home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Monster Media 1993 #2
/
Image.iso
/
magazine
/
mpc93jun.zip
/
VREALITY.TXT
< prev
next >
Wrap
Text File
|
1993-05-30
|
7KB
|
113 lines
Virtual Reality
by Bradley L. Jones
Indianapolis PC Users Group
Virtual reality is just beginning to make its mark on the world. It
is something that many people think is a myth. Many other people
think it is just a science fiction addict's dream of the ultimate
fantasy. Others think that it is just a new technology to be applied
to the arcades and not to be taken seriously in business. It was
recently stated in the New York Times that "Virtual reality is
becoming a reality." Virtual reality is no longer becoming a reality
-- it is a reality -- and it will be even more so in the future.
Random House defines reality as "the state or quality of being real"
and "resemblance to what is real." Virtual is defined as "being such
in force or effect, though not actually or expressly such." Putting
the two together does not give an easy-to-understand definition;
however it is correct. Virtual reality is simply something that is
"almost real."
Virtual reality systems are computer systems that allow for the
creation of virtual reality worlds. (Virtual reality worlds are
worlds which a person can interact within.) There are two different
categories of virtual reality systems, Desktop and Real. Desktop
virtual reality is the less-expensive form. It is also the more
prevalent form in use today. It allows a user to interact with a
simulated computer world by looking at a computer monitor and
manipulating peripherals. Such peripherals may include track balls,
mice (2D and 3D), joysticks, foot peddles, spaceballs, and gloves.
It will not use devices such as the helmets typically associated
with virtual reality.
The prime use of desktop virtual reality today is in computer aided
design and manufacturing (CAD/CAM). By using desktop virtual
reality, designers can create three dimensional objects on their
computer screen. These objects can then be manipulated using the
glove as if the object were being held. By turning the gloved hand,
the object on the screen can be turned or moved.
The second category of virtual reality, Real, is just coming into
existence. Real virtual reality is associated with immersion, and
thus is also known as immersion virtual reality. Immersion is a
common term that adapts easily to virtual reality. Immersion simply
means to be totally absorbed, or to be immersed. The act of going
into a virtual reality world is called immersion. This means the
real world is totally blocked out. For example, a virtual reality
Indy Car application would recreate the Indianapolis Motor Speedway,
the car, and the audience. If the participant looked around he
would see the track, the other drivers, the clouds in the sky. He
could listen to the audience cheer, or the rumbling of the engine.
If a car would crash behind him, he would hear the sound from
behind. In real virtual reality, similar to desktop virtual reality,
peripherals are used; however, in order to create the total
immersion, a helmet is used. It is the real form of virtual reality
that is going to bring new businesses into existence in the near
future.
Cost was a major factor in preventing companies from developing for
virtual reality. Within the last few years, the price of developing
virtual reality systems has dropped tremendously. In 1990, the cost
to setup a system was around 200,000 dollars. In 1992 the cost
dropped to about 20,000 dollars largely due to the introduction of
high speed microprocessors. In 1993 it will be half that, to about
10,000. Alan Hald, vice chairman of MicroAge Inc., predicts the cost
of a virtual reality system to be about 695 dollars by 1997. This
cost would allow for an adequate home experience, while still
allowing it manufacturers to obtain a profit. As microchips like the
80486 and Pentium become available, the power and cost will continue
to drop while the abilities increase. Kevin Teixeira is quoted in
the Washington Post as saying, "It [virtual reality] is going to
explode, and the fundamental questions are going to be what are you
going to do with it, not how are we going to do it." Kevin is the
project manager at Intel Corporation in charge of virtual reality.
There are a number of businesses in existence today that are based
on immersion virtual reality. The most commercial use is by a
company called W Industries in Leicester, U.K. W Industries has
created a system called Virtuality. Virtuality is an arcade game
that shows the potential of the technology. There are two different
Virtuality systems. One is a sit-down version, the other a stand-up
version. In these games, which are now all across the United States,
a player can participate with others in various events. By donning
the helmet and grasping a joystick at the end of a wire, the players
are thrust into another world. With the helmet on, he can look in
any direction and see what is there. If there are multiple players
using the system, they can even see the other people -- or at least
their virtual counterparts. Using the peripherals, each player can
move around in the world and interact with the others.
Other less commercial virtual reality systems in use today can also
be found. There is currently a desktop system being used by brokers
to help them better play the stock market. In this system, the
broker can see the different stocks on his screen as graphics.
Stocks that are doing well are shown in blue, stocks that are not
doing well are in red. By using a spaceball (a palm sized ball that
has features similar to a mouse) and pointing a wand, the broker can
manipulate actual stocks.
Another use of real virtual reality is an immersion system in Japan.
A Japanese store, Matsushita Electric Works, is using an immersion
system to help its clients see what their remodeled kitchen will look
like. By putting the client into the virtual kitchen, they can see
what cabinets and appliances will work best in their house. The
store also takes advantage of not needing to stock all of their
appliances within the showroom. Instead, they have all of them in
the virtual environment.
With the increased power available to microcomputers with the 80486
and the Pentium, virtual reality is receiving a boost. As
microcomputers continue to provide more power, virtual reality will
become even more real and thus more practical.