher at the Armstrong Aerospace Medical Research Laboratory, hence the
- Air Force bias. If I have neglected anyone or any product, it is through
- ignorance rather than malice. I would appreciate any comments and information
- which would help me to make it better.
-
- [Moderator(Mark): This looks like it would be a great start for an FAQ
- posting. After whatever improvements are made to it, perhaps I could
- add it to the archive and post it monthly-- what do you think? Let me
- (madsax@milton.u.washington.edu) know.]
-
- Maxwell Wells
- Senior Scientist
- Logicon Technical Services Inc
- P.O. Box 317258
- Dayton, OH 45431
- Tel 513 255 5215
- MWELLS@FALCON.AAMRL.WPAFB.AF.MIL
-
-
- 1.0 INTRODUCTION AND BACKGROUND
-
- Virtual reality may be considered to have been born in the middle 1960s, based
- on the work of Ivan Sutherland from the University of Utah. A paper, published
- in 1972 by D.L Vickers, one of Sutherland's colleagues ,describes "an
- interactive computer graphics system utilizing a head-mounted display and
- wand. The display, worn like a pair of eyeglasses, gives an illusion to the
- observer that he is surrounded by three-dimensional, computer-generated
- objects." The three components of a virtual reality system are: a DISPLAY, a
- TRANSDUCER and an IMAGE GENERATOR. The display used in Vickers' early work
- consisted of two cathode ray tubes (CRTs). The head movement transducer
- consisted of six rotary pulse generators attached to a telescoping steel
- shaft which was connected to the head-mounted display. The third component,
- the image generator was a motley collection of a PDP-10 computer, a matrix
- multiplier, a clipping divider and a vector generator.
-
-
- Developments in relevant technology occurred over the next 10 years, driven by
- a variety of sources. Small electromagnetic CRTs were produced by companies
- such as Thorn, Thomas and Hughes with military funding (AAMRl was instrumental
- in providing some of this funding). A strong market for consumer electronics
- resulted in the production of small flat-panel displays. A military
- requirement for helmet-mounted sights drove the development of head movement
- transducers, primarily by Honeywell and Polhemus. The Honeywell approach used
- helmet-mounted IR sources, a set of cockpit-mounted IR sensors and a
- triangulation technique. Polhemus produced the Spasyn system, in which a
- radiated magnetic field produced a current in three orthogonal coils mounted
- on the helmet. The personal computing revolution in the 70s and 80s made
- available fast, cheap, digital image generation.
-
- 2.0 CURRENT STATE OF TECHNOLOGY
-
- This section will define the requirements and summarize the state of the art
- of each component.
-
- 2.1. DISPLAYS
- Using the verb display to mean "to present information to the eye or the mind",
- the noun display may be interpreted to mean a device which presents
- information, irrespective of the sensory modality. Thus, reference will be
- made to visual, auditory and tactile displays (there have been limited
- attempts to produce displays for the senses of taste and smell).
-
- Visual displays
-
- Most effort and success have been associated with visual displays. It is now
- possible to purchase, off the shelf, monochrome electromagnetic CRTs as small
- as 18 mm in diameter, with 875 line resolution, but at a high price (>$5k).
- Flat-panel color LCD displays are produced in large quantities for consumer
- electronics products (eg the Sony Watchman), and at low prices (less than
- $100). CRTs have the advantages of small display area and high light output.
- This makes them suitable for display designs with folded optical paths. LCD
- displays provide a flat-panel display of low weight and optional color, but
- with poor resolution and relatively low light output. Several attempts have
- been made to produce a cheap head-mounted display using LCD technology.
- Successful prototypes have been produced by NASA (using both LCD technology
- and cheap CRTs from a video camera) and The Air Force Institute of Technology
- (AFIT). Accounts of home produced systems occur regularly on the network. The
- company VPL markets the "EyePhone", which consists of two color LCD screens
- mounted in front of the eyes with lenses and prisms to produce a binocular
- image at optical infinity.
-
- Systems with high resolution use miniature CRTs as image sources. Perhaps the
- most capable of such systems is the Visually Coupled Airborne Systems
- Simulator (VCASS) at the Armstrong Aerospace Medical Research Laboratory.
- VCASS consists of two 18mm CRTs and pancake window optics, providing a
- binocular FOV 120 deg wide and 60 deg high. Produced with military funding,
- no expense was spared to assemble a system using (10 years ago) state of the
- art technology. VCASS includes high bandwidth video amplifiers for raster and
- direct draw image production, programmable analog circuits for pre-distorting
- the images (to account of optical distortion in the light path), internal sync
- generators (to drive the 1000 line tubes) and numerous other options.
- Helmet-mounted displays have also been produced by Honeywell, for use in the
- Apache attack helicopter, GEC, for use in various British research efforts and
- in the F-16 night attack system "Falcon Eye". Ferranti (now part of GEC) and
- Kaiser Electronics have also produced successful devices.
-
-
- Auditory displays.
-
- Headphones, the technology necessary to couple the ears to a sound source,
- have been getting smaller, lighter and better. An auditory display for use in
- virtual reality requires a headphone and a simulated sound source. The
- current state of technology of sound image generators will be described in
- more detail under the heading "image generators". Most interest has been
- focussed on 3D sound generators, for simulating the spatial location of a
- sound source. However, consideration has been given to sound quality and
- content, for producing, for example, auditory icons (sound of a gas tank being
- sucked dry) or a realistic computer generated voice.
-
-
- Tactile displays
-
- Although some effort has gone into tactile displays, much remains to be done.
- Stick shakers (to indicate an impending stall in an aircraft) and shaped knobs
- (to aid control recognition) have met with some success, but person-mounted
- tactile displays have not. AAMRL experimented with pneumatic bladders on the
- ends of the fingers, for indicating the surface of virtual objects, but the
- lags in the system limited its utility. There have been some attempts to use
- vibro-tactile stimulation to simulate touch, but with limited success. The
- most successful method to date for giving tactile feedback has been with
- mechanical exoskeletons which give feedback of, for example, molecular
- repulsion in systems designed to aid in the synthesis of molecules.
-
- 2.2 TRANSDUCERS
-
-
- In order for a person to interact with a virtual environment, their actions
- need to be communicated to the virtual reality generator. The transducer
- converts an action into a form which can be interpreted by a computer. Actions
- include movements (of the head, eyes, hands and body), speech and brain
- activity.
-
- Movement transducers
-
- The measurement of head movement provides signals which allow the image
- generator to produce an output appropriate to where the head is pointing. Head
- movement has been measured optically, acoustically, mechanically and
- magnetically, or with combinations of these methods. The most widespread
- system is the Polhemus Spasyn system which uses a varying magnetic field to
- induce a current in 3 orthogonal coils. This technique is insensitive to most
- interference and only requires a very small sensor to be mounted on the head.
- However, its accuracy is affected by metal and most environments have to be
- extensively mapped. Another magnetic system, "The Bird" uses a DC magnetic
- field and is gaining popularity because of its lower cost.
-
- Hand movement provides signals which the computer needs to allow the operator
- to manipulate objects. The most popular system was the "Data Glove" which
- consists of optical fibers sewn into a tight glove. Finger movement causes
- bending of the fibers and a change in the amount of light which they transmit.
- The Mattel Powerglove, a more recent development, uses the same technology.
- With the Data Glove, hand movements are measured using a magnetic sensor
- mounted on the glove. The Powerglove uses ultrasonic transmitters and
- receivers and a triangulation technique to achieve the same purpose.
-
- A range of "3D mice" are currently available in the market. The principle of
- each is the same, namely to produce multi-axis control inputs into a computer
- for the manipulation of virtual objects. Realizations of these concepts have
- been available for some time, having been developed for aviation (eg 4-axis
- hand-controllers for helicopters) and other applications (eg control of earth
- moving and logging equipment).
-
- Body movement transduction is necessary for a person to move naturally through
- the virtual environment. A body glove, using the same technology as the Data
- Glove, has been attempted, but movements are restricted by the wire
- connection. Walking, for example through the design of building, has been
- simulated by a steerable treadmill. A fixed bicycle, rowing boat or car would
- provide similar effects for appropriate environments. Currently, large
- movements through the virtual environment are commonly achieved by having the
- person fly, using hand motions to control the direction and speed of travel.
-
- Eye movements may be of some importance to virtual reality, but probably more
- as a control input than as a prerequisite for achieving an effective
- simulation. The state of the art for eye movement transducers is quite
- advanced, having been driven by medical/psychological research. Options
- include transducing electrical activity around the eye, corneal reflection (of
- various sorts) and direct imaging followed by video image processing.
-
- Speech transducers.
-
- Direct Voice Input (DVI) has been under development for a number of years,
- driven by potential commercial (word processing) and military (control input)
- applications. Although far from mature technology, existing systems are
- capable of recognizing a limited vocabulary and are being marketed for the
- home computer market. DVI in virtual reality may be another tool for
- increasing the naturalness with which a person interacts with a machine.
-
- Thought transducers.
-
- Although bordering on the realm of science fiction, some research has been
- conducted on the possibility of using "thoughts" (actually, measurable brain
- activity) for controlling things. Some of that research has taken place at
- AAMRL, where success was claimed for an experiment in which operators were
- trained to conduct a compensatory tracking task using brain electrical
- activity. The potential use of electrical brain activity as a control input
- is limited by the lag imposed by the requisite filtering of the raw signals.
- The Air Force are interested in this area because of the potential for
- monitoring, and having systems respond to, the psychological condition of
- their pilots while they are engaged in high-stress activities. It may be
- possible to find a use for thought transducers in virtual reality at some time
- in the future.
-
- 2.3 IMAGE GENERATION
-
- Image - "A reproduction or imitation of the form of a person or a thing. An
- exact likeness." Visual image generation is just one part of what has to be
- achieved. Artificial stimulation to the other senses must also be considered.
- However, since the image of something in a particular sensory modality is
- only as useful as the ability to display to that modality, most effort has
- been expended on visual and auditory images.
-
- Visual image generation.
-
- The objectives of visual image generation in virtual reality are similar to
- the objectives in aircraft simulation, in terms of complexity and realism.
- However, virtual reality can have the added requirement that the user makes
- head movements, which means faster scene changes. Effective visual simulation
- requires computational complexity (for effective perspective, hidden line
- removal etc) and computational speed (for acceptable scene update rates). The
- required computing power is now available in work station level machines. The
- most popular platform is the Silicon Graphics. Enthusiasts have reported
- successful attempts at simple virtual realities using the Amiga PC.
-
- Audio image generation.
-
- Spatially distinct sounds are important attributes of a convincing virtual
- reality. Sounds are subconsciously localized and used by people in the real
- world, for perceiving warnings, for distinguishing conversations against a
- noisy background (the cocktail party phenomenon) and for orientation. Several
- components of a sound are used to determine its spatial origin. The time
- difference between a sound reaching each of our ears, and the amplitude of the
- sound in each ear, are important cues for determining the origin in azimuth.
- In addition, the complex folds in our outer ears (pinnea) change the sound
- quality on its journey to the cochlea. It is these changes which allow
- localization in elevation, monaural sound localization, and the ability to
- distinguish sounds emanating from the front and the back.
-
- To produce a successful virtual auditory world, a space stabilized sound has
- to be generated. This requires a sound source, knowledge of head position,
- and a device to alter the sound quality and present the appropriately
- transformed sounds to each ear. Research in auditory sound localization is at
- a respectable stage of development, and the relevant principles and data have
- been used to produce a variety of 3D sound image generators. AAMRL have had
- experience with two types of auditory image generator, an electro-mechanical
- "head box" and a solid state, high speed, digital signal processor.
-
- Two successful solid state devices are the Gehring research device and the
- Convolvotron. Both work on the same principle of providing filters to
- simulate the filtering effect of the pinnea on sounds emanating from discrete
- locations in space. Intermediate locations are simulated with some sort of
- interpolation. The change in sound quality produced by the pinnea, as a
- function of sound source location, varies across individuals. Therefore, a
- device which is designed to suit the "average person" will be unacceptable for
- a large part of the population. The issue of individual head related transfer
- functions, or "ear prints" is something for which more development and
- research are needed.
-
-
- REFERENCES
-
- Vickers, D.L. (1972) Sorcerer's apprentice: head-mounted display and wand.
- In A Symposium on Visually Coupled Systems: Development and Application.
- Birt, J.A. and Task, H.L. (eds) AMD TR 73-1.
-
- Reference to the above work, including a photograph of the equipment, is
- available in:
-
- Fisher, S.S. (1990) Virtual Interface Environments. In The Art of
- Human-Computer Interface Design, edited by Brenda Laurel, Addison-Wesley
- Publishing Co.
-
-