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What Ever Happened to Virtual Reality?

bergeron76 writes "It seems like it's been ages since I heard of any advances in "Virtual Reality" technology. Was Virtual Reality just hype? Are there any new or existing projects that have made any significant inroads (aside from the first-person shooter games)? Is total virtual immersion a worthless persuit / dead industry? If not, what are the bottlenecks that are delaying it?"

431 comments

  1. What Ever Happened to Virtual Reality? by Rosco+P.+Coltrane · · Score: 3, Funny

    It's all virtual of course!

    --
    "A door is what a dog is perpetually on the wrong side of" - Ogden Nash
    1. Re:What Ever Happened to Virtual Reality? by wickedsteve · · Score: 5, Funny

      This all seems so very real. You didn't even notice the transition did you?

    2. Re:What Ever Happened to Virtual Reality? by Anonymous Coward · · Score: 0

      Responses to "lacy or string"
      "lacy" "lacy"

      Responses to "flimsy or fishnet"
      "flimsy" "fishnet is so eighties"

      Responses to "electric pink or moody blue"
      "pink of course" "depends on the colour of the kilt"

    3. Re:What Ever Happened to Virtual Reality? by Kiltron · · Score: 1
    4. Re:What Ever Happened to Virtual Reality? by fongaboo · · Score: 1

      I remember a few years ago reading in PC magazine about a display device (probably a set of goggles of some sort) that would draw a computer's display on the back of your retina. The thing was able to encompass your entire peripheral vision obviously. But somehow the article made no reference to VR applications, and instead imagined drawing Microsoft Word on the back of your eye.

      I think that's a good hint to what happened to Virtual Reality.. it was superseded by virtual cash! Once the net turned from the open haven for communications and experimentation into the world's marketplace, noone seemed to care anymore.

    5. Re:What Ever Happened to Virtual Reality? by Anonymous Coward · · Score: 0

      There are not gloves & DSTN glasses(cheaper than TFT glasses).

  2. Virtual reality... by Ziviyr · · Score: 5, Insightful

    See Doom 3 or Half Life newblah.

    --

    Someone set us up the bomb, so shine we are!
    1. Re:Virtual reality... by Ziviyr · · Score: 2, Insightful

      I wasn't trolling, thats about as far as conusmer use of a virtual reality seems to have gone. If you have reason to believe otherwise, I'd like to read it.

      (-1 troll is a pretty weak reason)

      --

      Someone set us up the bomb, so shine we are!
    2. Re:Virtual reality... by mmp · · Score: 5, Insightful

      Though the point is flying over the mods heads, the OP has a good point.

      Back in 1995-1996, VR was all the big thing, SGI and others were promoting VRML and virtual reality (on teh web!) was supposed to be just around the corner.

      At about that some, some game called Quake was getting a lot of attention in the real world. When you compared the experience of playing quake to the experience of "VR", quake was infinitely more engrossing. All the VR stuff then ran at about 5 frames per second, with less detailed scenes than quake was spitting out at 30+ fps. Quake was a successful virtual reality in that it pulled you in and you could forget it was a game (in a sense). None of the VR stuff had anywhere near the same success at making the user forget what was going on.

      The gap between the best of what people did with VR and the best of what people did with games was big enough that it became apparent that VR was not relatively successful. VR researchers were too focused on fancy hardware--data gloves, 3D headsets, stuff like that--and not enough focused on the graphics part. (IMHO).

      Look at games like Half Life 2 today. Or the MMORPGs that many people are addicted to. The reason people spend so much time with them is that they are successful examples of VR. The academic approach to it just didn't pan out.

      -matt

    3. Re:Virtual reality... by Strenoth · · Score: 0, Offtopic

      There should be a way to vote to 'un-mod' something that's been modded a troll when it's not.

      Mod parent up, he has a good point, he simply made you stop and think in order to get it. Obviously, who ever modded him a troll didn't like to think.

      --

      "It takes a very long time to count to 2 in binary." ~'Fourlegged'

    4. Re:Virtual reality... by B3ryllium · · Score: 2, Interesting

      With today's GFX accelerators, you'd think they could take all that old hardware (data gloves, dual-screen headsets) and pump all the latest graphics through in 'true' 3D.

    5. Re:Virtual reality... by Eravnrekaree · · Score: 1

      Computer games where you interact with the game via a screen and a joystick is not what I would consider VR. I would consider VR to be something that totally immerses all of the senses of touch, sight and sound into an artificial world, including some kind of feedback technology to produce touch sensations, so it seems you really are inside of that world, not just watching it on a screen.

    6. Re:Virtual reality... by Mac+Degger · · Score: 5, Insightful

      No. I think the 'acedemic' approach didn't pan out with the cumbersome, intrusive technologies of the time. That's the reason why VR was never immersive: you always felt the heavy headset, you where locked in a sensor cage...it sucked.

      But imagine it with OLED glasses, which actually do feel and fit like sunglasses. And maybe with 3D positional chips, instead of those cumbersome gyros. All you need is a halfway decent, intuitive interface (like the mouse for 2d screens) and you have an immersive VR experience which computers could graphically generate right now.

      But will the money which has already been bitten the first time round be made available again?

      --
      -- Waht? Tehr's a preveiw buottn?
    7. Re:Virtual reality... by rfernand79 · · Score: 1

      Will you provide the funding? >:)

    8. Re:Virtual reality... by mmp · · Score: 0

      I'm not sure I buy that it was the problems with the technologies.

      As I think about it more, let me make a slightly modified statement versus the one I made above:

      VR failed since the practitioners focused on technology, not story.

      Things like MMORPGs, MUDs (as noted by another poster), and even first person shooters (the good ones, at least), have a narrative and a plot of sorts behind them. Even better, that narrative is effectively generated by the other people playing the game at the same time, so it's new, different, surprising, etc.

      It is that that gets the user's brain engaged and it's that that gets the user to forget about the outside world and become engrossed in the virtual environment.

      Stuff like fancy 3D shutter goggles and haptic feedback and yadda dadda doesn't deliver anything to engage the brain. Without that, the user never forgets that they've got some wacky gizmo attached to their head.

      With a narrative and an engaged brain, it's easy to not notice so-so graphics, the fact that one is viewing a LCD display of limited resolution, that there's no stereo, etc, etc...

      -matt

    9. Re:Virtual reality... by Stopher2475 · · Score: 0

      Forget the OLEDS. How about one of those laser displays that paints the image onto your retina.

    10. Re:Virtual reality... by Anonymous Coward · · Score: 1, Interesting

      But will the money which has already been bitten the first time round be made available again?

      Watch LCD technology. It will reach a point where slapping together relatively inexpensive and lightweight glasses or even helmets will be very affordable.

      I totally agree with the points made about the games, but let's not forget the cost. The best VR helmet back in those days available to consumers was the VFX1. I owned one. It cost me about 900 bucks. That ain't cheap by anyone's standards and if I hadn't(still am) been such a nerd, I wouldn't have forked over the money. I did get my money's worth out of it though. Endless experimentation. The only decent game for it was Descent.

      I really think the cost held it back as much as the lack of games and the big heaviness of it all. Watch those LCD prices and technologies, the day is coming...

    11. Re:Virtual reality... by Anonymous Coward · · Score: 0

      Ironically, this is somewhat what a group of people I am working with is attempting to deal with.

      What we found is that even now a lot of technology in this field is just so expensive, doing a lot more than what is needed for the consumer space with so much more accuracy than needed.

      There are still a couple problems to be solved to get rid of the 'sensor cage', or at least make it into something that doesn't feel like a cage to the user. I am pretty confident that a couple of designs we are exploring can solve this problem. Will we be first? Who knows. The catch I worry about is: can we make it cheap enough for a consumer to purchase? What is the limit of what a pro user will spend to play Doom 3 with our system?

    12. Re:Virtual reality... by Anonymous Coward · · Score: 0

      There should be a way to vote to 'un-mod' something that's been modded a troll when it's not.

      Yea, it's called modding it up you dumb git.

    13. Re:Virtual reality... by blofeld42 · · Score: 1
      It's not that the academic approach didn't pan out. It's just that the game industry swiped the commercially useful ideas and implemented them on commodity hardware.

      Most of the FPS games swiped stuff from the academics and military. These two groups had been doing research on what were effectively FPS in the late 80's and early 90's, only they called them "simulators".

      The game industry started wagging the research dog pretty quickly when they became a multi-billion dollar industry. The gamers like EA have historically not been very interested in research. They want to ship by xmas. That's starting to change. EA has been funding a game programming program at USC.

      So, basically, VR research still goes on. There's a bunch of esoteric and not-so-esoteric stuff, as usual, scattered around various universities. The military still funds some of it. The "practical" VR research changed its name to game research or interactive graphics. That's nvidia doing faster graphics cards that can do photorealistic rendering, or people writing game engines.

    14. Re:Virtual reality... by X0563511 · · Score: 1

      And what happens when you turn your head, as is inevitable if you are immersed... JERK! you just hit the wall that is reality at 40 km/h

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    15. Re:Virtual reality... by adamgolding · · Score: 2, Interesting

      who the hell plays quake with *just* the mouse? might as well play the piano with my nose...

    16. Re:Virtual reality... by glesga_kiss · · Score: 1
      No. I think the 'acedemic' approach didn't pan out with the cumbersome, intrusive technologies of the time. That's the reason why VR was never immersive: you always felt the heavy headset, you where locked in a sensor cage...it sucked.

      It is parly that, but there is another larger problem. Basically, it was dangerous. People would come off the machines feeling disoriented and dizzy. The false perspective used in the headset messed with you own natural perspective, which might not restore to normal for several hours depending on the person. If that person was to then drive a car, the VR company is legally liable if they were to have an accident.

      I'm sure I read this on another /. topic about "what ever happened to VR" a few months ago.

    17. Re:Virtual reality... by Anonymous Coward · · Score: 0

      Gee, if only they'd thought to attach such a device to a head-mounted frame.

      Idiot.

    18. Re:Virtual reality... by SillyNickName4me · · Score: 2, Informative

      With today's GFX accelerators, you'd think they could take all that old hardware (data gloves, dual-screen headsets) and pump all the latest graphics through in 'true' 3D.

      Hmm..

      Quite a bit of the 'consumer' hardware from NVIDIA (and most likely others, but no experience with that) support stereo vision and dual screen 3d projection, and support the same type of '3d glasses' as my SGI workstation does, so that one is there.

      USB has a definition for human interface devices, and other then price, there is very little reason why oen could not make and use a dataglove that way I'd think. To me it seems this is more a matter of what consumers want to pay for then anything else.

    19. Re:Virtual reality... by SillyNickName4me · · Score: 1

      Computer games where you interact with the game via a screen and a joystick is not what I would consider VR. I would consider VR to be something that totally immerses all of the senses of touch, sight and sound into an artificial world, including some kind of feedback technology to produce touch sensations, so it seems you really are inside of that world, not just watching it on a screen.

      Hrm, flight simulator with 3d projection (using 3d glasses), force feedback joystick and suround sound... that seems to match quite what you are asking for.

      Racing game using a force feedback steering wheel and again 3d projection and suround sound is just another example.

      Its not like this is anywhere new, have been playing games with such features (and the appropriate hardware, which is available at reasonable prices) for half a decade at least.

    20. Re:Virtual reality... by Anonymous Coward · · Score: 0

      Uh, Mr. The Plague, heres the file you wanted...

    21. Re:Virtual reality... by walt-sjc · · Score: 1

      IMHO, you are spot on. I worked for a 3D company during that time frame. We even had a deal with Yahoo for VRML. It worked, but it sucked.

      There were a number of technical issues, one of which was trying to get stable drivers for (expensive) 3D cards. Drivers sucked big time. Massive bugs in the rendering routines. Coding around these bugs was a total pain. The other problem was performance. Besides needing a REALLY fast machine (RAM was wicked expensive at the time, around $500 for 16M) you needed a fast internet connection. Broadband (DSL / cable modem) didn't really take off until a few years later so most people were on dial-up. 3D input controllers were (are) not common, and still fairly expensive, and a pain to use.

      Then there are usability issues. VRML is just not an efficient way to "surf" the net. When most of your info is text, what's the point? Google is fast and easy. It's also expensive to create these VRML worlds. It took 2 very good 3D artists weeks to create all the objects and spaces for yahoo's very limited pilot.

      Furthermore, there wasn't an infrastructure to interact with other users. For that you need a central server. So VRML was BORING. VRML worlds were static - things didn't move around. Think 3D viewer for 3D home cad programs...

      That's where MMORPG's really shine. The 3D world is well defined, the tools to create it are MUCH MUCH better, most of the info is locally stored (on the game CD's), they use efficient proprietary protocols, and a central server so people can interact. Using a mouse for 3D still sucks though :-)

    22. Re:Virtual reality... by tha_mink · · Score: 1

      who the hell plays quake with *just* the mouse? might as well play the piano with my nose...

      You'll excuse my ignorance as I work with computers and don't much play with them but, um, what *do* you play quake with?

      --
      You'll have that sometimes...
    23. Re:Virtual reality... by adamgolding · · Score: 1

      erm, well, to be honest i never played quake specifically, but i played lots of doom, and always used keyboard and mouse at the same time (i.e. left hand on keyboard, right hand on mouse) depending on how you set up the controls this allows for all sorts of complex control in the game just a mouse on its own is comparatively limited... and if it seems cumbersome to use the keyboard like that, imagine how cumbersome piano playing must be...

    24. Re:Virtual reality... by malachid69 · · Score: 1

      Back when we were still playing Doom, I tried Dactyl Nightmare. It was friggin awesome. Ok, the graphics were a little lame, but it was total immersion.

      I specifically remember during the game I was kneeling down behind this donut shaped rock so the pterodactyl wouldn't see me -- and then when I took off the headset I realized I wasn't sure if I had physically bent down or not.

      Also, I remember that I did not get any motion sickness at all until AFTER I took the gear off -- whereas Doom/Quake/etal always make me nauseous.

      --
      http://www.google.com/profiles/malachid
    25. Re:Virtual reality... by Ziviyr · · Score: 1

      Dactyl Nightmare...

      Graphics were verging on totally lame, but I'll stop bashing Amiga 3000 native graphics now. (Great platform potential, shame)

      I specifically remember plonking down 5 bucks for 5 minutes of the cute girl that worked there blowing me up before I even landed at my next spawn point most of the time. Took me a while to not be shell-shocked, even knowing her capabilities ahead of time. (the vr experience of "what? where?" - [head goes swirling off my body])

      Later on when they moved a to bigger space, I was playing a staff, and another came up to me mid game to chew me out for playing without paying (occasionally I did, it wasn't in the way of a paying customer though, and probably would have been a slight marketing benefit to have the machines used from time to time, further the free runs I did have were always after I had paid for a run earlier, in any case...), I had paid, it annoyed me how lame that was that he'd not check with another staff first before pissing on my game. I don't think I even did a free run around him before that, smeghead.

      Shame it didn't really get anywhere, they certainly missed their price point though (turned off many potential customers, and the pods were really empty 95% or more of the time).

      --

      Someone set us up the bomb, so shine we are!
    26. Re:Virtual reality... by bedessen · · Score: 1

      I think the key word was "just". Using only the mouse (without the other hand on the keyboard) would be nearly impossible, if not suicidal, in most FPS games.

    27. Re:Virtual reality... by bedessen · · Score: 2, Interesting

      Heh, I think I just had a flashback to circa 1995-96... Around then VRML was a hot fad, as the web was really taking off, and there were all sorts of browser plug-ins. ...all of which sucked. Hard.

      They amounted to crappy wireframe renderings of rooms, perhaps some objects, and usually some (literal) avatars of other people. The software must have been unoptimized, because even simple 16 color wireframe models were godawful slow. The controls were hard to use, and immersion was nil. Still, it was supposed to be a "hot" thing that was going to take off. At the time the notion of a video card with 3D acceleration was just beginning to materialize. Most everybody had plain old 2D framebuffers. And pentiums. With like 32 megs of ram. ouch.

      Anyway... back then it was still novel to have high speed internet connections in the dorms, and when we discovered CUSeeMe (or however it's spelled) that pretty much drew all our attention away from the crappy VRML.

    28. Re:Virtual reality... by skeive · · Score: 2, Interesting

      Having been a veteran of the VR push in the early 90's I can actually add something to the discussion for a change. I will start with my relevant background, and then illustrate in my observations why VR died, at least with regard to arcade games. I worked for a company called Alternate Worlds Technology back in or about 1992. We had two products, the main one being a VR arcade unit featuring a custom version of Wolfenstein 3D. The controls featured a Head Mounted display ( from flight research ) with a polhymous tracker on it, and featuring a 3 button joystick for movement and gun control. The HMD offered pseudo stereoscopic video ( one vga signal with fresnel lenses to add perspective to the visuals ) that was fairly good. The Polhemous device was an EM tracker, that allowed you to rotate based on the turn of your head. The product was marketed at least at one point under the name of the Reality Rocket. As far as what problems we identified with the VR world, they were pretty simple. 1) No one wants to wear a helmet. Especially if someone else has worn it before them. They find it unsanitary, and I can't blame them. None of the HMD designs could alleviate this concern. Hairnets and wetnaps were provided, but in general that just made things worse. 2) The HMD's could be good and expensive, or cheap and bad. The helmets we used were awesome, but ran 10k. The cheap one's for homes were crappy ( shutterglasses, etc. ). 3) Most VR producers were using wireframe graphics, and not textured ones. Look at the Virtuality products for an example. Everything looked like Sense8's World Toolkit stuff. Think Autocad drawings that fly. As far as I know, our game was the only one at the time using textured graphics. 4) The wand and other such devices were a pain to use. We used a Spaceball 2000 for our business product, and it was pretty good, but it took a lot of practice to get used to it. The Spaceball was essentially a grapefruit sized sphere mounted on a curved stationary pad with a bunch of buttons. Essentially the idea with it was that you press it in whatever direction you want to move virtually. When describing it to people, the explanations almost always resorted to descriptions of how your head would move if someone smacked it on the side. Not a great conversation to have with a perspective customer. Add to that that the equivalent of a left click button was where the nose would be if the sphere was a head, and...well you get the picture. 5) VR Arcade consoles were too expensive. They were trying to sell our stuff for about 80k, of which a significant amount went to the parts and license fees. I think the virtuality product ran for well over 100k. Arcades at the time were spending 4k on the most expensive arcade units, so 80k was well out of their comfort level. And in general, if you can't afford to put it in an arcade, you aren't going to make it in the home. Anyway, that company stopped giving me cashable checks, and I moved on with life. I think VR stopped paying it's checks in general and the computer world has moved on it's way as well. But it was fun while it lasted. Paul Hurley

    29. Re:Virtual reality... by Mac+Degger · · Score: 1

      The effect only lasts for half an hour, though.

      --
      -- Waht? Tehr's a preveiw buottn?
    30. Re:Virtual reality... by glesga_kiss · · Score: 1
      The effect only lasts for half an hour, though.

      What part of "which might not restore to normal for several hours depending on the person" did you miss? ;-) For some folk it took quite a while longer than others.

  3. Didn't you hear? by Anonymous Coward · · Score: 0

    Virtual reality became so good you can't tell if your inside it, or outside it!... except that inside it, you don't hear anything about virtual reality.

  4. Better Than Life by cryptoz · · Score: 1, Funny

    from the British Red Dwarf series. Need I say more?

    1. Re:Better Than Life by jonbusby · · Score: 1

      Bam. I agree!

    2. Re:Better Than Life by NanoGator · · Score: 1

      "from the British Red Dwarf series. Need I say more?"

      Heh. Yeah, imagine the shock of coming out of a game for 4 years and finding out we're all Slashdot posters!

      --
      "Derp de derp."
    3. Re:Better Than Life by Hawkxor · · Score: 1

      Hell Yeah

      And don't forget the classic "Back to Reality"

    4. Re:Better Than Life by Anonymous Coward · · Score: 0

      You're thinking of Back To Reality

      Better Than Life is also a kickass episode

      --Red Dwarf Fan

  5. Easy Answer by KyleNicholson · · Score: 5, Funny

    The Matrix scared everyone.

    1. Re:Easy Answer by Anonymous Coward · · Score: 0

      Just take the red pill

    2. Re:Easy Answer by Anonymous Coward · · Score: 0

      No, they had all seen Johnny Mnemonic and realized how crappy it was.

    3. Re:Easy Answer by NanoGator · · Score: 3, Funny

      "The Matrix scared everyone."

      I agree. I don't know why anyone would want to hook into a first person sci-fi snoozer where you play Keanu Reeves.

      --
      "Derp de derp."
    4. Re:Easy Answer by TwsT · · Score: 1

      I don't know about *everyone*. I for one, would love to see some of the technologies presented in The Matrix researched and developed for Space exploration. Imagine starships powered by bio-electrical current, where the travelers are so immersed that they forget they aren't even on a planet anymore. I see a way that the Matrix technologies could be used for the benefit of humanity. ( and yes, *I* would volunteer to have neural-data-link augmentation).

      Narcisism & greed are the enemies of altruistic development.

  6. come on.. by peculiarmethod · · Score: 5, Interesting

    We've been through this.. the most impressive VR advancements are going on at general motors, outside of the military training programs. read more

    --
    ** "It's not my job to stand between the people talking to me, and the ones listening to me." -- Pego the Jerk
    1. Re:come on.. by DenDave · · Score: 2, Funny

      ... it got patented...

      --
      -if at first you don't succeed, stay the heck away from paragliding.
    2. Re:come on.. by Anonymous Coward · · Score: 0

      That article's from five years ago.

    3. Re:come on.. by pHatidic · · Score: 1

      Actually, it's because they figured out that just staring at a 17 inch monitor was completely immersive. Hasn't anyone here ever read Snow Crash?

    4. Re:come on.. by ErikTheRed · · Score: 2, Funny

      Come on? What makes you so sure this is real? Or did you take the Blue Pill?

      --

      Help save the critically endangered Blue Iguana
    5. Re:come on.. by Anonymous Coward · · Score: 0

      Chrysler was doing this way before GM. They had a huge Onyx machine running Catia for the design, computer aided crash testing, and manufacturing.

      The Dodge/Chrysler Intrepid was the first fully in-computer designed car, IIRC... And that was in 1998. The whole thing could be previewed in real time on a giant wall-sized panoramic rear projection monitor.

      Now everyone does pretty much the same as they are eliminating some of the legacy aspects of their vehicles, from BWM to GM to Ford. If it gets desigend new, it gets designed from the ground up in computer.

    6. Re:come on.. by Feyr · · Score: 1

      no, if they did they'd be drooling idiots and wouldn't be posting here. obviously

    7. Re:come on.. by Mac+Degger · · Score: 1

      Come on...they're talkind about CAVE! This is quite old tech. I'd say what goes on at actualitysystems.com is way more advanced. And what about the holographic systems being develloped at uni's around the world? They have red-monochrome multiple viewing angle holography right now (computationally rendered, not just static).

      And what's up with the lame, out-of-date link?

      --
      -- Waht? Tehr's a preveiw buottn?
    8. Re:come on.. by Anonymous Coward · · Score: 0

      actually GM has a sw33t vr machine with true 3d you can walk through and they put competitors cars thru theirs... err I didn't say that

    9. Re:come on.. by geminidomino · · Score: 2, Funny

      no, if they did they'd be drooling idiots and wouldn't be posting here

      Have you LOOKED at 98% of the posts here?

    10. Re:come on.. by Feyr · · Score: 1

      Doh!

    11. Re:come on.. by Anonymous Coward · · Score: 0

      Uh... then why do they insist on producing moron-movers?

  7. What do you mean? by screwballicus · · Score: 5, Funny

    In 1995, Virtual Reality systems reached the apex of all conceivable technological possibility, realised its own state of perfection, and ceased to advance for lack of further necessity.

    1. Re:What do you mean? by Justin205 · · Score: 3, Funny

      We need a "+/-1 Bad Joke" moderation...

      --
      "Your effort to remain what you are is what limits you."
    2. Re:What do you mean? by aussie_a · · Score: 2, Funny

      That's what Funny is for.

    3. Re:What do you mean? by eclectro · · Score: 3, Funny

      realised its own state of perfection, and ceased to advance for lack of further necessity.

      Actually, it just got cancelled

      --
      Take the cheese to sickbay, the doctor should see it as soon as possible - B'Elanna Torres, "Learning Curve"
    4. Re:What do you mean? by Anonymous Coward · · Score: 2, Insightful

      Not quite. Where is the "-1 not funny"? Not to mention "-1 fucking stupid"?

    5. Re:What do you mean? by Dan+Up+Baby · · Score: 1

      It's a little known fact, but Nester's Funky Bowling was actually a covert urban warfare simulator made by the CIA.

      There were, well, technical difficulties.

    6. Re:What do you mean? by aussie_a · · Score: 1

      This is what Funny is for :P

      I'm saying that there are never any actual funny posts so Bad joke and fucking stupid is all funny is used for. It's ironic that my post is marked funny.

    7. Re:What do you mean? by wattsy · · Score: 1

      This is /. Surely -1 not funny is implied unless otherwise stated.

    8. Re:What do you mean? by Mythrix · · Score: 1

      Don't you know that Virtual Reality was already mastered thousands of years ago?

    9. Re:What do you mean? by vistic · · Score: 1

      I remember really liking that show at the time.

  8. Do not question Virtual Reality. by Cruciform · · Score: 1

    The computer loves you.

    Now get back in your pod and shut up.

  9. Re:vp by Anonymous Coward · · Score: 0

    VP? Is that "virtual post"?

  10. Too risky? by DyslexicLegume · · Score: 4, Informative

    Developers probably don't want to take any inovative "risks"...remember what happened with the Virtual Boy, so that's my guess as to why we haven't seen a lot of VR stuff.

    1. Re:Too risky? by LiquidCoooled · · Score: 3, Interesting

      My graphics card can output stereo images for feeding into a true 3d headset.

      I was under the impression Direct 3d is geared towards allowing this kind of configuration, and games using it can automatically benefit.

      The only part I see lacking is the gloves and complete immersion kits (Yes I know there are gloves, but I haven't seen them pushed anywhere apart from zzz.com.ru).

      VR is with us already, its just not looking like Tron.

      --
      liqbase :: faster than paper
    2. Re:Too risky? by MutantHamster · · Score: 2, Funny

      Have you seen Tron? Thank God it doesn't look like Tron, I say.

      --
      My Greatest Heist - Muisc partly inspired by the unbeatable Qwantz
    3. Re:Too risky? by NanoGator · · Score: 1

      "Developers probably don't want to take any inovative "risks"...remember what happened with the Virtual Boy, so that's my guess as to why we haven't seen a lot of VR stuff."

      Well... a few attempts were made after the VB. I have a 'glove' sitting behind me that was made a year or two ago. That reminds me, I really should open the box.

      --
      "Derp de derp."
    4. Re:Too risky? by LilMikey · · Score: 1

      VR is with us already, its just not looking like Tron.

      That's because Tron wasn't virtual... he was actually inside the computer. Now if we could all shrink ourselves down and beam into our computers you can't honestly tell me you don't think that would look just like Tron. In fact, I hear the MCP voice is just Bill Gates with one of those Darth Vader head voice changers.

      The Lawnmower Man on the other hand was actually VR and I'm confident the some day we'll all have the ability to be sucked into our virtual environment through our immersion suit.

      --
      LilMikey.com... I'll stop doing it when you sto
  11. Actually by Dante+Shamest · · Score: 5, Funny
    It seems like it's been ages since I heard of any advances in "Virtual Reality" technology. Was Virtual Reality just hype?

    Ah, the irony. I love my job.

    - The Architect
    1. Re:Actually by necrofluxneo · · Score: 0

      Ah, the irony. I love my job. -God

    2. Re:Actually by SomethingOrOther · · Score: 1

      Ah, the irony. I love my job.

      Irony! dude, read an MSM [1] newspaper!,

      These days it's nanotechnology thats ironic. "Cyberspace" "information superhighway" and VR were all ironic ten years ago :-)

      [1] MSM = Main stream media... not a blog

      --
      Anyone quoted by a reporter knows how little they understand
      Don't believe what you read is the truth.
    3. Re:Actually by CharlesF · · Score: 1

      You're obviously NOT the Architect, because I understood every word you just said.

      --
      Do not read this sig!
    4. Re:Actually by Anonymous Coward · · Score: 0

      These days it's nanotechnology thats ironic.

      FUCK MY HEAD IS GOING TO EXPLODE.

      You keep using that word,...

    5. Re:Actually by Digital11 · · Score: 1

      Ergo, vis-a-vis, he cannot possibly be The Architect. Concordantly, I woke up with a rather funny looking white goatee this morning.

      --
      I am a leaf on the wind. Watch how I soar.
    6. Re:Actually by XMyth · · Score: 1

      Wouldn't it have been easier to just say main stream media without the footnote?

      Are you trying to promote this acronym?

  12. RIP by Jondro · · Score: 4, Funny

    Nintendo killed it when they released the Virtual Boy

    1. Re:RIP by mack.michael · · Score: 1

      It wasn't Virtual Boy, it was The Lawnmower Man. That at least started it, then when The Lawnmower Man 2 hit the stage, people just ran away screaming.

    2. Re:RIP by NanoGator · · Score: 5, Interesting
      "Nintendo killed it when they released the Virtual Boy."

      Bullshit. That's like saying Enterprise killed the lauching of Titans in Cape Canaveral.

      Here's a few questions for you all:

      1.) How many of you actaully played anything based on Virtual Reality? (If no, did you ever even have an OPPORTUNITY to play VR?)

      2.) Of those of you that have, did you actually have any fun?

      3.) Did any of you enjoy paying $5 for a minute of entertainment?

      4.) Did VR bring you an interesting gaming experience that you couldn't have enjoyed better?

      5.) Was it anything like Hollywood?

      Here, I'll answer my own questions:

      1.) Yes, I have. They set up a VR arcade at a mall near where I lived.

      2.) No. I had to wait in line, put on this bulky ass equipment and visor that detected my motion. Despite being weighed down so much, not a lot more was offered than I could have gotten on my PC. I could turn my head and look any direction. Unfortunately, the tracking on it was primitive. (I could have dismissed that, though, because technology always gets better.) Sadly, I had cables running down the back of my head that made me feel like Dave Lister. Whenever I turned my head I was AWARE of the cables and it limited my movement. The display used color LCD and it was in stereo. Let me tell you something, the Virtual Boy was definitely not to everybody's taste, but at least it produced a clear stereo image. LCDs have a quirk that a row of single color LEDs dont: It takes 3 sub-pixels to make one color. An all red screen with an LCD looks a little like a checkerboard. When you magnify it, then put one over each eye, it looks like you're looking through a screen door. The VB may have been headache inducing for a lot of people, but color would NOT have solved that. It would have made it worse. Increasing the DPI of LCDs would help significantly, but they also have to be really small to work. In short, it was hard to see what you were looking at. Believe it or not, it would have been a LOT easier to see if they DIDN'T have that stereo component.

      There was a belt around my waist that detected which way my body was facing. Pivot your body, and you're turning left and right. However, that stupid cable problem was there... again. (Not to mention that it was heavy.) Try turning 720 degrees and then trying to step over the cable you can't see because you have Laforge's 2 decade old visor over your head. On top of that, there was a safety railing around the play area that was easy to bump into. Ugh. Imagine playing Q3 with that setup.

      There was a handheld unit for firing. Basically, you held your hand out like a gun, that's how you aimed. That's also how you walked. So despite being in "Virtual Reality!!!", you had to turn your body, then use your thumb to run. I mentioned primitive tracking before...

      Did I have fun? No. Even if I were more athletic, it was still hard to play. When I saw Lawnmower Man, I thought I'd get in this rig and have a new exciting game experience. Nopers. Not even close.

      3.) Fuck no. Truth be told, if this thing were in my house where I could play it all I wanted, I doubt it would have lasted more than a few days before being sold or stored. Even the geek in me couldn't love this thing.

      4.) I'm hard pressed to think of a game that would have benefitted from this. Even with perfect tracking, no wires, and gloves, there's still the limit of having to stand in a particular area. Even a room to walk around in would have been problematic.

      5.) No. Even today, I can't imagine somebody could build a VR unit that was as exciting as what we've seen in Hollywood.

      My opinion on Virtual Reality was soured BEFORE the VB actually came out. Frankly, the Virtual Boy was a lot better experience. It had a good stereoscopic display, *and* the games could still be fun because they used tried-and-true controls we all loved. The

      --
      "Derp de derp."
    3. Re:RIP by Pentagram · · Score: 1

      I'm hard pressed to think of a game that would have benefitted from this. Even with perfect tracking, no wires, and gloves, there's still the limit of having to stand in a particular area. Even a room to walk around in would have been problematic.

      I think it would be quite cool, just standing in place but being able to look around in today's games. Even if you're not able to walk around except via a controller, it's still a step up (down?) in immersion.

      I did have a go of one of the old Virtuality machines. I didn't find it uncomfortable at all. The game wasn't much fun (shooting a pterodactyl) but that was because it was pretty crappy rather than any technical limitation. The novelty of the experience was quite enjoyable.

    4. Re:RIP by dahlek · · Score: 2, Interesting

      I mostly agree - I've played "Dactyl Nightmare" in the same type of getup that you described. I found myself near the edge of a platform and had a hell of a time turning around without falling off, the way I had to twist my torso, hit the button, twist again, and so on, all the while wrapping myself tigher in the cables left something to be desired... There was one very cool bit about the whole experience though - looking at your own arm and seeing an arm that wasn't your own, with a gun in your hand. The graphics were silly, the game got a 1 out of 10 for fun, but the notion that an attempt was made to fool yourself into seeing your very body in a different way was pretty cool, IMO. That and the 50 pound helmet that wanted to pull forward and cover up my field of vision were the only things that left any "impressions" ;)

    5. Re:RIP by jensen404 · · Score: 1
      Even with perfect tracking, no wires, and gloves, there's still the limit of having to stand in a particular area.
      There is a solution to the space limits problem: virtusphere.com
    6. Re:RIP by dazedNconfuzed · · Score: 2, Insightful

      It's a chicken-and-egg problem: so long as $50 games won't include a few lines of code supporting head-tracking, people won't spend >$500 on a VR headset; pity game companies won't spend the few dollars needed to jumpstart the headset market.

      I was so thrilled by VR I bought a headset. Magic Carpet 2 was great (although the controls were not real VR-friendly). And that's where it ended, still siting in a box in a closet - because nothing else supported it.

      The problem - the ONLY problem as far as I could see - was that practically no real game would support it. Even current FPS games, with full 3D 360-degree motion range stereoscopic-supporting perfectly suited for VR, won't bother to include even minimal head-tracking support. Aside from Magic Carpet 2, only lame demos took VR seriously.

      Just have a developer spend an extra day adding basic head-tracking to a game like Quake 3 or Half-Life 2 and I'm sure VR will start to return.

      --
      Can we get a "-1 Wrong" moderation option?
    7. Re:RIP by Chabo · · Score: 1

      I'm sure someone could make a mod of HL2 incorporating that feature... anyone up to the challenge?

      --
      Convert FLACs to a portable format with FlacSquisher
    8. Re:RIP by tgibbs · · Score: 1

      1. Yes
      2. Yes.
      3. I don't play $5/minute for much of anything unless there is substantial novelty value.
      4. Yes
      5. No

    9. Re:RIP by Anonymous Coward · · Score: 0

      Lemme tell you a story in response.
      A good 10 years ago I made the long trip from nowhere Canada to DisneyWorld. WOW, it was fun, especially because I got to test drive their new VR aladin sim. It basically simulated flying on a magic carpet through the streets of agrabah, the surrounding desert and the castle. It was quite something.

      To this day I've never had a gaming experience quite like it. Nothing has been so immersive. The graphics were spectacular, Such rich detail, and it was open ended. I was allowed to fly about and interact as I wished. The proprietary, if you can call it, control system was basically like sitting on a motorcycle, and it had the stereotypical helmet. The helmet mind you simulated wind and was completely surround sound. I was feeling a breeze in my face or behind me, depending on my movement.

      Like I've said, nothing like it since. It WAS just like the movies. Hell, it almost made me believe people could hack computers the way they showed in hackers.

      What I'd like to know is...what the fuck did Disney do with this stuff?!

    10. Re:RIP by Anonymous Coward · · Score: 0

      About the "walking around" thing and being stuck in a small area, couldn't the player be on some sort of bi-dimensional treadmill? Then their walking and/or running would cause it to move under their feet somehow.

      Or instead, why not have something like this: http://www.usatoday.com/money/industries/health/20 04-10-10-braingate-cover_x.htm?csp=1 (once the surgery requirement is eliminated..)

    11. Re:RIP by Anonymous Coward · · Score: 0

      I tried that Aladin sim too. It was awesome. Saw it when I was about 15, and it is probably one of the biggest reasons I ended up doing 3D graphics for a living.

      From what I hear there were two main problems with the ride. First, "vr sickness". Some percentage of people simply get nauseated in VR. It's not unique to the Aladding ride, it's just that little bit of lag that is really tough to eliminate. Second, throughput. It's tough to get the same number of people through a VR ride as you can through a traditional ride like "It's a Small World" when each person needs to have individual attention in getting their helmet adjusted.

    12. Re:RIP by mst · · Score: 1

      1. Yes. In two settings:
      a) A hopeless arcade setup resembling the one you describe.
      b) Quake for SGI ported to a Cave at the Royal Insistute of Technology (KTH) in Stockholm.

      Not surprisingly, my answers vary wildly between these two.

      2 a) No
      2 b) Yes

      3 a) No.
      3 b) Didn't pay anything, it was a research project ;) But it might have been worth paying for.

      4 a) No
      4 b) Yes. In the fully immersive cave, the monsters REALLY came jumping from behind me. And since the researchers at KTH had also added a head tracking device, when I instinctively sat down, my Quake character would do the same to avoid the shots! (Of course I could not physically walk longer than the Cave walls, but pressing a button instead, to move where I'm looking, is OK given all the other candy).

      5 a) No.
      5 b) To some limited extent yes, I felt enclosed in the virtual world. But nobody could ever have fooled me that I wasn't standing in a huge plastic display with a pair of silly-looking shutter glasses, forced to use a wand to indicate where I wanted to go or shoot...

      To me this demonstrates clearly that the biggest problem for VR lies in the hardware constraints. The state of the art required ridiculously expensive setups, you had to dedicate huge rooms to support enormous back-projected displays, controlled by SGI computers costing a fortune. Only then would you approach a somewhat acceptable user experience.

      VR for the masses meant crappy head-mounted "displays" (obfuscators, if you ask me) with the cheapest trackers you could find, simulating nothing but seasickness and the feeling of looking through a tube after leaving your contact lenses on for a month.

      But today, the steadily declining prices of large wall-mounted displays and 3D hardware may well spark new life into the VR industry sooner than many pessimists may expect...

    13. Re:RIP by xtracto · · Score: 1

      Thas sounds good, but what about using any of the open source FPS games available and add those kind of support, I think it could be a cool experience and a good way for the Open Source move to give something that commercial software can not give.

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    14. Re:RIP by Various+Assortments · · Score: 1

      The game was called "Dactyl Nightmare" and had graphics on par with an 80's demoscene 4k intro.

  13. What do you mean? by writermike · · Score: 4, Funny

    Virtual Reality is on TV every night of the week!

    Buh-doom-boom-Sis.

    --
    If Nalgene water bottles are outlawed, only outlaws will have Nalgene water bottles.
  14. Not hyped much by moz25 · · Score: 5, Informative

    With all the advances in 3D (gaming) technology, I suppose that the hype has worn off. It's just not newsworthy anymore to be able to simulate a virtual environment.

    One area in which Virtual Reality has been generating very positive effects is, unexpectedly (?), therapy against phobias and traumas. An example is fear of heights where people can confront their fears in a simulated (and thus controlled) environment and gradually let go of them.

    So yes, I'd say that Virtual Reality does improve people's lives in at least one way that doesn't involve shooting at things.

    1. Re:Not hyped much by Short+Circuit · · Score: 1

      Israelis are using virtual reality to treat suicide bombing victims.

      I thought there was a Slashdot article on this a while back, but I couldn't find the link.

    2. Re:Not hyped much by Anonymous Coward · · Score: 2, Funny

      I don't understand the letting go of phobias - the day I stop being scared of heights is when falls stop hurting me.

    3. Re:Not hyped much by Anonymous Coward · · Score: 0

      Sure, recent video games have very good virtual environments.

      VR is more about using a helmet and gloves instead of a computer screen and a keyboard to interact with the virtual environment.

      VR died because people found out that they *prefer* the screen and keyboard.

    4. Re:Not hyped much by BorgCopyeditor · · Score: 1
      One area in which Virtual Reality has been generating very positive effects is, unexpectedly (?), therapy against phobias and traumas.

      Also, treatment of burn victims, for whom painkillers are not enough; they spend some time in an immersive 3D environment and it helps distract them from the pain in a soothing way.

      --
      Shop as usual. And avoid panic buying.
    5. Re:Not hyped much by fr2asbury · · Score: 1

      Yeah, and the day spiders stop being creepy!

    6. Re:Not hyped much by sketerpot · · Score: 1
      Do you completely lose your grip on reality when you're high up? If so, you might want to get rid of that phobia. A regular fear of heights isn't what's being talked about here.

      Also, VR is used to distract burn-therapy patients, which really helps with the pain.

    7. Re:Not hyped much by GermanShorthair · · Score: 1

      "With all the advances in 3D (gaming) technology, I suppose that the hype has worn off. It's just not newsworthy anymore to be able to simulate a virtual environment." I thought VR is about simulating reality and not a virtual environment. VVR?

      --
      Karma: Bad
    8. Re:Not hyped much by YU+Nicks+NE+Way · · Score: 2, Informative

      What he said. A phobia is defined as an irrational fear of an object or situation. The irrationality is key.

      As the GP said, a fear of heights is adaptive. Acrophobia is not -- I've known acrophobes who couldn't cross bridges, or sit in meetings within ten feet of a window (except in ground-floor meeting rooms). I stood beside one as he tried to approach a window in a tenth-floor office -- he literally turned grey and almost fainted, despite the fact that the glass in the window was so thick that he probably couldn't have broken it without taking a chair to it. Oh, and the fact he knew how thick that glass was.

      "But that's crazy!", you say? Why, yes, as a matter of fact, it is -- that's why phobias are listed as mental illnesses.

    9. Re:Not hyped much by robertjw · · Score: 1

      Virtual Reality has been generating very positive effects is, unexpectedly (?), therapy against phobias...

      Maybe I can use this to get over my fear of women...

    10. Re:Not hyped much by Anonymous Coward · · Score: 0

      With good enough VR, who needs real women?

    11. Re:Not hyped much by Greyfox · · Score: 1

      What about my irrational fear of running around and shooting things? This is something I'd really like to do something about...

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    12. Re:Not hyped much by dcam · · Score: 1

      Not to be confused with other conditions:

      1. Irrational fear of hiding and shooting things (camper)

      2. Irrational fear of hiding and getting shot (inept camper)

      3. Irrational fear that some of your team might survive to the next round (Team Killer).

      --
      meh
    13. Re:Not hyped much by Anonymous Coward · · Score: 0

      VR is also being used experimentally to help burn victims control their pain while their wounds are being cleaned at some burn centers around the country.
      http://www.washingtonpost.com/wp-dyn/articles/A355 67-2004Aug2.html

  15. Pursuit by metlin · · Score: 5, Informative

    It's spelt pursuit, not persuit.

    And AR (Augmented Reality) seems to have taken the place of VR lately, lots of progress has been made in that end.

    More importantly, VR equipment and tracking is usually prohibitively expensive, which I'd guess is partly responsible for the lack of any apparent progress.

    Also, the suspension of disbelief in VR is quite important - not so in AR, since it only attempts at adding more information to the existing reality.

    1. Re:Pursuit by Lemmy+Caution · · Score: 3, Interesting

      The primary advantage AR has over VR is that AR uses the parts of the body that aren't just the eyes and ears: proprioception, vestibular perception, and othe cues that old-fashioned VR just can't handle. The disjunct between vestibular information and visual information that you get in VR is the source of the motion-sickness that often accompanies it.

      VR, like a lot of early 'cyberspace' mythology, was built on an unrealistic rejection of the body, and a fantasy of "pure mind."

    2. Re:Pursuit by antifoidulus · · Score: 1

      Not to mention that if not done right, VR has the capability to make people vomit. Studies found that when some people turned their head in a VR system but the visuals couldn't keep up, they vomited....

    3. Re:Pursuit by Anonymous Coward · · Score: 0

      It's spelled "spelled," not "spelt." Spelt is a form of grain related to wheat.

    4. Re:Pursuit by Anonymous Coward · · Score: 0
    5. Re:Pursuit by dbIII · · Score: 1
      It's spelt pursuit, not persuit.
      It's spelt colour and color - gage and gauge, ass and arse. Spelling corrections do not make sense in an international forum. The language of the net is broken english - live with it - poor spelling isn't much of a barrier to communication.
    6. Re:Pursuit by metlin · · Score: 1

      Grammatical differences due to internationalization is quite understandable, however that does not excuse someone from learning the correct spelling.

      I'd not correct someone from spelling colour as color or vice-versa, but I will correct someone who spells a word like pursuit, which is spelled the same way in all versions.

    7. Re:Pursuit by Anonymous Coward · · Score: 0

      the parts of the body that aren't just the eyes and ears: proprioception, vestibular perception

      ... or erection depending on how much time you got.

    8. Re:Pursuit by Shajenko42 · · Score: 1

      I used one of those "Pterodactyl Nightmare" VR games once maybe ten years ago. For a while afterwards, I couldn't even stand due to a horrible headache.

    9. Re:Pursuit by Jeremi · · Score: 2, Interesting
      Studies found that when some people turned their head in a VR system but the visuals couldn't keep up, they vomited...


      Yeah, but surely the Super Whiz-Bang Mega-GPU Graphics Cards of 2005 can keep up?


      Actually, what I recall of VR helmets from back in the day is that they gave me a headache from having the screens so close to my eyeballs. Or perhaps it was because the 3D perspective wasn't quite right and my eyes tried to compensate by refocusing, and the headache came from the resulting eyestrain. In any case, I couldn't use the 3D goggles for more than 15-20 minutes at a time.

      --


      I don't care if it's 90,000 hectares. That lake was not my doing.
    10. Re:Pursuit by Anonymous Coward · · Score: 0

      It's spelled spelled, not spelt.

    11. Re:Pursuit by jasonjacks0n · · Score: 1
      It's spelt pursuit, not persuit.

      Since you're going to be picky, it's spelled "spelled", not "spelt".

      Glass houses, etc.

      --
      This space intentionally left blank.
    12. Re:Pursuit by shaitand · · Score: 1

      This is not an English class. How about not correcting anyone if their meaning is clear (hint, if you know how to correct them, their meaning was clear)?

    13. Re:Pursuit by Nurgled · · Score: 1

      I do like the idea of AR. The simplest entertainment-oriented implementation that springs to mind is similar to the "laser gun" games that were popular in the 90s -- Quasar and LaserQuest were the big franchises here in the UK. Take a large area and dec it up with something resembling a sci-fi set, then send in a bunch of people wearing AR goggles (which can be made to look like head armour) and have them work together to fight computer-generated aliens in the environment. Unlike Quasar and LaserQuest, there could actually be visible projectiles and discharges, and a variety of different weapons. Depending on how fancy the tech is, there could even be scorch marks added to the walls.

      Of course, there are still other things not accounted for. If the aliens shoot at you, how do you feel the impact? What happens if a player walks through an alien? It's still interesting, though, and I for one would probably enjoy the game even if it was a little unrealistic as long as it is fair and doesn't cause motion sickness.

    14. Re:Pursuit by Anonymous Coward · · Score: 0
      Since you're going to be picky, it's spelled "spelled", not "spelt".

      If you're going to correct people, try not to confuse valid (but unusual to your eyes) spellings for mistakes.

      Main Entry: 2spelt
      Pronunciation: 'spelt
      chiefly British past and past participle of SPELL (from m-w.com)

    15. Re:Pursuit by bergeron76 · · Score: 1

      Sorry. My girlfriend is an attorney and I was thinking "per suit".

      Yeah - that's the ticket!

      --
      Don't think that a small group of dedicated individuals can't change the world. It's the only thing that ever has.
    16. Re:Pursuit by metlin · · Score: 1

      How about we call the President Bsuh? Or perhaps, Ppoe? Or hey, how about Dsiney?

      How about I call all the Johns of this world, Jhno?

      Grates on you, doesn't it? That's how it grates on those of us who like to use the correct spelling when folks use the wrong one. If you did not know the first time, learn - rather than argue being wrong and looking like an idiot.

    17. Re:Pursuit by shaitand · · Score: 1

      Actually it does not grate on me at all. Most spelling errors are not the result of ignorance, they are the result of not proofreading. And most of us do not believe Slashdot postings rate up there with college and business papers.

      Look, everyone has something that annoys them. Apparently spelling gets to you and so you've become a spelling troll. Perhaps you should be pushing Slashdot to add a spellcheck feature similar to that found on most major forum systems nowdays.

  16. Definition of VR by Anonymous Coward · · Score: 0

    Virtual Reality (Vert-you-al ree'-al-utee), n: Bad games.

  17. The title sort of sounds like the Full House theme by dalamarian · · Score: 1

    "Whatever happened to virtual reality, the milkman the paperboy evening tv.."

    Yeah, I might have spent too much time at the terminal this weekend.

  18. Re: Whatever happened? by Spy+der+Mann · · Score: 1

    Was Virtual Reality just hype?

    There is NO THING such as Virtual Reality, Mr. Anderson.

  19. One major bottleneck: by sniepre · · Score: 5, Interesting

    I work with a guy who started up a video game company called Park Place Productions (Which Sony ended up gobbling up in a hostile takeover years ago.) He was responsible for the Madden series of football games among many other things.

    At one stage he was working on a virtual reality headseat (Similar to the VirtualBoy style visor) except you wore it on your head and controlled it with two handheld sensors / input pads.

    It was phenomenal, until during a demonstration with an investor, the user got tricked into thinking it was real and actually stepped backwords and fell over the couch he was standing in front of and twisted his ankle. The product did not sell.

    So yes, the bottleneck is definable in one word: Liability.

    --
    Is not life a hundred times too short for us to bore ourselves? -Friedrich Wilhelm Nietzsche
    1. Re:One major bottleneck: by Anonymous Coward · · Score: 0, Troll

      At one stage he was working on a virtual reality headseat

      Headseat? Must've been uncomfortable to keep your head pressed to a seat to use this for games!

      Thanks, I'll be here all week, tip your wait staff.

    2. Re:One major bottleneck: by brainstyle · · Score: 1
      A bigger bottleneck for the traditional VR approach is the conecpt of the visor itself. Basically, with a visor, you're staring at a screen a few inches from your nose for a protacted period of time. Focusing on that is not fun; put a book in front of your face for an hour and see if you enjoy it. Worse still, to get the stereo effect you're effectively crosseyed the entire time. The eye strain produces headaches after a short while, which definitely isn't something you want every time you play a game.

      Having said that, I suspect when things like this become compatable with a better VR technology that doesn't produce the eyestrain, the newer technology will come down in price...

      --
      "Why can't everyone just be straight with me?"
      "Because we live in a bendy world, dear."
    3. Re:One major bottleneck: by vadim_t · · Score: 1

      Sheesh, that's stupid.

      It would be kind of obvious to me that if you're going to play with a headset that completely obscures your vision you should do that in some place where there's no danger.

      Although I suppose that there's the inconvenience of that not everybody can clear enough space to use a thing like that, unless it can be used sitting on a chair or lying on a bed.

    4. Re:One major bottleneck: by Short+Circuit · · Score: 5, Informative

      That's not true at all. You're only crosseyed if your eyes are focusing on a close common point. If each eye is looking at a different screen, how close that point is is up to the software.

      The whole point of 3D displays is to allow you to forget that your viewing surface is less than three feet away. If each screen held an identical image, and was aligned properly, then that image would appear to the user to be at an infinite distance.

      The only part of your eye that's focusing on a near surface is are the muscles controlling the lens. If you want to test for strain there, try taking two identical wallet photos, taping or gluing them to a piece of paper at a center-to-center distance equal to that of your eyes, and put that close to your face. Then try aiming your eyes to converge at infinity.

      Your lens is perfectly capable of focusing independently of the aim of your eyes; I do it all the time, and suffer no ill effects.

    5. Re:One major bottleneck: by enosys · · Score: 1

      Lenses between the display and your eye can easily change the distance that your eyes need to focus to. This way most head-mounted displays appear to be much larger screens at a much larger distance. Camcorder viewfinders do a simillar thing. There's usually some control to adjust the focus distance. A range of settings works and you can pick out the most comfortable one.

    6. Re:One major bottleneck: by MostlyHarmless · · Score: 1
      Having said that, I suspect when things like this become compatable with a better VR technology that doesn't produce the eyestrain, the newer technology will come down in price...


      There's a Dilbert along those lines (paraphrased): "The two primary forces driving the world are money and testosterone. Therefore, when virtual reality gets cheaper than dating, society is doomed."
      --
      Friends don't let friends misuse the subjunctive.
    7. Re:One major bottleneck: by rtb61 · · Score: 1
      Still maintaing the same focus for extended periods generates headaches. Coupled with the discomfort of the current techonology headsets (those that can provoide a high resolution image). The virtual reality hype was ahead of the capabilities of the technology.

      The neatest way to do it would be with lasers, fibre optics and mirrors embeded in the lenses of the glasses in a semi rigid state so that the focal point can be varied (and the hardware to run it can be at the other end of the fibre optic lead).

      The real neat trick would be a set that can be worn all the time with ccds allowing for altered reality, supplanting additional information on your visual enviroment.

      --
      Chaos - everything, everywhere, everywhen
    8. Re:One major bottleneck: by sbaker · · Score: 4, Interesting

      > Basically, with a visor, you're staring at a screen a few inches
      > from your nose for a protacted period of time. Focusing on that is
      > not fun;

      I work in flight simulation - we have VERY good VR helmets. The light fed into your eyes is 'collimated' - meaning that the light rays from the video display are stuffed through some optics so that they emerge as PARALLEL rays of light rather than rays eminating radially outwards from each point on the screen.

      Collimating the light is the key to avoiding the problem you describe - and it works perfectly. We also employ big curved display screens that wrap all around your face - so it's not like looking at two tiny squares in front of your face - you can swivel your eyeballs and look to either side, up and down.

      You can see our VR helmet at http://www.link.com/ - you can even buy one if you can afford the price of a pretty decent Ferrari.

      The only problem with collimated displays it that when something *IS* close to you in the virtual world, it seems that it's too far away - however, because we project a slightly different image into each eye, your brain does a pretty good job of recognising when things are close by noting how much your eyes have to cross to fuse the two images into one.

      There was one very small remaining problem - you couldn't see your own nose! You'd be amazed at just how weird that is (unless of course you happen to have lost your nose in some kind of tragic accident!). A small piece of plastic built into the display at a strategic point fixed that nicely.

      The display is crisp and bright and each display can be driven by either one PC or an entire render farm to get realtime realism that can be almost arbitarily good.

      The helmet can easily incorporate one of any number of head tracker technologies depending on whether or not a magnetically neutral or acoustically reasonable environment is available to allow different kinds of tracker to work accurately.

      So - the helmet problem is completely, 100% solved...except for the price.

      --
      www.sjbaker.org
    9. Re:One major bottleneck: by sbaker · · Score: 3, Interesting

      You are very wrong.

      Whilst your eyes *can* do what you say - they don't like it. It definitely causes eye strain. I talked to one of the Shuttle astronauts who went on the Hubble repair mission. They did a LOT of hours in VR simulation using helmets that didn't employ collimated optics - and they got blinding headaches and other weird visual problems because of it.

      Fortunately, we now have collimated optics which completely solve that problem.

      --
      www.sjbaker.org
    10. Re:One major bottleneck: by AdmiralWeirdbeard · · Score: 2, Funny

      why do you sit around with a small wallet photo in each eye all the time? thats weird.

      --
      Come read my stupid blagablog. Rants and Giggles
    11. Re:One major bottleneck: by Short+Circuit · · Score: 1

      So there were studies that linked the symptoms to the angle of incidence of the light?

      I imagine other aspects of some VR implementations would cause problems, too. Like display pixelation, or the each eye's viewing surface being placed wrong.

      I'd love to read further on the subject, though.

    12. Re:One major bottleneck: by Anonymous Coward · · Score: 0

      > So yes, the bottleneck is definable in one word: Liability.

      Uh, ever hear of ladders? Or cars?

    13. Re:One major bottleneck: by Caesar_X · · Score: 1

      No disrespect intended, but if your friend is Ed Magnin he wasn't responsible for Madden Football. His website says he made 'NFL Football' SNES which was released by Konami. Big difference. I only mention this because I work with the guy (Trip Hawkins) who actually did create Madden Football.

    14. Re:One major bottleneck: by sbaker · · Score: 2, Interesting

      Not the incidence angle of a single ray.

      The amount by which the lens of your eye has to distort to make a sharp image on the retina. That requires muscular effort in your eyes - which is physically tiring to them. (Like long periods of reading with the book three inches from your eyes and no way to look off into the distance for a while to relax them every few pages).

      Worse still is the fact that using the lenses in your eyes to focus on something that appears to be very close whilst pointing your two eyes such as to fuse the two images as if the object was far away is an extremely unnatural thing - it never happens in day to day life.

      When you force your visual system to do things like that, it can give you blinding headaches and make you feel very sick.

      Collimated optics are the way to go - but they aren't cheap.

      --
      www.sjbaker.org
  20. Virtual Reality by warewolfsmith · · Score: 4, Funny

    I Googled "Virtual Reality" Results 18,100,000 Hits for Virtual Reality. It seems the technology is everywhere.

    1. Re:Virtual Reality by Anonymous Coward · · Score: 0

      I googled "mumbledypeg" and got 9,375,000 hits. Google hits are not a good way to judge these things.

    2. Re:Virtual Reality by NanoGator · · Score: 1

      "I Googled "Virtual Reality" Results 18,100,000 Hits for Virtual Reality. It seems the technology is everywhere."

      This is the same site that returns 5 million hits for "episode i was a good movie".

      --
      "Derp de derp."
    3. Re:Virtual Reality by identity0 · · Score: 1

      Yeah, well, I get a bazillion Google results for "Hot teen girls nude", but I have yet to find one in real life anywhere :(

    4. Re:Virtual Reality by Soul-Burn666 · · Score: 1

      Liar.

      Results 1 - 10 of about 25 for "episode i was a good movie". (0.35 seconds)

      --
      ^_^
  21. ahead of its time by FidelCatsro · · Score: 2, Insightful

    VR was ahead of its time , it was trying to skip a few steps in the eveloutionry chain.It really was a step beyond its ability , VR is still used for treatment of those suffering mental traumas(physical and pyschological) so it was not an entier dead end. Its jsut the entertainment industry was at the time not ready for it , and in pushing it has set it back a while as its seen as a joke.
    With the advances in 3d Graphics and so forth ,the Reality of Virtualy reality may soon come around . Right now though , its still a joke .

    --
    The only things certain in war are Propaganda and Death. You can never be sure which is which though
    1. Re:ahead of its time by Anonymous Coward · · Score: 0

      ...the Reality of Virtualy reality may soon come around.

      virtually?

  22. Dude by Sai+Babu · · Score: 1

    This whole on-line interaction is virtual reality.

  23. the only killer app is by Anonymous Coward · · Score: 0

    pr0n. oh and what an app it is!

  24. Oh its still on the way. by MaestroSartori · · Score: 4, Informative

    Stuff like the shifty floor seen a while back here on /. (http://www.trnmag.com/Stories/2004/081104/Shifty_ tiles_bring_walking_to_VR_Brief_081104.html are helping advance the non-graphics side of things, anyway. Lots of work on haptic interfaces seems to be working on the feedback side, not sure what the current state of that art is though.

    I suspect the questioner is actually looking for a holodeck though, we're still quite a ways from that ;)

  25. Virtual and Augmented Reality by Anonymous Coward · · Score: 1, Insightful

    Like most "hot" technologies of the past, virtual reality has lost its buzzword factor and instead has found real applications which save real money. It's used as a visualization tool (CAVE), primarily in the automotive industry. The buzz has moved on to "augmented reality", which combines a virtual reality with the real environment. Both technologies are still held up by the lack of affordable and lightweight high resolution displays. Virtual reality therefore typically surrounds the user with big stationary screens. That is not feasible for augmented reality. The more interesting applications are in the augmented reality field, so there's your hold-up.

    1. Re:Virtual and Augmented Reality by lifebouy · · Score: 1
      You know, I really wanted to mod this up. Problem is, I have a strict rule against modding Anonymous Cowards.

      You said exactly what needed to be said, yet you didn't put a name to it. Tsk, tsk.

      --
      Drop me a line at:
      Key ID: 0x54D1D809
  26. it's obvious by Anonymous Coward · · Score: 0

    It became so realistic that no-one can see it anymore... or at least they don't know when they do.

  27. The human mind/body isn't ready for this by IntergalacticWalrus · · Score: 0, Troll

    If you ask me VR has never started up because it's a health hazard. Putting two screens next to a person's eyes to falsify a sense of 3D has been proved to be harmful, potentially causing dizziness and other nasty effects, and IIRC in some rare (but not insignificant) cases it would even cause permanent sight problems. Remember all those warnings that came with the Virtual Boy? And that was just half-assed VR, imagine one using modern technology.

    1. Re:The human mind/body isn't ready for this by Short+Circuit · · Score: 2, Informative

      A tip for posting around here...if you're going to claim that something that isn't common knowledge has been proved, you'll need to cite your source, preferably with a hyperlink.

      Otherwise, nobody's likely to take you seriously.

    2. Re:The human mind/body isn't ready for this by IntergalacticWalrus · · Score: 3, Informative

      You're right. Okay, here's one I found after some googling.

    3. Re:The human mind/body isn't ready for this by Short+Circuit · · Score: 1

      An informative read...your link-including comment ought to be modded up, so more people read it.

      However, you missed the tone of the essay. And that would be, "VR is okay, as long as safety is addressed."

    4. Re:The human mind/body isn't ready for this by Foosinho · · Score: 1

      I currently work with Dr. Draper who did that project while working on his PhD. We've moved from VR to AR (Augmented Reality), because the technology isn't there to increase performance in our application domain using VR. Sim sickness was prevalent, and operator performance wasn't any better than baseline.

      I'm not sure what papers we've written are out there in the world about it - they've recently cracked down on what we *can* say, due to who we do research for - but you might want to poke around Google Scholar to see what turns up. We've done an awful lot of research on this.

  28. Sony by shoebert · · Score: 2, Interesting

    What about the patent Sony has on the Matrix-esque technology?

    1. Re:Sony by NanoGator · · Score: 1

      "What about the patent Sony has on the Matrix-esque technology?"

      I saw the movies, they can have it.

      --
      "Derp de derp."
  29. Oddly Enough... by FinchWorld · · Score: 1
    ...I went to an open day at the University of Central Lancashire (Begin the slagging off), last saturday were they has a full demonstration of this, it was pretty good, using 3 rear projexted screens to make a 3d hallway, you could view it using special glasses, they then brought out a head set that changed the orientation. It was pretty good. They are even starting 3 courses this year based around digital images and imersion.

    I do, however, post this drunk, this did infact happen (the whole university thing) but should account for lack of grammer and spelling.

    --
    "I may be full of crap about this game, and I may be wrong, and that's fine." -Jack Thompson
    1. Re:Oddly Enough... by mikael · · Score: 1

      ...I went to an open day at the University of Central Lancashire (Begin the slagging off), last saturday were they has a full demonstration of this, it was pretty good, using 3 rear projexted screens to make a 3d hallway


      VR Caves are still on the high-end of the market.

      Consumer stereo glasses have come down in price to $200 and less.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    2. Re:Oddly Enough... by Dougy · · Score: 1

      I saw something pretty similar at the University of Reading in February. The person demonstrating it was able to move around and interact with the scenery - by no means finished but looked as if it could develop into something quite impressive - they even mentioned having mutiple users via the internet as a future possibility.

  30. No consumer porn applications by Anonymous Coward · · Score: 2, Insightful

    If VR porn doesn't show up then this technology will never reach the masses.

    1. Re:No consumer porn applications by rfc1394 · · Score: 5, Funny

      As Dennis Miller is reported to have said, "When some unemployed punk in Trenton, New Jersey can buy a plug-in for $29.95 that allows him to make love to Cindy Crawford, Virtual Reality is going to make crack look like Sanka."

      --
      The lessons of history teach us - if they teach us anything - that nobody learns the lessons that history teaches us.
    2. Re:No consumer porn applications by NanoGator · · Score: 2, Funny

      "When some unemployed punk in Trenton, New Jersey can buy a plug-in for $29.95 that allows him to make love to Cindy Crawford, Virtual Reality is going to make crack look like Sanka."

      That's true. Have you seen what $30 hookers look like in New Jersey?

      --
      "Derp de derp."
    3. Re:No consumer porn applications by Anonymous Coward · · Score: 0

      Yeah but in 30 years when the technology is that good, Cindy Crawford will be an elderly woman, so it won't really be all that hot.

    4. Re:No consumer porn applications by Erbo · · Score: 1
      Sounds like the Dilbert strip in which Dogbert predicted, "When virtual reality gets cheaper than dating, society is doomed."

      Year 2015:
      Liz: "Is Dilbert available?"
      Dogbert: "He's been in the holodeck since March."

      --
      Be who you are...and be it in style!
    5. Re:No consumer porn applications by Anonymous Coward · · Score: 0

      she has never been hot to start with.

    6. Re:No consumer porn applications by Anonymous Coward · · Score: 0

      Who?

    7. Re:No consumer porn applications by roine · · Score: 1

      I hadn't heard that one before. Googling a litte for it reveals several versions:

      "You know folks, the day an unemployed ironworker can lie in his BarcaLounger with a Foster's in one hand and a channel-flicker in the other and **** Claudia Schiffer for $19.95, it's gonna make crack look like Sanka."

      "If some unemployed punk in New Jersey, can get a cassette to make love to Elle McPherson for $19.95, this virtual reality stuff is going to make crack look like Sanka."

      "When some truck driver can sit at home on his Laz-E-Boy and fuck Claudia Schiffer, it's going to make crack look like Kool-Aid."

      "when Joe Six-Pack will be able to have sex with any supermodel he wants through virtual reality, it's going to make crack look like aspirin."

      "when the average joe can have sex with Cindy Margolis, it will make crack look like tic tacs"

      Personally, I'm waiting for the Princess Leia Slave Suit edition. Rawr.

    8. Re:No consumer porn applications by Anonymous Coward · · Score: 0
      Some applications are pretty simple. All I'd want is a wrap-around headset with miniature LCD screen and speakers that only I can see and hear. The thing should support pluggable USB storage (thumbdrives) and have a built-in AVI/MPEG/DIVX media player.

      (Actually, the monitor/speaker unit should be independent from the player. The "embedded" player I just described could be an iPod Shuffle-sized miniature. A bigger player would include a full DVD/CD-R drive, with correspondingly heavier power requirements.)

      Nominally, I would use it for watching movies on flights, or watching a film at home that the kids aren't old enough to see (ruling out the "good TV"). Privately, I could use it to watch porn while my wife thought I was watching Dr. Who, or corporate training, or whatever.

      Package all that under $100 and you could have a hit. I'm sure you can get such a thing now, but my impression is that the cost remains prohibitive ($200-$700?)

  31. It's everywhere by orangeguru · · Score: 1, Insightful

    Doom3, the Sims etc. these are all virtual realities. People just got over the whole helmet thingy.

  32. Well.... by AltGrendel · · Score: 1

    I though all realities were virtual.

    --
    The simple truth is that interstellar distances will not fit into the human imagination

    - Douglas Adams

  33. Nobody ever cared by Monkelectric · · Score: 1
    Yep, you read it here first. Nobody *EVER* cared about "virtual reality". It was media manufactured hype reinforced by a couple terrible movies and books.

    "Virtual Reality" was a grossly inaccurate prediction of the future of entertainment. As it turns out it is completely impractical, and more then that people are generally happy with plain old boring 2d entertainment in the first place.

    --

    Religion is a gateway psychosis. -- Dave Foley

    1. Re:Nobody ever cared by Short+Circuit · · Score: 1

      The mere fact that the question has been raised means someone cares.

      Sorry...

  34. IVY (Immersive Virtual Environment at York) by rmpotter · · Score: 5, Informative

    York University in Toronto has an interesting facility:

    York's virtual reality room turns perception on its head

    Home to Canada's only fully-immersive environment

    TORONTO, March 31, 2005 -- Jumping into the virtual world of a
    videogame is helping York University researchers understand how humans orient themselves on solid ground and in outer space.

    Professor Michael Jenkin and his team at York's Centre for Vision Research have developed a 'virtual reality room' called IVY (Immersive Virtual Environment at York) in order to study our perception of gravity and motion, and how we orient ourselves spatially.

    "We're displaying an environment from [the popular videogame] Doom right now, but of course that's just an example of one simulation," Jenkin says.

    The room is the only six-sided immersive environment in Canada, and one of a mere handful internationally. Its walls, ceiling and floor are comprised of pixel maps generated by a cluster of computers running Linux. The entire structure is made of the same glass used in the CN Tower's observation deck. The floor alone took two years to complete.

    Researchers are able to manipulate the environment within IVY, changing the scenery and its orientation, in order to understand how people become disoriented and how their internal perception of 'up' and 'down' is informed.

    "Some people become incredibly confused. I've actually seen people fall over in there," Jenkin says.

    The research is being used by the Canadian Space Agency and National Space Biomedical Research Institute (NSBRI) to find ways to help strengthen astronauts' sense of 'up' and 'down' in zero gravity environments.

    Jenkin's team also hopes to find methods of counteracting the gradual loss of spatial orientation that occurs as we age.

    One of the most challenging aspects of IVY's design was to create a system that allowed subjects to experience both the look and feel of moving through the virtual space.

    A graduate student developed a wireless 'head-tracking' device that follows subjects' movements and alters the displays accordingly. Users wear stereo shutter glasses which give a 3-D effect.

    "The computer compensates when you move around so it looks correct. It knows where you've moved, where your eyes are," says Jenkin.

    As the country's only truly immersive environment, IVY is also in demand from private industry for a myriad of projects.

    "If someone brings us their data set, we can render it and they can walk through and interact with it," says Jenkin.

    "We're constantly pushing the boundaries and learning how better to do VR."

    -30-

    --
    Is this sig nificant?
    1. Re:IVY (Immersive Virtual Environment at York) by Drunken_Jackass · · Score: 1

      I really think this is where it's at. Imagine a room in your house, or a corner of your livingroom that would act as your IVY. It could be an extension of the web as it is now - except online shopping would mean that you would actually "visit" a "store" and would be able to walk around and talk to "salespeople" (don't even get me started on radid prototyping to match). I mean - how much more helpful are the kids at Gap compared to a SalesBot? Telecommuting would mean that you could truly be in the office without being in the office - but if everyone had such a system, there wouldn't be the need for an office. If you think about it, we work terribly inefficiently now - what with all the commuting and separation. You could have cluster meetings and conference calls with other peoples' avatars - except those avatars would actually be porjections of the other users from within their IVY's.

      Plus - it's already got the name - IVY. Now that's something that can fit in to the vernacular - "Honey, i'm going into the IVY to buy some new shoes, you want anything?"

      --
      There are 01 types of people in this world. Those that understand binary, and me.
    2. Re:IVY (Immersive Virtual Environment at York) by Anonymous Coward · · Score: 0

      As described in "The Illustrated Man--The Veldt" by Ray Bradbury, 1968:

      They stood on the thatched floor of the nursery. It was forty feet across by forty feet long and thirty feet high; it had cost half again as much as the rest of the house. "But nothing's too good for our children," George had said.

      The nursery was silent. It was empty as a jungle glade at hot high noon. The walls were blank and two dimensional. Now, as George and Lydia Hadley stood in the center of the room, the walls began to purr and recede into crystalline distance, it seemed, and presently an African veldt appeared, in three dimensions, on all sides, in color reproduced to the final pebble and bit of straw. The ceiling above them became a deep sky with a hot yellow sun.

      George Hadley felt the perspiration start on his brow.

  35. We don't need it by TangLiSha · · Score: 4, Funny

    Who needs virtual reality when you have reality tv?

    --
    Everyone has an agenda. Except me. --Michael Crichton
    1. Re:We don't need it by NanoGator · · Score: 1

      "Who needs virtual reality when you have reality tv?"

      I'm not sure I understand your point. Is it that reality TV fills the same needs, or that it makes you realize you DON'T want to be other people?

      Actually I could get behind that. "Reality TV killed Virtual Reality." Sorta like how the Matrix killed Kung-fu!

      --
      "Derp de derp."
    2. Re:We don't need it by TangLiSha · · Score: 1

      It just seems like reality tv showed up about the same time we stopped hearing about virtual reality. (I could be wrong about the timing - I was deployed when reality tv first showed up in the US)

      Since neither one has much to do with reality, why couldn't one have replaced the other? Very few people ever had access to virtual reality, and I don't think that most people really understood what it was beyond some new video game tech.

      --
      Everyone has an agenda. Except me. --Michael Crichton
  36. It's a UNIX system! by mr_spatula · · Score: 2, Interesting

    I hate to retread a previous comment, but according to the movie "Jurassic Park," it was replaced by UNIX systems.

    The concept of VR has amused me for a very long time. It's what makes watching movies like "Lawnmower Man" so amazingly funny in this day and age.

    I've been taking a 3D modeling class, and it has about three paragraphs dedicated to VR. The content is pretty worthless - but the picture of a dolphin leaping out of a monitor towards a man who is leaning back to avoid it is completely priceless.

    In all seriousness, there was a short blurb about full-room "holodeck" like simulations being used for engineering work - but it didn't go into any details. Anyone know anything more about that?

    1. Re:It's a UNIX system! by dtfinch · · Score: 1

      I hate to retread a previous comment, but according to the movie "Jurassic Park," it was replaced by UNIX systems.

      http://www.sgi.com/fun/freeware/3d_navigator.html

    2. Re:It's a UNIX system! by C0vardeAn0nim0 · · Score: 1

      is this what youre looking for ?

      the site also have links to several other VR software and hardware makers, mostly for professional aplications.

      --
      What ? Me, worry ?
    3. Re:It's a UNIX system! by bitslinger_42 · · Score: 1

      The company I work for makes use of a couple VR caves for engineering and product development. We can bring customers in and have them operate the new platform without having to actually build anything beyond a mock-up of the controls. Granted, it isn't perfect, but from what I've heard in talking with the engineers, it has really helped a lot with coming up with control chamber design.

  37. my saying.. by Nexcet · · Score: 0

    Virtual Reality was just made up word to get pass the delay of Three-dimensional environments, which isn't an issue now. So gone it went.

  38. See Slashdot... by KidHash · · Score: 1

    Slashdot posted on article on uses of virtual reality the other day...
    http://games.slashdot.org/article.pl?sid=05/04/30/ 1819253&tid=126&tid=10

  39. Its all around you by Anonymous Coward · · Score: 0

    whats the point of virtual reality, when its what ever you want it to be in the first place :)

  40. Progress in VR is happening all the time by SPYDER+Web · · Score: 3, Interesting

    I think progress in VR is going on all the time its just not labeled as such because it is such an expansive category. If you look at the next generations of games that are coming out and the pushing of PCI-express and the new graphics cards, graphics are progressively looking closer to Reality. Now having said that that is only part of the VR question. Interacting more realisticly with that world is essential. We are seeing new steps into 3d Projection,almost holographic displays, and what I feel is the most important step experiements using brainwaves to control movement in simulated enviroments. The techologies havent collided yet into a single form but when they all catch up to each other then we will have true VR. Forget about Virtual Boy which as most of us no was neither true 3d nor Virtual Reality, also excuse the PS2 Eyetoy which are both just novelity items.

    --
    Trix are for kids!
  41. It has no real purpose yet... by east+coast · · Score: 2, Informative

    People still have too many problems with the 2-d monitor and the standard 104 or 101 keyboard. Adding anything to this design at this point would only highten the learning curve and would generate less interest. Perhaps there is a handful of people who can honestly make good use of VR but the majority of us (not just Joe Sixpack) aren't living up to the potential of the box sitting on our desk.

    --
    Dedicated Cthulhu Cultist since 4523 BC.
  42. what about vrml? by Mantorp · · Score: 1

    do browsers still support it? I haven't seen a page using that in about 10 years.

  43. VR is dead. by Airconditioning · · Score: 1

    Because noone wants to wear those silly headsets. The technology was cool but the application was clumsy.

  44. that's what i've been wondering! by lo_fye · · Score: 1

    It was *ages* ago that i donned the ForteVR helmet and played Duke Nukem 3D on a Pentium 120Mhz. 3D accelerator cards weren't around yet. 3D sound cards weren't around yet. LCDs were low resolution, low refresh -- no wonder it made us sick as dogs! The helmet had a serial connection to the PC! I'm waiting for LucasArts to pave the way by bundling a bluetooth wireless force-feedback lightsabre and helmet with some future incarnation of Jedi Knight. You *know* we'd all buy one, even if it was *expensive*.

    --
    geeks are cats who dig a certain kind of cool
  45. It went the way of... by Anonymous Coward · · Score: 0

    The dodo bird and your sensibility *removes clothes* Ahhh, brisk!

  46. wasn't there some game by Anonymous Coward · · Score: 0

    I seem to remember reading a few months ago about some online game where you can buy your own island...

  47. .hack// by Toloran · · Score: 1

    I personally am more afraid of the .hack// senerio of "bad things that can happen in VR". None the less, the main reason I am waiting for VR is to play an mmorpg like the one in .hack// =?

    --
    Speaking is NOT communication
    1. Re:.hack// by Anonymous Coward · · Score: 0

      I'm more afraid of hearing "but that's impossible!" five times every half hour.

  48. Limitations to VR by Mage+Inq. · · Score: 2, Insightful

    I once took a class back in college which discussed some of limitations of virtual reality (this was back in '93). Until some of these things are addressed, and not just the economic factors, VR might not really ever take off.

    For example, how do you address the gravity problem? How can you virtually simulate something that has physical weight, like throwing a virtual ball and catching it?

    And if we have public access to VR devices (assuming it's still economically unfeasible for mass market personal purchasing), how do you cope with the "icky" factor? Would you want to use some VR helmet or gloves after some greasy, unkempt guy just used it?

    Perhaps true VR may not be possible unless it was purely a sensory experience (like in The Matrix) or using artificially created matter (like holodecks), and the best we're going to get are fancy 3D displays with some amount of immersion.

    1. Re:Limitations to VR by fyngyrz · · Score: 2
      For example, how do you address the gravity problem? How can you virtually simulate something that has physical weight, like throwing a virtual ball and catching it?

      Compressed air (or pumped water, if you're immersed) vents on the suit. "Ball" hits hand, suit palm stiffens in the appropriate curve, fingers lose the ability to close through the region where the "ball" is supposed to be, and compressed air blows out of the palm, hard. You have to use your muscles to push back or your arm is driven backwards via force local to, and vectored reasonably at, your palm, by the directed emission.

      Not easy, not by any means, but not out of the reach of current technology, either.

      In any case, no VR has to be perfect. Television isn't a perfect 2d representation either; just look closely and you'll see. Yet we open the theater of the mind and become quite involved. I think that just like television (and video games, and even books for some of us) the mind is more than powerful enough to adequately enhance the experience to a degree that will be more than satisfactory.

      But... baseball? Baseball??? Without any possible doubt, the key VR application is sex. If you want to be the next Bill Gates, develop acceptable (to the consumer) VR sexual experiences and the supporting hardware (pun intended) and you'll be there in record time. Complete with a large group of people who hate you for what you've accomplished.

      OTOH, if you want to go nowhere fast, develop a VR baseball system. And good luck to you. Make sure you get the chewing tobacco spit to the ground to splash realistically on the player's leg while you're at it. I don't know how you'll work in the feeling of a steroid enhanced musculature, but I'm sure it'll be fabulous when you get it done... :-)

      --
      I've fallen off your lawn, and I can't get up.
    2. Re:Limitations to VR by Dhalka226 · · Score: 1

      If you want to be the next Bill Gates, develop acceptable (to the consumer) VR sexual experiences and the supporting hardware (pun intended) and you'll be there in record time.

      I'd buy it.

      ...what?

  49. Visual pointer by digital.prion · · Score: 0

    Not sure about VR but as a sidepoint I'd love to see a system that uses my "EYES" as a pointing device for objects on the screen.

    Imagine being able to just lookat a buttin and then mash a joystick type button held in the hand! Everything from first person shooters to regular computer tasks would/could seem to take half the time - being that everything is happening minus the mouse or trackball.

    --
    Smile.
  50. obviously by jjeffries · · Score: 1
    Porn! Screw flying cars, where's the VR smut?

    Porn drives innovation in ways that Bill Gates can only dream about. Bring on the 3D titties now, and in a few years 'legitimate' uses will be commonplace.

  51. Economics by CowbertPrime · · Score: 1
    Ok if you want total immersion you will minimally need the following technology:
    1. head mounted display (HMD), which has the following functional requirements:
      1. 3D motion tracking/telemetry
      2. high resolution display
      3. "ease" of use
    2. Full body tactile feedback suit also supporting basic telemetry (i.e. position of limbs)
    3. devices for simulating body position (i.e. treadmill for walking, chair for sitting, etc.)
    All this stuff can use USB2 or firewire to interface with the computer. Then all you need to do is write the driver and application support code (like currently exists for joysticks, headsets, and DDR pads). The problem is, the current VR devices cost too much for your typical gamer to buy it just to play counterstrike in full immersion.
  52. visual displays by duran.goodyear · · Score: 1

    The biggest hurdle right now is the quality of display technology.

    The cost of a small display devices, that can provide fast response times, vibrant colors, and aren't heavy and power intensive is the big issue.

    These devices are approaching, and will happen eventually, but the HMD that you used to see that looked like giant insect heads that probably needed a big counter weight on them.

    As technologies that allow the image to be drawn directly on your eyeball, and LCD technology shrinks you will see the possibilities of virtual reality, and more specificly, "hyper" reality bearing fruit.

    I think we will see people using "hyper" reality technology in the work place much sooner then we'll have full sensorium virtual reality systems.

    Boeing already is experimenting with hyper-reality systems, which are images displayed on goggles much like heads up display systems that map out the wiring maps for jumbo jets. Allowing the builders of the airplanes to see where things are going, with out having to take their eyes away from what they are working on. Boeing has been using or experienting with this since 97.

    http://www.cnn.com/TECH/9711/21/t_t/jet.set.wiring /

    http://www.temple.edu/ispr/examples/ex02_08_01b.ht ml

  53. Why I don't worry by Sarcasmooo! · · Score: 1

    As long as computer nerds like us yearn to have sex with famous models, celebrities, and porn stars, there will never be month or a year where progress is not made in virtual reality technology.

  54. Tin Hats on! by femto · · Score: 5, Funny
    Contrary to popular belief, virtial reality was not perfected in 1995. In reality VR was perfected in 1994. 10:42pm on 29th November to be precise. At this time, the US population was sedated by the United Nations via a dose to the drinking water supply. When they woke up 24 hours later, the entire nation was "Trumanised".

    To keep suspicions at bay, advances in VR were removed from this new reality.

    It's hard on the US people, but that was the only way the world could keep their growing nuclear arsenal at bay. On the bright side, GWB is just a bad dream (one they will never wake up from).

    This post will not be posted on the VR version of slashdot.

    1. Re:Tin Hats on! by Anonymous Coward · · Score: 0

      Trumanised? Put into a large glass dome?

      You may be thinking of another, more popular movie...

    2. Re:Tin Hats on! by khellendros1984 · · Score: 1

      So, I'm actually a European with wiped memory in a simulation of the U.S.? Scary.... Vielleicht kann ich dafur Deutsch sprechen?

      --
      It is pitch black. You are likely to be eaten by a grue.
    3. Re:Tin Hats on! by Jeremi · · Score: 2, Funny
      On the bright side, GWB is just a bad dream (one they will never wake up from).


      Initially they tried to make it a utopia, but after Al Gore won the election, no one would accept the program. Entire crops were lost.

      --


      I don't care if it's 90,000 hectares. That lake was not my doing.
    4. Re:Tin Hats on! by Sneakabout · · Score: 0

      Or rather, it'll merely be auto-modded to funny by the machines.

      --
      Sneakabout is a mysterious figure, having done too much mathematics.
    5. Re:Tin Hats on! by Anonymous Coward · · Score: 0

      What post?

    6. Re:Tin Hats on! by lxw56 · · Score: 1

      dratit, and I was hoping that Slashdot was just a bad dream too

  55. What happened to QTVR? by Anonymous Coward · · Score: 0

    Anybody know why Apple doesn't support Quicktime VR for OS X? I used to use the QTVR panorama stitcher to create QTVR's, but since 9 I haven't seen an X version.

    Heres an intersting VR blog.

    http://www.mediavr.com/blog/

  56. VR is not dead by Anonymous Coward · · Score: 0

    VR is very much alive and a lot of research is being done. It is just not being used in home entertainment and gaming. In areas like Industrial Design and architecture however VR is just now starting to come into its own.

  57. It's the hardware... by sterno · · Score: 3, Interesting

    The problem is that the concept of VR has run into the physical limitations of hardware. For example, you can play a game where you can look around and hold a gun like device and point it at people. But once you try to walk, duck, roll, etc, you run into the limits of the system quite quickly.

    So while we can trick the eyes and the ears, we've still got some senses that are firmly grounded in this reality that keeps it from being totally effective. VR does have some practical applications in the medical and manufcaturing fields, but as it was envisioned for entertainment, it's not quite there.

    If we can ever manage to figure out a way to connect a computer to all human sensory input, it won't really get much further. That could mean using some sort of body suit that can fake the sensations of movement, etc, or perhaps a direct interface into the brain.

    --
    This sig has been temporarily disconnected or is no longer in service
    1. Re:It's the hardware... by BorgCopyeditor · · Score: 1
      Isn't there a system in the brain that keeps messages from getting from the motor cortex to actual muscles during dreams? We might eventually be able to hack into that system in some way, no?

      This reminds me: people who are really into this sort of thing should definitely read Merleau-Ponty's The Phenomenology of Perception. Among M-P's points is that our developed motor capacities are determinative of our ability to perceive.

      Cue irresponsible speculation: one of the things the dream cut-off switch (of the motor cortex) might do is allow us a way to rehearse or practice complex motions and interactions while sleeping, as a way of cementing our development of those habits.

      --
      Shop as usual. And avoid panic buying.
    2. Re:It's the hardware... by The+Mighty+One · · Score: 2, Interesting
      But once you try to walk, duck, roll, etc, you run into the limits of the system quite quickly.

      But what if you mix VR with a physical setting? Imagine mapping the physical parameters of your house in a Doom3 map, then texturing it up like the Mars research facility descended into hell. If your VR headset is portable and can track location accurately you'd have a physical VR simulation! You could then spawn some monsters and play co-op or deathmatch with your fellow housemates. Could even be extended to a commercial scale, imagine renting a cluttered warehouse and doing the same thing for a LAN party.

    3. Re:It's the hardware... by Kesh · · Score: 2, Informative
      Isn't there a system in the brain that keeps messages from getting from the motor cortex to actual muscles during dreams? We might eventually be able to hack into that system in some way, no?

      That's pretty much the assumption in the Shadowrun RPG's "Matrix" system. When you jack in, a system called ASIST feeds all the sensory information to your brain, while something called an "RAS override" prevents you from flopping about or getting up to walk away (though a person can intentionally fight those systems, in case they need to move from their current spot a bit).

    4. Re:It's the hardware... by tedrlord · · Score: 2, Informative

      Cue irresponsible speculation: one of the things the dream cut-off switch (of the motor cortex) might do is allow us a way to rehearse or practice complex motions and interactions while sleeping, as a way of cementing our development of those habits.

      Yeah, that has a lot to do with it. Research is currently showing that the whole purpose of sleep is to process and sort information gained during the day. Without sleep we wouldn't be able to learn things.

      --
      [insert witty quote here]
    5. Re:It's the hardware... by katonka+fate · · Score: 2, Interesting

      A number of VR motion sickness problems could be solved (imho) by attaching the VR helmet to the back of a swivel chair. It is the movement of the chair, left right pitch forward or back that would control your movement in VR. In this way, actual physical movement of the person's body coincides with the visual VR movement. The chair supports the VR headset, not your neck, obviating the need for an expensive super-light helmet. Finally, sitting in a swivel chair is the way most people spend time with computer / computer games already.

    6. Re:It's the hardware... by BorgCopyeditor · · Score: 2, Interesting
      Research is currently showing that the whole purpose of sleep is to process and sort information gained during the day. Without sleep we wouldn't be able to learn things.

      Cool. Might you be able to recommend a good book (or journal) on sleep for a scientifically literate non-specialist?

      --
      Shop as usual. And avoid panic buying.
    7. Re:It's the hardware... by mah! · · Score: 1
      Well it's not a book, but there is an interesting article about sleep and how it relates to the Matrix. It's by Andy Clark...

      Might you be able to recommend a good book (or journal) on sleep for a scientifically literate non-specialist?

    8. Re:It's the hardware... by Dwedit · · Score: 1

      Then it isn't really VR anymore, more like Augmented Reality.

    9. Re:It's the hardware... by Anonymous Coward · · Score: 0

      MOD PARENT UP

    10. Re:It's the hardware... by TardisX · · Score: 1
      --

      Command attempted to use minibuffer while in minibuffer
  58. Almost VR by Anonymous Coward · · Score: 0

    This is not quite VR, but it is 3D immersion through video eyeware. In the future I am going to attempt to build a teleprescense robot using this, if I can get the money...

    http://www.icuiti.com/

  59. I've always wondered... by NaNO2x · · Score: 1

    What happend to holographs? I mean it seemed like such a cool technology, are there any future plans of development? Or is there some huge use that I don't know about going on?

    --
    Utinam me logica falsa tuam philosophiam totam suffodiant.
  60. Well there is.. by TheKidWho · · Score: 1

    TrackIR! It rules for flight simulators, http://www.naturalpoint.com/trackir/

    Allows you to use your headmovement instead of a hatstick to change your view direction in the game!

  61. Eleven Reasons Why Virtual Reality Stalled by Nooface · · Score: 4, Informative

    This presentation from Virtual Reality pioneer Jaron Lanier reveals the Top Eleven Reasons VR has not yet become commonplace. He identifies a number of factors that have held back the adoption of VR by consumers, including key limitations in hardware capabilities and backlash from unsound business practices in its early days. He also points out where research still needs to be done. However, he concludes with the observation that VR has already succeeded as an industrial technology, where it is used regularly in product design and other automation tasks.

    --

    Nooface
    In Search of the Post-PC Interface
    1. Re:Eleven Reasons Why Virtual Reality Stalled by Anonymous Coward · · Score: 1, Funny

      Reason twelve. Virtual Reality pioneers make web pages about the top eleven reasons virtual reality failed with black text on light blue backgrounds.

    2. Re:Eleven Reasons Why Virtual Reality Stalled by davecrusoe · · Score: 1

      Long live the original home of ThinkQuest! (And everything else cool that came from the shared genious of Advanced)

    3. Re:Eleven Reasons Why Virtual Reality Stalled by SmokeSerpent · · Score: 0, Troll

      12. Jaron Lanier is the principle spokesperson for VR

      --
      All kings is mostly rapscallions. -Mark Twain, The Adventures of Huckleberry Finn
  62. LCD resolution seems to be limiting factor by -Harlequin- · · Score: 1

    320x200 pixels, (or even 640x480) might be ok when it's on a monitor - 10% of your field of view, but when it's your entire field of view, as with VR glasses, it's horrible.

    There are now VR glasses which are lightweight and even aesthetically discreet, but the resolution remains atrocious. I'm not an engineer, so I don't know why that is, but my guess is that anything commerically viable has to use off-the-shelf LCDs that are physically small, which basically means low resolution.

    Hopefully, DLP micromirrors will offer a way to put decent resolution into something that looks not much bigger than eyeglasses, but it may take a while for the price to come down. (Again, just guessing)

    1. Re:LCD resolution seems to be limiting factor by NanoGator · · Score: 1

      "320x200 pixels, (or even 640x480) might be ok when it's on a monitor - 10% of your field of view, but when it's your entire field of view, as with VR glasses, it's horrible."

      VR Glasses don't take over your field of view. I have a pair of 'vr glasses' for watching movies on. (I.e. they have an SVideo input, as opposed to VGA. The target audience was people watching movies privately on plane trips or something.) They did 640 by 480, but it was more like sitting 5 feet in front of a big screen TV than it was an attempt to take over your whole PoV.

      The resolution more or less worked. It was certainly enough. It could have been better, but I wouldn't say that's the biggest limiting factor.

      Frankly, I think the biggest limiting factor is that VR is not a great means for playing a game. You can't be Mario. You can't be Keanu Reeves. Maybe if they made a Dilbert game...

      --
      "Derp de derp."
    2. Re:LCD resolution seems to be limiting factor by sbaker · · Score: 1

      There are VR helmets that can do 2kx2k resolution...non-problem.

      --
      www.sjbaker.org
    3. Re:LCD resolution seems to be limiting factor by -Harlequin- · · Score: 1

      VR Glasses don't take over your field of view.

      They must encompass most of your field of view else they can't really deliver VR.
      Glasses that effectively show a big screen TV a few feet away could be used for VR, but will always be very poor at it - periphiral vision is just too important to "reality", virtual or otherwise.

      But they'd be fine for augmented reality if the opaque backing was removed so you could use your real-world periphiral vision.

  63. Tech Limitations by Effugas · · Score: 5, Interesting

    What's wrong with VR? Hmm, this was the first tech subject I ever investigated in depth, and it's kind of amusing it hasn't gotten much better after all these years. I was just ranting about this a little while ago, but I'll go more in depth here:

    There are some real problems with latency. Modern operating systems have a really hard time with the idea that there are hard deadlines that must be met on a sub-100ms basis. Even some graphics programmers hold onto the myth that 30fps has anything to do with how fast the human eye can detect motion. The reality is that we detect different faults at different rates, but anything that's tied to our own sense of motion has to be accurate at somewhere around the frame rate of touch.

    The frame rate of our haptic senses is something on the order of 3000 frames per second.

    That doesn't mean you need to update a display at 3000fps (though ironically enough, that's approximately the frequency of the fluorescent backplane on an LCD), but it does mean that if you're trying to show someone something at the same time a touch simulator is telling them they are, frames need to interrupt-updated at a speed that even the core operating system has trouble handling.

    What do I mean by touch simulators? Nothing so complex as this per-finger force feedback weirdness that pulled back on each finger as I touched a virtual cockpit back at SIGGRAPH. No, anything involving a head-mounted display and a position detector is a touch simulator; the "feel" comes from within your head and neck and the reaction is to be visually accompanied by a display of motion.

    But the display is always, always, always late! Look at the monitor. Now move your head and eyes, look at whatever's 90 degrees off to the right. For a noticable sub-second interval, you went blind, so that your brain would not need to contend with this blurry streaky mess. To be immersive, VR systems need to detect your motion, synthesize the appropriate blur-frames, and (hardest of all) have a convenient stable frame in front of you as you're escaping motion-blindness.

    Everything head-mounted fails this just brutally.

    There are vague successes in VR, of course. Driving simulations work fantastically, but it's not like driving is a massively natural feat for our brains to have adapted to in the first place. Screens on every window clean up the above quite neatly. And the phobia work functions because the fears operate on such a low level that your brain isn't able to employ resources such as "heh, that spider's moving wrong". These are useful and impressive successes, but in terms of general purpose "you are elsewhere" mechanisms -- until latency is dealt with appropriately, this will continue to be broken tech.

    --Dan

    1. Re:Tech Limitations by Anonymous Coward · · Score: 1, Insightful

      If I understand the parent, the problem appears to be that the OS cannot handle interrupt latencies of less than a few dozen ms.

      While this may be true of OS like windoze, certainly this does not hold for real time OSes. Such Oses (like vxWorks, OSE, Lynx etc) are used in several application everyday.

      And these are latencies at the software levels above the OS. Commercial systems also use DSPs that can service interrupts at severl kHz.

      To me, it would seem that lack of computing power is not the reason holding back VR. Something else - perhaps the inherent complexity of applications - and the vast volumes of data involved - coupled with the lack of a 'good' way to represent that data. After all that is what MIT's touted Media Labs have been trying to do for several years.

    2. Re:Tech Limitations by Anonymous Coward · · Score: 0

      Mod parent up, please!

    3. Re:Tech Limitations by Anonymous Coward · · Score: 0

      > To be immersive, VR systems need to detect your motion, synthesize the appropriate blur-frames, and (hardest of all) have a convenient stable frame in front of you as you're escaping motion-blindness.

      Uh, WTF are you talking about? That's nonsense.

    4. Re:Tech Limitations by kagelump · · Score: 1

      http://en.wikipedia.org/wiki/Saccade
      Does it make sense now?

    5. Re:Tech Limitations by Anonymous Coward · · Score: 0

      Not really..

      Nothing has to be simulated.. the image entering the eye does not need to altered because of saccade.

      To say that you need to simulate blurred frames because of saccade is like suggesting that, in reality, your surroundings are constently deforming themselves as you move through them.

    6. Re:Tech Limitations by Effugas · · Score: 1

      AC--

      The images in front of your eye need to be in motion _while_ you're moving your head. You're right, they don't necessarily need to be blurred, but saccade will be suppressed if you've got this stable picture in front of you when there's supposed to be a blur initiating.

      I've experienced this on HMD's. Takes a bit to recognize what's wrong.

    7. Re:Tech Limitations by Effugas · · Score: 1

      Yeah, and how's the 3D support of these RTOS's? :)

      The problem is that we have entire architectural pipelines -- too complex for a simple DSP -- that don't generally support the level of very high speed reactions and changes that reality itself exhibits in response to our actions. Linux, with the new pre-emptible kernel code developed for low latency audio, does show some very nice potential (sub-ms scheduling is good). But fitting the position/draw loop into what's necessary is still a challenge.

  64. it's been changed slightly by Anonymous Coward · · Score: 0

    i was reading an article on another site where they were speculating on nintendo's new console, and the guy was talking about a panel of directors including peter jackson talking about how in the next few years they're gonna add some simple 3d to theatres. one of the guys from the panel apparently claimed that a game console would beat them to it. it was some stereo technology to allow images to still appear in 3d without glasses.

  65. COMMENT GENERATOR by Anonymous Coward · · Score: 0

    "I'm feeling baklept... talk among yourselves, talk among yourselves!"

  66. Jaron Lanier's answer by pato+perez · · Score: 3, Informative

    Lanier was VRs biggest promoter in the late 80's. I remember seeing him give a demo at the time, at the Institute of Contemporary Art in Boston. It was a pretty exciting and compelling talk about cool stuff just around the corner. But then, years passed, and nothing happened.... He recently gave a talk about why VR hasn't happened, after all: http://www.baychi.org/calendar/20030909/#1

  67. Disney Flying Magic Carpet by Anonymous Coward · · Score: 0

    Anybody else here ever get a chance to try the Disney Magic Carpet ride at Epcot? I was one of the chosen few when they were first building it and demoing it to the crowd ... and it basically let you fly around on a magic carpet as you wore a near-weightless (supported by wires) headset, and you straddled a motorcycle-seat like seat. Very cool stuff ... not sure if it ever turned into a mainstream ride or not ... but lots of fun.

    1. Re:Disney Flying Magic Carpet by Zerth · · Score: 1

      I tried that after they moved it to an arcade in one of the "quasi-disney" places(near the string of disney bars, I think). As I remember, it had a tendancy to crash so the line was really slow due to reboots.

      They also had a scifi/comic swordfighting game with that kind of headgear and a gyro'd force feedback hilt. It kicked ass, until I wondered if I could stab myself. Somebody had a sense of humor, cause it worked.

    2. Re:Disney Flying Magic Carpet by Anonymous Coward · · Score: 0

      I was curious if anyone would mention the Disney flying carpet VR experience. I tried it at Disneyland (inside the park, at the Star arcade or whatever it was called). Cost was $5 for 5 minutes (or was it 3). The headmounted display was great, really high quality and the flying carpet was a bit like a snowmobile (but better). There was some kind of object to the game, but in 5 minutes I couldn't figure it out, I think you had to rescue the princess. Fuck that. Anyway, I decided to just fly like crazy and see as much as I could. Minor lag if you turned your head fast, I think they were using SGI hardware. The textures were great, the environment looked like a movie set. I was sorry when it ended.

  68. Not all hype by siilarsi · · Score: 2, Informative
    Virtual Reality is actually in use today.
    It's being used by architects to inspect their yet to be buildings.
    It's also used in the medical industry as well, apparently it's particulary useful as a mean of viewing strings of DNA in.

    When VR first emerged it was thought by many to be the next big thing for gaming, but not a lot of people thought about it being used in the industry.
    I guess these days it's the other way round.

    I think it's matured enough to be useable by now. People just need to find out how.

  69. My guess? They realized control systems are behind by ShyGuy91284 · · Score: 2, Insightful

    My guess is they realized "Virtual Reality" won't really have much potential (which translates to profit) until there are better ways to interact with the games then a keyboard/controller/clunky motion sensors. Not to mention decent head-mounted displays are still quite costly.... I for one can't wait till input systems improve, and you aren't limited by the controller.

    --
    In undeveloped countries, the consumer controls the market. In capitalist America, the market controls you.
  70. Ever hear of EverQuest? by Anonymous Coward · · Score: 0

    I remember back when MUDs were considered text-based virtual realities (something I still consider to be true, BTW). Once you get past the futuristic visions of jacks straight into the brain and funky head-mounted displays, you'll realize that virtual reality and cyberspaces are already here, and are every bit as addictive as predicted. They're just being used so people can imagine they're fantasy warriors, instead of doing their taxes in 3D.

  71. VR old and busted. New hotness: Augmented Reality by -Harlequin- · · Score: 1

    VR hasn't died, it's evolved. Apparently.

    Back in the days of VR being a buzzword, I, like many others, was most interested in the game potential. The problem of the VR world not being very touchable lead me (like others I assume) to imagine games where the VR word corresponds to real-world walls, but the VR supplies the fantastical element. Eg, Like how a game of laser-tag is played in a building, but key your headset so that a circular wall becomes the base of a kilometre-high tree or something, or other players are sometimes depicted as non-combatants or ghosts or animals, depending on how the game is intended to play.

    It seems like running around a solid world with a real-world-aware VR headset is a an easy low-tech way to solve the locomotion and tactile problems of VR.

  72. all this is virtual? by BorgCopyeditor · · Score: 1

    So, are you simulating a person who has that opinion?

    --
    Shop as usual. And avoid panic buying.
    1. Re:all this is virtual? by Sai+Babu · · Score: 1

      If you have to ask, you prove my point.

    2. Re:all this is virtual? by BorgCopyeditor · · Score: 1

      You've mistaken my question for a request for information. Also, the fact that you might be a bot is a red herring; I, at least, am still actually having an interaction that is in no way virtual. People can lie to one another when they are speaking face-to-face, too; does that make having a conversation with someone a form of "virtual" reality? If so, then your definition of "virtual" is too broad to be in any way useful.

      --
      Shop as usual. And avoid panic buying.
    3. Re:all this is virtual? by Sai+Babu · · Score: 1

      Speaking of red herrings, the topic is virtual reality, not virtual me.

      I can't argue that /. is not reality to you.

      virtual: existing in effect
      reality: existing in fact

      virtual reality: a conundrum to drive any bot mad...

      add to this the fact that reality is an agreed upon concept, dependent upon a rather thin veneer of civilized humans for it's very existance, in fact existing in effect, and things no longer seem so black and white.

      The age of reason brought us reality. It's been with us a very short time relative to recorded history. It's not a reality accepted by all, or even the majority of humans on the planet. Of those who do accept it, precious few understand the difference between their models of reality and the elusive thing they are still trying to understand.

    4. Re:all this is virtual? by BorgCopyeditor · · Score: 1
      add to this the fact that reality is an agreed upon concept, dependent upon a rather thin veneer of civilized humans for it's very existance, in fact existing in effect, and things no longer seem so black and white.

      The age of reason brought us reality. It's been with us a very short time relative to recorded history. It's not a reality accepted by all, or even the majority of humans on the planet. Of those who do accept it, precious few understand the difference between their models of reality and the elusive thing they are still trying to understand.

      The only thing that could explain this torrent of inconsequential verbiage is that you must have learned to talk by watching the Architect scene from the Matrix over and over again. Enjoy your dramatic life.

      --
      Shop as usual. And avoid panic buying.
    5. Re:all this is virtual? by Sai+Babu · · Score: 1

      In computer nerd with a hammer terms, virtual reality uses some stuff to stimulate the senses and a mathematical model of reality to create an artificial experience. Much like the telephone. Dismissal of the unknown does not make it go away.

    6. Re:all this is virtual? by BorgCopyeditor · · Score: 1

      So these are not words appearing on my screen, but only representations of words? Or is it that my experience of these words is being "stimulated" by a computer, unlike the way that naturally occurring words are grasped? In short, is it the objects of experience or the experience itself that is "artificial," according to your theory?

      --
      Shop as usual. And avoid panic buying.
    7. Re:all this is virtual? by Sai+Babu · · Score: 1

      With the telephone you don't here my voice only a facsimile. It's a voice in essence but not in fact. A virtual voice. What you discern from these words is a representation of my thoughts, not the thoughts themselves. These thoughts are based on my perception of the world which while similar, is not the same as yours. The world of which I speak is enough like yours to be representative, but it is by no means the same.

      These distinctions extend to the words you see on your screen.

      Virtual: in essence, a representation, specifically NOT in fact.
      Reality: in fact.

      One might say there are degrees of reality. If we are in the same room and agree that a flower is chartruse, there is a great deal of shared confidence that this is a fact. If I tell you I am looking at a chartruse flower by way of /. and you choose a color, odds are good that, if we have not both used the same defining standards, our colors will not be the same. They will be close but a lesser degree of reality. The further removed people are from each other, the less confidence there will be in the agreement of their realities. What else can this be but a reality in essence but not in fact. There are exceptions. Euclidean geometry is a pretty damn unambiguous.

      I'm not proposing a theory. It's a philosophical point of view.

      Money is possibly the oldest virtual reality. In essence it's time. in reality it's shells, pretty stones, gold, paper, or numbers in a computer. Avatars, credits, representations of cities that have never been built may be called virtual reality. Everything in this sort of reality is assembled by 'real people' at one level or another. Similarly the words on your screen, which you may be reading some time next week, have been assembled by me.

      This is what I was alluding to when I made the original post. The experience on /. and the net in general is experience in a man made world. Quite different than chasing down a deer and consuming it's adrenaline laden heart.

  73. new VR works at brown.edu's cave /cyberarts by entartete · · Score: 1

    http://www.brown.edu/Administration/News_Bureau/20 04-05/04-117.html the first round just finished up today but next week there is another batch of projects to be seen. These are all products of the electronic writing/music program, there are also lots of scientific visualization projects ongoing. VR is more than just HMD's and datagloves.

  74. Gran Turismo 4 by LT4Ryan · · Score: 1

    Dude,

    Have you _played_ GT4? Why would you even ask? :-)

  75. Not dead here . . . by erikharrison · · Score: 1

    A researcher here at University Of North Carolina at Asheville (just recently hired) in the Psychology department uses VR to run people through highly realistic but controlled environments.

    His name is Dr. Patrick Foo, and he uses an Alienware machine to do the hard work. Pretty cool really

  76. I Told You People... by Anonymous Coward · · Score: 0

    I'm still working on it! How am I supposed to get anything done with you people interrupting me every 5 minutes?

    Damn kids.

  77. Are there any new or existing projects... by exp(pi*sqrt(163)) · · Score: 1

    Ah, you must be one of the people who took the blue pill.

    --
    Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
  78. UMR does research with virtual reality. by Anonymous Coward · · Score: 0

    The University of Missouri-Rolla does some work with virtual reality. I'm not involved in it but you can find out more http://web.umr.edu/~vrpl/news.htm here. I found a pic of what they call the http://web.umr.edu/~vrpl/pictures/cave04.jpg "cave". Plenty of other pics and information there for those who are interested.

  79. Fuck off, you filthy jewish cuntrag. by Anonymous Coward · · Score: 0

    http://www.answers.com/spelt&r=67

    Idiot. Kill yourself before I hunt you down and smash your fucking head open.

    1. Re:Fuck off, you filthy jewish cuntrag. by phs_00 · · Score: 0, Troll

      if you look at your own link, you might realize that it is the past tense, thus making absolutly no sense in your sentence.

    2. Re:Fuck off, you filthy jewish cuntrag. by Anonymous Coward · · Score: 0

      Spelt and spelled are both right - former is British, latter is American.

  80. I don't get it... by Short+Circuit · · Score: 2, Funny

    They haven't used steel for standard wiring in over a hundred years! Why do you call it "ironic," then?

  81. Hiro Protagonist by antifret · · Score: 4, Interesting

    Anyone ever notice while reading Snow Crash that Stephenson never described how users work their avatars? He mentions goggles and lasers that track the user's eye, but stuff like the ubiquitous VR gloves or even a damn joystick, not a blip. I don't think this is an oversight, btw, but more a very clever example of what NOT to write.

    --
    Terminate and stay resinous.
  82. Specialized VR by Alioth · · Score: 1

    There are some virtual reality setups that have been going for years and keep improving - and are very important - flight simulators. The modern airline training flight simulator is a very high fidelity virtual reality system which allow airline pilots to practise situations that are just too dangerous to carry out in training in a real aircraft.

    The military are also big on flight simulation too and have been for years.

  83. Ironically, on Technocrat.net by erikharrison · · Score: 1

    On Technocrat.net they just posted an article from the Washington Post about using VR to treat PTSD

    http://www.washingtonpost.com/wp-dyn/articles/A583 60-2005Mar22.html?nav=rss_technology

  84. Iowa == high tech? by Anonymous Coward · · Score: 0

    Still alive and well at Iowa State: http://www.vrac.iastate.edu/facilities.php

  85. Better definition by Anonymous Coward · · Score: 0

    "Virtual Reality" is a buzzword. The submitter would do good to precisely define what he/she understands virtual reality to be and what parts of it are significant in the context of the question. Just "interacting with a realistic virtual world" isn't exactly contructive for a conversation -- it'd kind of be nice to know what we're talking about.

  86. What's wrong with VR? by Anonymous Coward · · Score: 0

    While everyone else is tackling the technical issues, here's a social one.

    Back in 1996-1997, I worked part-time in a commercial VR arcade, where people would play networked VR games against each other. The location was in the middle of a busy downtown district outside San Francisco, and had plenty of foot traffic. The location was very carefully decorated to be non-threatening, we always had a greeter on duty to explain to people what we did.. and so on.

    Aside from the slightly prohibitive cost, the biggest problem we had with getting people into the shop was the VR helmet; most of the women who listened to the greeters (I'd estimate about 60%) would flatly refuse when they heard about the helmet. Most refused because they were afraid the helmet would disarrange their hair, although some gave other reasons (claustrophobia was another somewhat common reason given, for example).

    Whenever one of the women would flatly refuse due to the helmet, whoever they were with would also usually decline, rather than split their group during the 10 minute VR session.

    From a commercial point of view, we probably would have had more than double the number of customers, if we could have somehow accomplished the VR without the helmet...

  87. VR-PSYCH mailing list plus - Re:Not hyped much by Anonymous Coward · · Score: 3, Informative

    from google:

    vrpsych...

    but there is a mailing list:

    vrpsych-l

    And risking mailing list Etiquette (and I'm chicken sh!t for annon posting) there is perhaps a call for help in this field from the open source community (note the following has been edited and links are not made directly clickable):

    How about some temporary mirrors of some of the stuff below (anti-slashdotting effect) out of respect for these VR medical researchers?

    In a recent email regarding an award this person recently received

    "Dear all,
    thank you for your warm congratulations. I'm really happy for this Award because it shows that virtual reality in health care is not a toy, but a real therapeutic tool that may have a deep societal impact.

    By chance, in the last issue of Nature neuroscience Review there is an interesting paper by Maria V. Sanchez-Vives entitled FROM PRESENCE TO CONSCIOUSNESS THROUGH VIRTUAL REALITY who underlines the critical role that VR may have in neuroscience and clinical practice :

    www.nature.com/cgi-taf/DynaPage.taf?file=/nrn/jo ur nal/v6/n4/index.html
    (subscription required)

    It follows the review (for a list of the last papers and books related to this field, please have a Look at my web site: www.cybertherapy.info) published in the Journal of American Medical Association "JAMA" who underlines the same concept:

    www.nida.nih.gov/pdf/toads/FakeWorlds.pdf

    However, the effective impact of this field in the real world clinical practice is still limited: to use a virtual environment you have to buy it or to develop it...

    And this, obviously, requires a lot of money. So, we need grants - that usually force you to a huge admnistrative work - and when they finish, the research ends with it.

    This is really a WASTE of time and energy. Especially when you see that most resources are spent to develop four different supermarkets, five different rooms full of spiders, nine elevators, etc.

    So, a suggestion I have for this community is to share, if possible, the tools developed.

    On my side, you can download and use for free the different environments we have developed for the treatment of panic disorders with agoraphobia:

    www.vrtherapy.net

    You can download for free many books (they usually cost about 100 US$) related to virtual reality here:

    www.emergingcommunication.com

    Also, Prof. Stéphane Bouchard is giving for free the different environments he developed using game engines to treat spider phobia and acrophobia:

    w3.uqah.uquebec.ca/cyberpsy/index-en.html

    Finally, in Laval, Prof. José Gutiérrez-Maldonado allowed to share with this community his excellent body image scale. You can download it for free from this web site :

    www.ub.es/personal/rv/ecic.htm

    At this point, if you have resources and no commercial limitations please share them!!

    I hope to meet most of you in June at the CyberTherapy conference in Basel:

    www.e-therapy.info

    Ciao

    Giuseppe"

  88. Precisely by attemptedgoalie · · Score: 3, Interesting

    Porn moved VCRs
    Porn moved DVDs
    Porn is holding up the BluRay / HD-DVD release
    Porn moved BBSs
    Porn moved the internet.

    I'm not advocating it. I am saying that there are a lot of people that don't notice these things until they find a new way to get porn.

    --
    My mom says I'm cool.
    1. Re:Precisely by exKingZog · · Score: 1

      VR porn brings up a lot of interesting questions. For instance: is it illegal to make and pimp out a VR model of a 15 year old?

      --
      "If he were a plant, people would roll him up and smoke him."
    2. Re:Precisely by sgt+scrub · · Score: 1

      >Porn moved VCRs
      >Porn moved DVDs
      >Porn is holding up the BluRay / HD-DVD release
      >Porn moved BBSs
      >Porn moved the internet.

      And, emersive games moved the speed of hardware.
      So obviously the industry needs emersive sex games.

      I've got one mind and neither is working properly.

      --
      Having to work for a living is the root of all evil.
  89. virtual reality happens all the time... by Anonymous Coward · · Score: 0

    whenever you move your mouse over towards the pr0n folder.

    well i feel that its real anyway... =/

  90. Too addicting by DaChesserCat · · Score: 1
    On the subject of a holodeck, or something similar, Scott Adams theorized:
    If I had a holodeck, I'd close the door and never come out until I died of exhaustion. It would be hard to convince me I should be anywhere but in the holodeck, getting my oil massage from Cindy Crawford and her simulated twin sister.

    Holodecks would be very addicting. ... I'm afraid the holodeck will be society's last invention"

    Dennis Miller also seems to believe it would extremely addicting: "If some unemployed punk in New Jersey, can get a cassette to make love to Elle McPherson for $19.95, this virtual reality stuff is going to make crack look like Sanka."

    My theory: some government agency is trying to crackdown on addictive things in our society (the DEA would be my guess), and with their recent doctrine of "preventive strikes," they're intentionally holding this technology back.

    <looking nervously left and right, waiting for the black helicopters>
    --
    ... by the Dew of Mountains the thoughts acquire speed, the hands acquire shakes, the shakes become a warning
  91. The question is... by T-Ranger · · Score: 1

    Where are my teledildonics? We were promised teledildonics!

    1. Re:The question is... by sbaker · · Score: 1

      Three words: Beware of Bugs.

      Ouch!

      --
      www.sjbaker.org
  92. The Virtual Reality Applications Center (VRAC) by SPautz · · Score: 1

    Iowa State University does a lot of VR-oriented research: http://www.vrac.iastate.edu/.

    The majority of the research going on here is driven by industry and military applications, with comparatively little funding for things for consumer use. One common misperception I've noticed is that many people assume VR == head-mounded displays, when in reality there is a great variety of possible displays (VRAC's facilities include a number of non-headset displays.) The Howe Hall auditorium, in which over 200 people can view a VR presentation (often a science- or engineering-oriented visualization, but there are many artistic applications as well) is an excellent way to show normal people that VR doesn't have to involve bulky headsets.

    Although advancements in VR are generally oriented towards specific applications -- a better input device for a paint program, a new wireless sensor/transmitter system, etc. -- the field as a whole is still moving forward in leaps and bounds. Although it's debatable whether consumers will see any Virtual Reality products or devices in Wal-Mart anytime soon, industry use of VR is alive and well, and there is nothing to suggest that the field will go away anytime soon.

  93. mod parent up! by Ninwa · · Score: 0, Redundant

    Mod parent up interesting please!!!!

  94. I thought I WAS living in VR! by Anonymous Coward · · Score: 0

    So you mean this is actually the real world?!

    Shit!

  95. Direct Neural Interfacing by TrentTheThief · · Score: 1

    VR will be cool when the technology exists create a direct neural interface. Without it, VR can't exist.

  96. x3d by (el)Capitan.Nick · · Score: 1

    the reason VR hasn't taken off, say, in websites, is because it takes a lot to program it, and because there isn't a common interface. If browsers supported a some common 3d environments that were open source, VR would have a chance. I've wondered if x3d (successor to vrml) could do this, but it isn't (yet) well enough supported.

    --
    "Never let your sense of morals prevent you from doing what's right." -Isaac Asimov
  97. Same as AI by sien · · Score: 1
    VR was a convenient name to legitimize the study of interactive computer graphics at Universities a good name. It's like AI is the name given to studying functional programming, logical languages and algorithms for figuring out 'knowledge'.

    In the 1990s it was suggested that interactive computer graphics coupled with new displays could provide useful methods for training, improving and testing skills and for visualization. However, people vastly under-estimated the cost in producing useful training applications. Try creating a training application for being a mechanic that uses a cyber glove or whatever. It would require millions of dollars and produce something that was probably inferior to giving them a go on the real thing. It has had some successes, particularly in the medical area, where the real training that doctors perform is on their live patients.

    The main use for real time computer graphics is in entertainment. At SIGGRAPH 2000 at some panel it was suggested that the computer graphics industry is split 80 20 between entertainment and business applications. With the growth of the games industry it is probably more like 90 10 today. The thing is that entertainment hardly funds academic research. Today, computer graphics is being improved by ATI, NVidia, Sony and Microsoft but almost entirely for the purposes of creating entertainment. This leaves academic research in the weird position of being behind industry.

    We don't and probably won't ever, have VR or AI, but we will find applications that use technologies developed whilst studying these fields.

  98. the matrix came out is what by digitalextremist · · Score: 1

    After the matrix series, everyone realized that using the natural reality to cloak the spiritual reality is pointless. Nano technology is much better toward the future of having absolutely seamless virtual experience

    --
    //de ~ 9cimi
  99. Realdoll by Anonymous Coward · · Score: 0

    Who needs VR when you can get one of these: http://www.realdoll.com/. DUH!

  100. VR.... It's still here. by Cold_Lestat · · Score: 1
    VR never died.. It just went corporate ;)

    A Few Links..

    This one and
    This one .

    The later of which i would give my right eye for.. ;)

  101. It's been adopted by an infomercial. by Fortyseven · · Score: 1

    Virtual Reality changed all that!

  102. Where is Virtual Reality? by Anonymous Coward · · Score: 0

    Virtual Reality is still very alive, only not on a consumer level. There are several companies still making advancements in the VR field, but due to the expense of the technology involved, VR in the home is still a long way off.

    For example:
    http://www.fakespace.com/
    http://www.christiedigital.com/

  103. Nothing. by arose · · Score: 1

    See subj.

    --
    Analogies don't equal equalities, they are merely somewhat analogous.
  104. C6 by Loconut1389 · · Score: 1

    The C6 at ISU is one example of immersion. There is a whole center devoted to VR and the C6.

    http://www.vrac.iastate.edu/

  105. Remember Sony's Brain Beam? by Nikorasu85 · · Score: 1

    If Sony's brain beam wasn't just to cause hype... we may well see true imersion virtual reality soon!

  106. Lack Of Development by Anonymous Coward · · Score: 0

    Our company has long worked with doing 3D immersive presentations, but always in the past just on flat screen's. For a project, we got to go all out and were purchased a bunch of equipment, by the people we were working for. Headsets, gloves, presentation projector screens, field-leading software...

    The headsets don't work except with their pay-extra dongle, and not with the video card needed to run the projector system, and the gloves are nothing but a 5-axis joystick.. raise your middle finger to walk backwards, raise your index finger to turn left.. you get the idea. The software.. well. It was slow, old design, boasted "features" only because the rendering system (OpenGL, DirectX) had them, and the developers didn't actually have to add any features to THEIR code. Then you had to pay the myriad of licences... then again when the next version came out. Now, these were all sold to the guy after consulting with some "recognised professionals" about customising to his needs.

    So, in summary, the technology might well have gotten better, but in some areas it's still lacking, and the companies that jumped on the VR bandwagon have no real idea of what VR is, other then something they can sell using pretty PowerPoint slides.

    To people who don't know better, it's still all pretty impressive I guess, and the presentation is going to go well I reckon, but to the people who had to work with the stuff, it could have been so better.

  107. The republicans are in control by Anonymous Coward · · Score: 0

    There's quite a few people living in Virutal Reality.

  108. What about that Sony Patent? by RancidMilk · · Score: 1

    Didn't that sony patent mention that they are working on the technology to stimulate smell and taste in the brain due to some sort of pulse? If that comes about, we can kiss goodbye the current thought of how Virtual Reality should be. We could get in one of the VR balls, jack in our heads matrix style, and kiss reality goodbye as we shrivle into nothingness(Well, at least those into the latest MMORPG games).

  109. VR used in psychology research by SlayerDave · · Score: 1
    VR is being used quite a bit in psychology research, particularly visual perception and locomotion. Check out the VEN Lab at Brown University. This lab studies navigation and obstacle avoidance in an emersive VR environment. Very cool technology.

    Also, the Vision Sciences Society conference in Saratosa this May has a satellite session about virtual reality in vision research.

    So quite a bit is still going on in VR. Just because it's not the buzzword du jour doesn't mean VR has gone away.

  110. Virtual Reality is still alive by mscdex · · Score: 2, Informative

    As far as VR communities go, there are still a number that exist today. One of the best close knit community style ones is Traveler, which you can find here: http://digitalspace.com/traveler/index.html which has been around since early 1996. Although the ownership has changed hands a number of years ago. It is still actively visited by regulars like myself and many others. It's definitely a unique environment and has a friendly community.

  111. Computing Power is Simply Not There by mgbaron · · Score: 1

    You can read the permanent version of this response here.

    I know only a little about this field, but I do know that current available computing power can only scratch the surface of what is possible with Virtual Reality. I took a class on the subject a couple years ago, in which we were introduced to some currently available technologies. Most of these I found fairly impressive, though not the fully submersive environment that I had envisioned as a child.

    As is most technology innovation these days, the impetus behind many of these devices was largely for military purposes. One such device that sticks out in my mind was a set of goggles that performed a matching algorithm on a subjects face to determine if they were anyone that the soldier should remember. The example the guest speaker used was to suppose a soldier got a glimpse of Saddam Hussein. The goggles projected a small screen in the top corner of the lense that could be used for a variety of things including a conformation of a suspect and another example they gave of an MPEG video display. The screen was pretty tiny, but near the eye it had a pretty neat effect.

    Another device introduced was the Phantom from MIT's touch lab. This haptic feedback device provides touch feedback to simulate real world situations. The example in the article I linked to cites the feel of Tiger Woods' grip as and example.

    There was some talk of submersive three dimensional environments ala star trek, but we didn't go into much depth. There are all sorts of complications regarding various projection systems and with the helmets there are still serious simulator sickness problems in many subjects.

    These aren't the only limits however. Others include a lack of computing power to create a realistic 3D environment that can really fool the brain and problems creating haptic and other sensory feedback. After all of this, perhaps a bigger problem is an overall lack of interest. Outside special circumstances such as military training (flight simulators etc), there is no great need. There is also no great want. The public is largely satisfied (read saturated) with smaller, "low" cost devices such as iPods, PDAs, cameras, cellphones, gaming systems camera phones and laptops. All of these barriers will have to be overcome before we see Virtual Reality anywhere near the forefront of technology.

    1. Re:Computing Power is Simply Not There by PingPongBoy · · Score: 1

      Indeed there is a technological gap. In the near future we will benefit from virtual reality and nanotechnology. It's just a matter of time.

      Right now, there are many signs that we are not quite ready, at least for widespread affordable virtual reality. Tablet PCs are clunky - otherwise they would be marketed ad nauseum. Consider the digital camera - it can take pictures that rival vision, but it's field of view is quite narrow, the LCD preview is too small, and the weight is still much more than the eyes.

      There are signs we are getting closer to a real time experience in a virtual world.
      - Internet bandwidth is going higher.
      - Supercomputers are speeding up.
      - Dual core processors are available for home use.
      - Google appears intent on digitizing mankind's knowledge.

      For sure a virtual world will need real-life rules and it may be that Google will be a source of such knowledge.

      It's possible that an expert system with enough knowledge will pass a Turing test. The system would not be the be-all of intelligence but could rival Cyc and perhaps 50% of the human population in one-on-one competition. Such a system can grow more intelligent with the addition of computing power although it may not fully understand intelligence itself. Interesting results are anticipated with the investment of many petaflops.

      Beyond basic VR will come intelligent systems. With all the hindsight how quick would it have been to go from the vacuum tube to AI?

      VR in a way is all about hindsight. Star Trek holodecks were used to experience something without the expense of errors made in reality. Thus all the incredible gains in knowledge in the computer industry over the last 100+ years ought to be available in digital format. If one can track such the path of experience in the development of computer technology (what is more accessible to digitization than knowledge about machines used for digitization, right?), even at a snail's pace, it would only be a matter of scaling to arrive to a real-time track, which is equivalent to virtual reality.

      --
      Know your pads. One time pad: good for cryptography. Two timing pad: where to take your mistress.
  112. VR still here, users are different by Homo+Stannous · · Score: 1

    These researchers at Caltech have built a fully immersive flight simulation chamber with displays updating at 200Hz. The entire chamber is mounted on a 3 axis gimbal to provide pitch, roll, and yaw. This gimbal can rotate at over 300rpm with angular accelerations of 20000deg/sec. Despite the impressive hardware, it fits in the corner of a small room. Unfortunately, in order to train on this equipment you must be a fly.

  113. Flight Simulation is VR. by sbaker · · Score: 1

    VR is alive and kicking - it's just that the people who build it and the people who use it don't *call* it "virtual reality".

    Flight simulation (complete with helmet-mounted display, head trackers, hand trackers, fancy graphics, etc) *is* virtual reality. The company I work for (L3 Simulation) sells full up systems to the US government by the truckload (literally: http://www.link.com./ Other companies make simulators for a variety of other vehicles using similar techniques.

    Where VR has failed is for people who are just walking around in the virtual world - mostly because of the extreme difficulty of coming up with treadmills or whatever that adequately allow you to walk around. (although there have been some brave efforts). So - VR is currently restricted to simulating people flying planes, driving cars or whatever.

    --
    www.sjbaker.org
  114. Surely by now... by BumpyCarrot · · Score: 1

    Haven't we got past this by now? Surely it should now be What Ever Happened to "What Eever Happened to Virtual Reality?"?

    --
    Do you see what I did there?
  115. SHHHH! don't tell him by goombah99 · · Score: 2, Funny

    apparently he does not know this is all a virtual world. Don't ruin it for him.

    --
    Some drink at the fountain of knowledge. Others just gargle.
  116. Don't need it. by Grendel+Drago · · Score: 1

    Eh, all the overpriced, overhyped hardware that went under the moniker of "virtual reality" had little or nothing to do with what really generates an immersive experience.

    Hell, a text-based MUD is more involving than $60,000 hardware (oh, sorry, it's marked down to $10,000 now) used to shoot six-polygon pterodactyls. Very little is needed to lose oneself in the game. People are a lot better at suspending disbelief than one would imagine.

    --grendel drago

    --
    Laws do not persuade just because they threaten. --Seneca
  117. There's no real benefit to VR... by jjohnson · · Score: 3, Interesting

    In general.

    We don't have VR for the same reason that websites aren't authored in Shockwave--it's massive overkill for the vast majority of things it might be applied to. The useful applications of VR are very specific, niche apps, and the rest it could be used for can't possible afford the equipment to make it work well.

    Given that, there's little demand to work out the technical wrinkles that make it practical and cost effective. Do you really want to jack in just to check your mail?

    --
    Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
    1. Re:There's no real benefit to VR... by Anonymous Coward · · Score: 0

      the answer is: YES

    2. Re:There's no real benefit to VR... by Dhalka226 · · Score: 1

      to. The useful applications of VR are very specific, niche apps

      VR porn is a pretty big niche!

    3. Re:There's no real benefit to VR... by Anonymous Coward · · Score: 0

      I can't say that I agree.
      In a similar vein, your great^2 grandfather could have said "We don't have flying machines because we don't need them; we've got velocipedes and boats and trains."

      This is false.
      Imagine being able to spend an hour a night talking with your spouse who lives on another continent. Climbing a just-mapped temple in the jungle. Exploring the moon. Walking through a bridge in an engineering class. Seeing how two dna bases line up, or don't.

    4. Re:There's no real benefit to VR... by jjohnson · · Score: 3, Interesting

      Imagine being able to spend an hour a night talking with your spouse who lives on another continent. Climbing a just-mapped temple in the jungle. Exploring the moon. Walking through a bridge in an engineering class. Seeing how two dna bases line up, or don't.

      You're catching Jaron Lanier's disease: Because we could do these things, we would.

      Seriously, of that list, how much of general computery things would that activity make up? Are you going to be an Amazonian explorer every day? Are you going to hop into a VR session with your spouse every night when you're on the road, or will you sometimes just send an email?

      You've proved my point for me: None of your examples are things that we do every day as a normal part of our lives. You won't use VR to make a spreadsheet, or normalize a database table. FPS games are already immersive enough to cause motion sickness. We can currently videoconference around the world, yet most business communication is still by telephone or email. Regarding your flight example, did you fly to work this morning? Me, I walk every day.

      --
      Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
    5. Re:There's no real benefit to VR... by Lampo! · · Score: 1

      There once was a man from nantucket. www.dresdendolls.com/gallery

  118. And now for a non-sarcastic remark.... by Shafe · · Score: 1
    Love those annoying slashdotters who only post sly remarks to every Ask Slashdot question. Reminds me of the CS lists back at school.

    Virtual Reality is pretty much dead in the public world. There are still companies/organizations using it (e.g. NASA, Boeing) for special applications, but the idea of going to your local Best Buy and picking up the Lawnmower Man 3000 headgear/gloves/suit unit is far off.

    I've been asking this question myself for a while, WHY is VR dead and why hasn't anyone given it a second go. Back in the 90's people were really looking forward to it, but it crashed pretty hard with such failures as (again) the movie Lawnmower Man and the horrible Nintendo Virtual Boy head unit that caused neck stress and had a pathetic monochrome display (red and black).

    I think back then, there were a lot of deficiencies in technology working against "common" VR.

    • No high-speed Internet. My high school's "fat" pipe was a 56K frame relay and that was blazing. No one had DSL/cable modems.
    • The 3D gaming revolution (started by 3dfx) hadn't yet taken off -- this was more towards 98 and later, and it has continued since. So graphics were terrible making the "virtual" reality hard to believe. Now just look at Half-Life 2. Wait for X-Box 2, it's going to blow your mind.
    • No wireless. Everyone was bound to a keyboard/mouse with cables, so the idea of a unit that you could really move in was impractical due to a mess of cables.
    • Software wasn't that great in virtual worlds. Remember the promise of VRML? Do you even know what VRML is? Exactly. And if you do know, you may have tried it and lost interest within a few minutes.
    • Pathetic online gaming. We just hadn't reached the levels of online gaming we have nowadays, with much thanks to the above technologies (as well as incredibly fast CPUs). Back then, Kali was still the best way to play Warcraft 2 over the Internet. Battle.net was still far off until the later 90's, and no one had yet produced a game on par with Everquest, WOW, etc.


    So we weren't really "ready" for VR then, but I think we're a lot closer nowadays. But as to what company is going to be the "3dfx of VR"? I haven't a clue. I haven't heard of any companies pushing out a revolutionary head unit or glove/suit combo. And I haven't heard of anyone coding a DirectX extension for head tracking in first person shooter games yet, although I'm sure it's doable.

    This is somewhat a chicken and the egg problem: no one has really tried to do this, and there won't be any real push for it until someone thinks it's worth trying! A company would literally have to create a great solution to the problem and by word of mouth, good reviews, and a bunch of game updates, create the demand for it as well.

    Is that company out there? I certainly hope so. I would love to play World of Warcraft but the idea of hacking someone to pieces with a mouse just doesn't appeal to me anymore. I'd rather hold some hand tracking and actually make the gesticulations mimicking a slashing move, and mayb use my left hand tracker as a shield against the oncoming hoards. And what about 3D viewing with a helmet? How awesome would it be to "watch your back" by actually turning your head?

    I think the biggest technological problem is the head tracking unit. It needs to be light enough that you don't notice it, but immersive as well, with great sound and visuals. And the screen can't give you a headache after 15 minutes or force you to throw up due to the motion sickness. So if someone can solve that problem, and produce a lightweight hardware solution that doesn't cost an arm and a leg, they might just have a shot. Maybe if there existed a head unit with gloves (all spatially tracked, perhaps using bluetooth for the gloves), with decent sound, all for under $300, you might have a strong market not only in PCs but also consoles.

    So onward, O Entrepreneurs! Bring us into virtual reality!
  119. Iraq's terrors and VR by Qa32 · · Score: 1

    Dude, if people checked out more news like this, VR is slowly applied but defintely being applied and has applications much more than military and gaming.

  120. Jaron Lanier is a dumbass... by Anonymous Coward · · Score: 0

    He doesn't know anything. He's just a talking head.

    He showed a complete lack of foresight when interviewed about this crap back in 1990 or so. When asked about the possibility of people become hooked on VR because they could have sex with Cindy Crawford in it, he said "VR will never become so realistic that it replaces reality" or something like that.

    Yet we have (and have had for years) people who would rather play EverQuest than go outside.

    He was in the right place at the right time. He was a guru of Amiga VR. Ignore him.

    1. Re:Jaron Lanier is a dumbass... by Anonymous Coward · · Score: 0

      EverQuest isn't convincing VR even compared to looking out a window. People are hooked because they can use swords and spells and chat with lots of gamers, all of which are harder to find outside.

    2. Re:Jaron Lanier is a dumbass... by Anonymous Coward · · Score: 0

      Monsieur missed the point. Grantparent post was, explicitly, making very precise the comparison of "having virtual sex with an American celebrity" to "pleasuring oneself with non-realistic cyber activities". Hence, if commoners would willingly indulge themselves in the latter, it would be boggling to consider that they would not the former.

      Merci.

  121. Um, it's here... by Anonymous Coward · · Score: 0

    What makes you think VR isn't being used every day?

    I guess it's not the sort of thing you can buy at Fry's, but neither are lots of cool computer toys. (Does Fry's sell rackmount servers? No? Does that mean they're "not here yet"?)

    I know people who use VR all the time. When I was in college a couple years ago, I knew biologists who loved the VR systems because they could walk around in large molecules. They were orders-of-magnitude more productive in VR.

    I guess that's kind of dull compared to the stuff you see in bad sci-fi movies, but most uses of computers are. Note how they can't even show a normal Windows/Mac/Linux screen: it has to have huge red pulsing "DNA sample does not match!" across the whole screen, to keep it "exciting".

    So just because you can't buy a VR setup at Fry's like they have in the movies, doesn't mean VR isn't used in actual applications every day.

  122. It's here now. In unexpected forms. by UhhhClem · · Score: 1

    See, for instance, Jerome Groopman's article about patient simulators for surgeons in this week's New Yorker. "Virtual reality" is mentioned only once (in the parenthetical aside in which Jaron Lanier makes a brief appearance). There aren't any head-mounted 3D displays. A fair amount of what shapes the virtual reality is other people talking (e.g. the "patient's" voice is actually that of the doctor running the simulation). But the article makes it crystal clear that the surgeons (and surgeons in training) who are using these simulators find them pretty freaking "immersive."

  123. CAVE + Omnidirectional Treadmill by Infinite+Entropy · · Score: 1

    Equals FUN! Seriously I always wanted to try this ever since I saw the omnidirectional treadmill and realized that it would be perfect as the floor of a cave system. The person's distance from each wall would be very accuratly monitored and when you start to walk or run in a direction, the treadmill starts to move in the exact opposite direction to keep you in place while the scenery moves around you would be an awsome simulation. Add in a fake rifle and handgun and you have the perfect FPS environemnt. (The omnidirectional treadmill I'm referring to is a very clever design with two belts at 90 degrees to each other. The bottom one is a normal belt but the top one is actually composed of small rollers that roll in the same orientation as the lower belt. Thus the top belt can be moving in on direction and the rollers in another and its a simple vector addition to get any direction needed. Very clever design.)

  124. VR and Illness by AgNO3 · · Score: 1

    Didn't they discover that wearing VR helmets made people sick. http://davidcrow.ca/publications/kin416/

    --
    OMG Ponies!!! with Glitter!!!! I miss Pink :-(
  125. eMagin - Z800 Visor == (Fast and Sexy) by DUG1138 · · Score: 2, Informative

    The guys at eMagin are about to release this headgear... http://www.emagin.com/3dvisor/ They should be out in a month or so. I'm psyched.

  126. Just saw a lecture about military uses... by Golden_Eternity · · Score: 1
    ... of VR at LayerOne last week by some guys from Systems Technology, Inc.. They demo'd their parachute training software, which they said George H W Bush used to prep for a birthday jump over his library a few years back. The graphics weren't what you'd expect of a modern FPS, but that wasn't their focus.

    They also talked about other simulators they were working on for helicopter crew and other occupations which basically used blue-screen (magenta, in their case) technology to replace elements of video from cameras mounted on the front of the VR goggles.

    One of the interesting points (I thought) was that they could use an aircraft down for maintenance as a training site so that the equipment your tax dollars paid for is always serving some use, even when its broke.

  127. One of the big problems with VR is by jonwil · · Score: 1

    That you need a seriously high framerate in order to prevent headaches etc when using it.

  128. V-Chat, What once was. by Anonymous Coward · · Score: 0

    Microsoft had a virtual reality chat at one time. It lasted untill they pulled the pulg about 5 years ago. Seems smiley faces were more popular.
    The hosts were called Angels because thier avatar was one of a number of angels.
    Some who loved it tried to keep it alive, we even found the tools to make the virtual "worlds" the names of the chat rooms themselves. I still have it all on disk.
    I miss the people and one room that was a meditation place. I can still hear the music when I close my eyes.

    V-Chat may you live again some day

    Kilz

  129. In a way, it is here... by Anonymous Coward · · Score: 0

    VR porn is sorta, kinda here - I expect in another few years we will see true, 6DOF versions. What I mean by this is that there is a sub-genre of anime/hentai/cartoon porn in which the pictures are created in Poser and other modeling programs. There seems to be a whole set of artists and techniques to this entire thing - ie, how to model, in 3D, good porn. It is only a matter of time before these models are made into videos (likely already done), then the meshes introduced into true 6DOF engines, so that any viewing angle by the -ahem- user is allowed...

  130. Re:It's the *hard*ware... by autophile · · Score: 1
    For example, you can play a game where you can look around and hold a gun like device and point it at people. But once you try to walk, duck, roll, etc, you run into the limits of the system quite quickly.

    Yeah, like walking, ducking, rolling, etc, into the walls of your parents' basement!

    If we can ever manage to figure out a way to connect a computer to all human sensory input, it won't really get much further.

    Yeah, because once you figure out how to install your... erm... "package" package, you... uh... y'know, won't want to go outside, is all I'm saying.

    --Rob

    --
    Towards the Singularity.
  131. Virtual Retina Display by Anonymous Coward · · Score: 0

    The only thing that held VR back was the 3d Head Mounted Display units. At the time, they would only offer 320x240 resolution and it cost about $1,000. Most of them didnt offer tracking systems, and it was pretty far from giving you a full immersion effect. It was basically an fancy movie viewer.

    Then came Retina Displays, the ability to beam video signal via lasers directly into your retina. Many military and medical applications, but its still far from being a consumer product. Its the only technology that has the best chance at offering something close to full immersion.

    The University of Washington is one school thats paving the way for commercial VRD development.

    http://www.hitl.washington.edu/publications/r-98-2 1/r-98-21.pdf

    Once this technology is perfected, it should be no different than a SVGA Monitor, just plug it into your VGA port and launch whatever game you want.

  132. Re:Virtuality Elysium anyone? nostalgia.... by lymph · · Score: 1, Interesting
    Nobody probably remembers the arcade pods Virtuality put out in 1994. Well, I got to work on a desktop version of those pods, called "Elysium".

    It was an IBM 486 DX100 w/16 megs of RAM. But what made it an Elysium, were the 2 graphics cards (2 motorola 601e processors on each card w/8 megs of tex ram on each card too), the HMD, and the 2/6DOF magnetic tracking devices from polhemus (i.e. Fastrack) one on the HMD the other on the "pointing device", a handheld input device with 4 grip sensors that would read in pressure from finger grips in values of 1-255. You could use it to simulate a hand opening or closing.

    And now my point...The school I attended/worked at used to give tours and show off this new VR tech by showing them the Elysium. Remeber the stock city model that came with 3DS Studio for DOS? My buddy put that in VR and we would show that to the "tourists". It didn't happen often put I distictly remember a few of the people getting Vertigo when they "flew" to one of the top of the buildings and looked down. They would fall right on their asses in the middle of the room, while wearing the HMD. VR is kinda dangerous in that respect.

    I always thought that was the most interesting part of donning an HMD, the disorientation you felt after wearing it made it intimidating for the average Joe. And it came with warnings telling you to not wear it for more than 15 mins at a time. I took me a few hours of use, to get over the initial disorientation an HMD causes to your senses.

    That is what killed VR. HMD technology is not for average computer users. Plus you can get epileptic seizures. It's the same thing that killed the Captin Power TV show.

  133. Wait.. where is it? by cbreaker · · Score: 1

    I guess the Canadians are very proud of their VR room in York.

    --
    - It's not the Macs I hate. It's Digg users. -
    1. Re:Wait.. where is it? by Anonymous Coward · · Score: 0

      Not in York, at York University.

  134. huh? by cr0sh · · Score: 4, Interesting
    The game wasn't much fun (shooting a pterodactyl)

    You know, I hear this quite often from people who have played the orignal (Virtuality 1000) "Dactyl Nightmare" - that the point of the game was no fun. Often, when I played it when all four pods were filled, I could see the other players (well, their "avatars") kinda looking around, but not doing anything. It was like they didn't have a clue what the game was about.

    I will give you a clue - the pterodactyl was a small (though important) portion of the game.

    The whole point of the game was "virtual paintball" - or what is today called a "fragfest" (albeit with much better graphics, sound, etc and many more players). The idea was to run around on the platforms, down the stairs (to the center platform), and using the "levitator disks" (or whatever they were) to manuever between the upper platforms - running around and shooting the other players. All the while, the 'dactyl was circling - and if you heard "he's coming!" in your headset, that was a clue to get under some cover somewhere (like under one of the arches or something), look up and around and try to shoot the bastard from the sky before he picked you up and dropped you to your doom!

    I found the game to be very fun, but only when I was playing with people who knew what the hell the game was about. Yes, the equipment was very heavy and cumbersome. Yes, the resolution sucked (but at least it the field of view was large enough to immerse you - ie, 60 degrees horizontal). Yes, the tracking was laggy (and in cases, nausea producing. But the game...

    More than once I played it and in five minutes had a great workout - DDR is probably the only current game today that could match it...

    --
    Reason is the Path to God - Anon
    1. Re:huh? by Binsky · · Score: 0

      *grins* I've played the same thing, ages ago...I did think it was fun, as it was the first (and only) experience of a virtual reality game I've ever had! Yes, it looked crappy, and moving around was slightly cumbersome...But I thought it was cool. I even felt a slight bit of nausea when the Dactyl did manage to catch me, and picked me up to throw me from great heights. Thusfar, I've only seen a sort of virtual "reality" in engineering, as someone has already posted above...I'm sure that once we will have VR games, but it won't be anytime soon!

    2. Re:huh? by mausmalone · · Score: 1

      I liked the sit-down rig they had better than Dactyl Nightmare. It was supposed to be like Battletech, and since you didn't have to worry about moving yourself around you didn't notice the cables all that much. It was actually a lot like sitting (surprise) in a cockpit.

      The only problem is that that game sucked ass, they ran the entire cabinet on a cannibalized Amiga (aside for all you amiga fans, imagine the stress the machine is under handling all the data from the positional sensors, rendering two scenes per frame, and outputting it to a specialized stereoscopic visor,... and then know that these were not new Amigas, not even by 1990's standards), and if you took your hands off the controls, you couldn't see where your hands were to grasp them again.

      With modern tech, though (or even semi-modern tech) a good VR cabinet could be done. These guys have a few VR-like arcade cabinets out there, and they're a shit-ton better than those old amiga-based ones. Now they just need to work on improving that visor.

      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
  135. Re:Eleven Reasons Why Jaron Lanier stalled by Animats · · Score: 2, Insightful
    I've met Jaron, and I tried his very first VR system back in the 1980s. He still isn't admitting what's really wrong.

    Now that there's no real hardware obstacle to gloves-and-goggles VR, it's clear that the basic concept is flawed. There are two fundamental problems. First, eye-hand coordination in empty space sucks as an input method. And second, full-surround visual motion without physical motion makes you feel funny.

    Various "haptic interfaces" have been tried, and some of them actually work. Most of them are for small motions, as in sculpting or surgery. For those applications, it's often easier to use an ordinary screen than goggles.

    Working in VR? Imagine riding a rollercoaster as a job. Eight hours a day. While trying to do real work.

  136. chemical solution by x2A · · Score: 1

    a controlled dose of an NMDA-antagonist could help here... as it cuts off sensory input from your body, you stop thinking about your body, and use the information you have to hand to figure out what you are and what you have etc. So instead of thinking you're a person flying a spaceship around the environment, you could *be* the spaceship (or the spaceship's 'AI') flying around the environment, with no knowledge of the human body you're physically attached to. THAT's escaping reality!

    -2A

    --
    The revolution will not be televised... but it will have a page on Wikipedia
  137. VR is dead? by cr0sh · · Score: 2, Informative
    OK - maybe VR isn't what you thought it would be - it certainly hasn't become what I had hoped it would - I have a very healthy collection of VR stuff, from back in the day, mostly - hardware, software, and many magazines and books (as well as a complete collection of the old PCVR homebrew VR magazines).

    No - we aren't enjoying our VR with full headtracked HMDs and fully tracked gloved interfaces, etc...

    We are, however, experiencing VR in other forms - every time you fire up Doom 3 or some other FPS - you are using VR. Your interface is pretty desk-bound (what was at one time termed "desktop-VR") - but VR it is. Fully interactive, multi-player, fast 3D simulation - it is all there. What isn't is the interface.

    Today, it is possible to still get HMD's, but you must be prepared to spend a lot - a good quality HMD will set you back a few grand, top level ones can go stratospheric in price. Most of the price issue has to do with it being a very tight niche market (mainly catering to the oil industry, medical industry, military, and auto industry as the main users) with few buyers. But there are enough players that you can get a decent 800x600 HMD for under $2000.00. If you are adventurous, you could also easily build your own HMD like we used to do it in the old days, using newer LCD display technologies (back then, we used low-res LCD TVs - today, you could easily do it with higher resolution PS2 LCD monitors).

    Tracking is still a big issue - very few players in the market, and their systems are prohibitively expensive - a few grand to track two sensors in 6DOF (enough for head and hand tracking) - Polhemus and Ascension being the two main players which use pulsed magnetic systems (one does AC, the other DC) - all other players tend to using inbound or outbound camera or IR-sensor based systems.

    There is also the issue of software - today, the big thing (besides simulation - such as in DARPA's Dismounted Soldier training project) is entertainment. Today's FPS games seem like a perfect fit, but because the interfaces don't exist, I don't expect many players to experience today's or even yesterday's FPS games on anything more than a monitor.

    Finally, the main issue you don't see much of anything, tends to also be stagnation of the market due to IP and patent issues. Back in the early nineties, when VR was getting hot, many companies were latching onto the technology and patenting everything under the sun. VPL's patent portfolio was pretty huge - one of the main reasons glove interfaces never became big was because they held so many patents on the technology, especially for lightweight gloves, that nothing else was very commercially viable. They got lucky and invented a glove system that was lightweight and tracked fairly accurately (it had its own problems, though). Other companies did the same with tracking technology (ie, Polhemus and Ascension seem to be the only companies with magnetic tracking systems because they both patented the crap out of them - and rightfully so - such tracking systems are very difficult to construct and calibrate, both in hardware and software - one of the companies uses AC, the other pulsed DC - the only way around each other's patents - other companies went ultrasonic and IR based with inbound or outbound systems).

    Then - the internet started taking off. Consumers and other users weren't seeing the "Lawnmower Man"-esque worlds promised (there is only so much a 386 or 486 can do), and the internet was gaining popularity - so were computers for that matter. All of that, plus the lack of hardware - caused VR to be eclipsed as a technology path, at least for the time being.

    Those early VR companies? They either folded or became other things. VPL, IIRC, was sold to Thompson Electronics, and the patents got flung far and wide - but someone still owns them. The other companies, especially for tracking, managed to survive mainly because as the nineties continued and 3D gaming took off, there was a need for tracking systems for 3D input (modeling) as w

    --
    Reason is the Path to God - Anon
  138. Instabilities by mister_slim · · Score: 1

    in the matrix are developing, which result in breaks in the illusion such as above. Don't worry, Editor Smith's have been dispatched.

    1. Re:Instabilities by AnotherFreakboy · · Score: 1

      Unfortunately Moderator Smith has developed a glitch. He seems to think these instabilities are funny.

      --
      Why not get the real ultimate power?
  139. Re:Tech Limitations, & some interesting phenom by 5n3ak3rp1mp · · Score: 5, Interesting

    In the late 80's/early 90's, I was all about VR. I devoured "The Media Lab" by Stuart Brand, about MIT's media lab, etc. Then I was a psych major at Cornell who focused on perception. I was going to post largely the same information that you just did. So instead I will add an interesting anecdote.

    Yes, latency is the main bitch here, but there are a few extra bits of interesting info. One is that your nervous system already has its own latency "lag", and you are already adapted to it. The upshot is that it is possible to adapt to a bit more latency incurred by extra hardware. This has been shown in military virtual cockpit simulators that attempt to present a lot of information to a fighter pilot with a 3D display inside a helmet, as if he can "see through" the hull of the aircraft. The negative is that once you leave that environment, adjusting to the "normal" real-life latency leads you to get nauseous sometimes ;)

    Another interesting phenomenon of perception is that if you are walking in a curve with a large enough radius, you will not be able to tell (if blindfolded... or wearing a 3D VR HUD) whether you are walking in a straight line or not. So in theory you can have a fully-navigable VR system inside, say, a hangar, that tricks you into thinking you are walking forever in a straight line (i.e., in any direction in the world) when in actuality you might be walking in large figure 8's on the hangar floor. This of course conjured images in my head of real-life Holodecks and whatnot, but it's interesting nevertheless ;)

  140. Ducking, rolling, leaping nerds ? Rubbish.... by easyCoder · · Score: 1

    There are some comments about how leaping, ducking and rolling would test any VR system's limits. When was the last time anyone lept, ducked or rolled ? You don't want to ACTUALLY do it do you ? If you do, go outside and have a game of "actual reality"

  141. Ideas for a VR IDE by DJ_Perl · · Score: 1

    Haptic interfaces are difficult to create and expensive to manufacture. If you think about cost-benefit, increasing the the resolution of haptics should be the last priority. i.e., You may want to feel Cindy Crawford's nipple between your thumb and forefinger, but your boss just wants you to drive the clunky VR-Exoskeleton to move blocks of data around.

    A thoroughly immersive visual interface, combined with basic haptics is a better starting point.

    Raster graphics probably won't cut it for VR. The visual rendering system might be all vector graphics. Say, hardware-accelerated SVG. Of course, the rendering hardware will have to be analog.

    A very good application for VR is Integrated Development Environments for software development. A monitor provides a very narrow bandwidth between coder and code. The quality of software developed should improve significantly as this bottleneck is removed. More generally, as broadband becomes commodified, and wireless net access ubiquitous, the monitor becomes the next bottleneck. Monitors have got to go!

    What might a VR IDE for programmers look like? Let's compromise depth perception so we can run conventional applications in a VR Window Manager, with custom hardware. Imagine yourself sitting in a swivel chair. The chair is surrounded by a circular desk. The desk is surrounded by a cylindrical display. So effectively, you're sitting inside a hollow tube. It's as if you wrapped a huge monitor around yourself in a tall 360degree tube. The desk is the equivalent of KDE/GNOME's panel, and also contains a virtual keyboard. All applications that are running are always visible on the tube. You can move to any application by swivelling on the chair, or scrolling up or down in the tube. Zoom up the tube, to your emacs ( or vim ) window. Not quite VR, but close enough to a coder's reality. :-)

    --
    -- Subvert the dominant paradigm. Repeat as desired. http://ownlifeful.com/
  142. Failure of VR by Anonymous Coward · · Score: 0

    People seem to be whining about the same problems that set back VR back in 1996 rather than as it pertains to today. Noone liked waiting in line to pay several dollar for a few minutes of gaming time. This would be just as true with any other form of 3D gaming. I believe the goal of VR was to make its magic work in the home rather than mainstreet at the mall. The real setback actually was the VirtualBoy.

    VirtualBoy, before the project was dumped into the gameboy development labs (Which took the blame for net losses), was actually meant to be a full color virtual extension for what came to be the N64. The major limiting factor is the same factor that will continue to plague virtual reality hardware for the forseable future. Playing for a few minutes in the mall is fine, but spending hours with VR gear weighing on your head leads to the development of bruises (mostly the bridge of the nose). This is considered a small sacrofice for those who do research in the field, but no parent is going to stand for it. This is why the VirtualBoy needed that little stand (and the stand is why the project was dumped).

    The failure of the VirtualBoy discouraged similar developments. While there actually have been major leaps in development in VR hardware, none of it has had any commercial success. You could argue the shutter glasses had some success, but they only truely work at extremely high refresh rates which aren't supported on most desktop monitors. (60hz, 30 hurts).

    As to the issue of frames per second, a good eye has trouble discerning movement or flicking at around 80fps. Anything above 200fps would be considered smooth.

  143. Other Media Myths by Baby+Duck · · Score: 1

    Virtual Reality was stolen by Crack Babies and sold to Killer Bees.

    --

    "Love heals scars love left." -- Henry Rollins

  144. Actually-The Cubist. by Anonymous Coward · · Score: 0

    "- The Architect"

    How many people saw all three movies and still don't get it?

  145. Just this past year... by DocScience4 · · Score: 1

    ...The Michael Vick Experience debuted...

  146. MOD PARENT TROLL... by Anonymous Coward · · Score: 0

    ...or if you stop and think, it is INFORMATIVE, while also being OFFTOPIC. Calling GP a dumb git qualifies as FLAMEBAIT, but overall the post is INTERESTING.

    Now i am soooooo confused :(

  147. marketing. by 56ksucks · · Score: 1
    Simply put, the word "virtual" stopped making money. It was attached to so many things that weren't virtual reality that the market for the buzz word peaked. For example all the "virtua" games for the Genesis. None of which were actually virtual reality, just 3D video games. The word was overused. Just like the "low carb" craze. It peaked and is now on the decline. It was just a fad. I'm sure in many forms the technology is still there. But the only time i've ever been able to play a virtual reality game was at the mall and there were 2 games. $5 a pop to either walk and shoot things or to box in an environment I could barely see or control that lasted only a few minutes probably had it's toll on the industry as well. I think also it's simply a case of the technology didn't meet the requirements of the concept. The equipment was cumbersome, the graphics were sub standard and the controls were difficult to use because the experience took too much processing power to implement given the technology that was around 10 years ago.

    By the way also there is a sorry excuse for VR at Six Flags over mid america. You have no control over it at all. You're just told to scream at certain times. your controls have no bearing on the outcome of the experience. You're just watching it basicly. I was disapointed that I payed money for it.

    --

    ---- "Excuse me. Where's the children's gun section?"

  148. mod parent up. Fantastically informative post by ChopsMIDI · · Score: 1

    Well done man

    --

    How could I say to men: "Speak louder, shout! For I am deaf!"? -Ludwig van Beethoven
  149. UIC's CAVE System by Helios1182 · · Score: 1

    UIC has had a total immersion VR system for a long time now. They are used heavily in industry as well as academia. Check it out at: http://www.evl.uic.edu/pape/CAVE/

  150. I wanted to become an official VR Trooper in 1995. by Anonymous Coward · · Score: 0

    too bad the VR craze died.

  151. Re:Eleven Reasons Why Jaron Lanier stalled by Anonymous Coward · · Score: 0
    eye-hand coordination in empty space sucks as an input method

    As long as you've got something to knock into it works great. In fact, it's a necessary component of every input method.

    Cheers.

  152. No. by raehl · · Score: 2, Insightful

    I see where you're going here, but it's not really true.

    I was fortunate enough to use the CAVE at UIUC in early '97, just after Quake was first released. 4-walled VR environment where the user only needed to wear "polarized" glasses to see the 3D image. I assure you it was MUCH faster than 5 fps. And I can assure you that it was much more immersive than Quake.

    But there were no texturemaps. Every object pretty much had a single color. Why? Because there was no reason for it to be more than that.

    Quake looks good and VR looks bad because there are millions of PCs and handfuls of things like the CAVE. Developing a souped-up-graphics environment like you see in FPSs isn't HARD, it's just TIME CONSUMING.

    The only thing that made FPSs look better than VR is that there was millions of dollars to be made selling video games and nothing to be made making texturemapped VR for the handful of CAVEs on the planet.

    It seems silly to evaluate the success of an academic approach on commercial terms. At the end of the day, FPS's are more commercially successful because computers with monitors are cheap (widely available) and 3D displays are not. You can't sell a VR program to millions of people who don't have VR equipment.

    1. Re:No. by Mycroft_VIII · · Score: 1

      Didn't someone get Quake or Doom to run on a Cave system at some point. Something like 25fps or so?

      Mycroft

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
    2. Re:No. by Anonymous Coward · · Score: 0

      Yes, I played Quake there once (I had a friend who was in architecture and worked on her senior project there.) It wasn't all that special. Sure it was "neat", but it wan't immersive in the way you'd want. It was tiresome having to jump and changing weapons was either impossible or very very difficult. Also, the orthogonal displays were not very immersive. Now something more like a DART-type, like this:http://www.mesa.afmc.af.mil/html/dmtvs.htm would be much more effective. But that solution relies on a fixed eyepoint, which is fine for a vehicle simulator, but not fine when you're supposed to be on your own two feet. The angled displays only work from one eyepoint. Plus the amount of data you'd need to make the 3-D images and physics-based models, etc. just doesn't make it cost effective. In fact it'd be cost-prohibitive to do any more than what they had at the CAVE for that application. And nobodoy has the sapce or the money for that size of a system in their basement.

    3. Re:No. by Benley · · Score: 2, Interesting
      Didn't someone get Quake or Doom to run on a Cave system at some point. Something like 25fps or so?

      Yes. The Quake II engine has been ported to the CAVE, so you can play Quake2 in there. It's pretty novel, but not really all that great. There is a Quake3 level viewer too, but the full game engine was never completed.

      The hardware driving the cave, btw, is pretty insane. Also completely obsolete. "Cassatt" is an SGI Onyx2 "Reality Monster" with 12 CPUs and two InfiniteReality2 graphics pipes. It was truly wicked when it was first installed, but now it's getting a bit old.

    4. Re:No. by hesiod · · Score: 1

      > completely obsolete. "Cassatt" is an SGI Onyx2 "Reality Monster" with 12 CPUs and two InfiniteReality2 graphics pipes

      Man, if that's obsolete... How does a machine like that compare to PCs of today? As in raw processing or graphics processing. Just curious.

    5. Re:No. by Benley · · Score: 1
      Man, if that's obsolete... How does a machine like that compare to PCs of today? As in raw processing or graphics processing. Just curious.

      Well, it's not obsolete as in useless, but when you consider how BIG the thing is and how much it costs to run and maintain, it is. I'm not positive what speed the CPUs are in it, but let's just assume they are 250mhz R10000s. Even assuming perfectly linear SMP scaling, that's still only 3ghz of processing power. If you consider than an R10k is not nearly as fast per clock as modern stuff (i.e. Power5, Opteron, etc), it's less impressive still. In other words, an average Opteron workstation is probably faster than this Onyx2.

      Case in point, the Cube, which is more or less the successor to the CAVE, is powered by a few commodity PCs with high-end video cards. It can also be connected to Cassatt to run CAVE applications.


      In terms of graphics performance, the InfiniteReality2 is no slouch I suppose, but it is still outmoded by current PC graphics cards. Sorry I don't have better information on that, but I'm not really a graphics person.



      btw, I realised that Cassatt has _three_ IR2 pipes, not two.

    6. Re:No. by hesiod · · Score: 1

      Wow, I had no idea. I remember slobbering over one back in the day (as if a decade ago is BitD), and thinking it was such a powerhouse. Of course, I wasn't allowed to touch it, since I wasn't high-level staff, so I never knew how good it really was.

      Thanks for the info.

  153. VR is in use! by belmolis · · Score: 1

    Virtual Reality is all they use at the Bush White House. They've got the Weapons of Mass Destruction module, the Iraqis-will-welcome-us-as-liberators module,...

  154. you guys obviously missed this article by Anonymous Coward · · Score: 0
  155. The author of this question by MemoryDragon · · Score: 1

    Obviously never has seen a CAVE installation. There are two of them in my city, one being publicly accessible in a museum of modern technology.

    That thing is the closest thing to a holodeck we nowadays can get, and all done with nowadays sort of affordable technology (a few years ago though that stuff was hilariously expensive, needing a big SGI and good beamers also were not run of the mill things), nowadays that stuff is driven by a handful of PCs and beamers you can get at every electronics supermarket.

  156. Kopin by Atiabi · · Score: 1

    Just thought I would share a company I trade, Kopin Corp. They are the only nanotech company building high resolution microdisplays. The size of a grain of rice, used in the USA military (sniper rifels), and recently talked about virtual Reality in gaming. www.kopin.com

  157. Remember by tsa · · Score: 1

    There is no virtual reality.

    --

    -- Cheers!

  158. "Dactyl Nightmare" by Seetee · · Score: 1

    I played it.

    Many years ago a local videogame shop rented a "Dactyl Nightmare"-machine and let everybody who wanted to try it. A long que, and most sucked at playing. As "cr0sh" said, they didn't understand what to do.

    I watched and understood. The room they had put the machine in had a to low cealing, and I was to tall, so I had to stand on my knees wich did not help the experience or the movability at all, I can tell you.

    Still, I set the highscore that day, I had nothing but computer oponents, but I did not get hit untill the last oponent (the "Boss") hit me from behind. I could not turn around fast enough, standing on my knees.

    The guy who worked the machinery was very impressed, and thought I had played it many times before. But that was the only time ever (and as you can tell, I am still proud about it).

    I enjoyed it, despite all the quirks.

    Somehow I suspect that there are some people who can take to VR, and most can't (without training). It is a special way of thinking. Perhaps many VR-applikations have fallen since people simply do not understand the consept?

    --
    I've learned all I know about politics from /. and I still do not care one bit (or byte).
  159. Killed by the hype. by NeuroManson · · Score: 1

    Namely, by Hollywood.

    Back in the day, it didn't matter about the fact that we had stupid stereoscopic goggles, they kept trying to make it into a Gibsonesque cyberpunk fantasy, that strapping on a pair of goggles was equivilent to actually having a living, breathing, and dying if you got shot variety experience.

    The problem is, even today the general media STILL promotes this image.

    But back to the point, the reason V.R. fails, is due to the reality compared to the fantasy. People (eg; the consumer market) expects the Hollywood definition. People aren't going to throw their money into what they view as an entertainment product, when said entertainment product doesn't even approach 5% of what they expect.

    --
    Just because you can mod me down, doesn't mean you're right. Shoes for industry!
  160. Time to revisit Vannevar Bush... by Anonymous Coward · · Score: 0

    Look up "As we may think", written in 1946 by Vannevar Bush, then come back here to me:

    I think the only successful way to induce a suspension of disbelieve is to signal the brain directly, perhaps as described by Vannevar Bush. Many advances have been made in this area, but only a few have been brave enough to actually try this on themselves, usually because a physical disability.

  161. annoucement: Solipsis a P2P shared VR by joaquin.keller · · Score: 1
    Nothing new, are you kidding ?

    Solipsis is a infinitely scalable virtual world, p2pnet and smartmobs have stories on Solipsis..

    NB : The name 'Solipsis' comes from Solipsism, a philosophical doctrine that claims that reality only exists in one's mind.

  162. VR Research by EmersonPi · · Score: 2, Informative
    VR is coming, just slowly. I am working on my PhD, and I'm specializing in VR technology. I can tell you that the basic problems are twofold:
    1. VR is expensive
    2. Most people don't currently NEED VR, so compelling applications (outside of a few small domains) are somewhat rare. This will change over time.

    There's of course a lot more to it than just that, but that is the basic problem. I've seen all sorts of programs that people would find interesting to run at home, but not vital to run at home. It currently isn't worth the cost for most people (anywhere from $5k for bargain basement stereo vision with poor tracking, to $1 million+ for a cave + haptic/robotic interfaces). People won't use VR until it is (a) unobtrusive, (b) cheap, and (c) intuitive.

    On the 3D display end, VR needs to move from large space filling displays like caves to small setups like a small pair of glasses (current top end devices from manufacturers such as MicroOptical and Microvision give a glimpse at possible avenues forward). Ideally, these glasses should still let you see the real world (referred to as augmented reality, rather than virtual reality). This is far less disorienting for many people. There are also technical problems with HMDs (head mounted displays) aside from size and weight. The best HMD resolutions today are generally about 1280x1024, and the field of view often isn't stellar. For many people, these displays can cause headaches. The closer a display is to the eyes, the higher res it needs to be in order to avoid ill physiological effects. Then, the VR applications themselves need to run fast enough to have very little lag (ideally less than 12 ms between a user's action, and the application visually responding). If the lag gets too large, many people begin to get motion sickness (this is potentially a huge barrier for many people w/ VR). One alternative to VR glasses is projected displays, but without some additional engineering & mass production, these displays are not likely to be very cheap in the near future (and these displays still require some type of glasses, either shuttered glasses, or polarized glasses). The final visual alternative (ignoring fancy and expensive volumetric displays) are auto-stereoscopic displays, which work w/o special glasses. These displays have the downside though of requiring the user to sit/stand in a precise location in order to get the 3D effect.

    Motion tracking also needs to get significantly better. Current motion tracking techniques (for gesture recognition, head tracking, etc.) are generally quite bulky and expensive. Some image processing techniques using video cameras show promise for cheap compact systems. Large scale motion tracking and registration (i.e. matching your position and orientation precisely with a map and models) is a much bigger problem for outdoor situations. GPS is one of the better ways right now, and that is abysmal (GPS gives positional accuracy to within a few meters, and no clues about orientation. VR apps require position to within a few centimeters usually, and orientation to within a degree or two). There is a fair amount of research into improving this, but it will likely be several years before any non-miliary applications emerge.

    Finally, once VR is cheap enough (less than $2K USD for 3D vision and tracking), and small enough (i.e. a small/light pair of glasses, and at most a few stationary webcam sized cameras, or a single 3D projector), then average people can start to think about using VR. Even then, people won't use it until there are compelling applications. The first big applications will of course be games, but outside of 3D modeling, medical data, scientific data, psychology and geology there have been few compelling uses shown. Clearly there are a lot of compelling applications just waiting to be developed, but until VR becomes cheaper, smaller and more intuitive, these will most likely not be developed.

    --
    Impossible = A fun challenge
  163. Re:Tech Limitations, & some interesting phenom by RobertKozak · · Score: 1

    Another interesting phenomenon of perception is that if you are walking in a curve with a large enough radius, you will not be able to tell (if blindfolded... or wearing a 3D VR HUD) whether you are walking in a straight line or not. So in theory you can have a fully-navigable VR system inside, say, a hangar, that tricks you into thinking you are walking forever in a straight line (i.e., in any direction in the world) when in actuality you might be walking in large figure 8's on the hangar floor. This of course conjured images in my head of real-life Holodecks and whatnot, but it's interesting nevertheless ;)

    Sure this is ok if you are the only one using it but throw a few people in there and all of a sudden you have more points of reference to show you where you are. -- Robert

    --
    Bet this .sig looks familiar.
  164. call it not ready.. by Teunis · · Score: 1

    VR, like AI and other depreciated overhyped fads - is not ready for the field. A fair amount has entered the public field - but there's still barriers to cross and work to be done. I'll post someday if I get something to show. Ta!

  165. Suits & law suits by 00bins · · Score: 1

    Didn't the big players worry about people wearing goggles getting permanent headaches and other ailments they could then cash in on ?

  166. What Ever Happened to Virtual Reality by Eminence · · Score: 0, Redundant

    Nothing happened, it functions perfectly. Just look around.

  167. VR in the Industry and Universities... by Jawdy · · Score: 2, Insightful

    Ive read a great deal of everyones posts here, and those of you slating and putting down VR seem to know nothing of what you're talking about, and those of you backing it up, dont 'appear' to have enough insight into this technology to form a solid argument.

    Im just finishing a BSc (hons) Degree in Cybernetics and Virtual Worlds, with many modules on 3D world constuction, immersion, sound etc - including the use of some of the latest VR headsets.
    I can tell you some of the major downsides right now - the fact that the majority of these headsets work with VRML... and aweful, outdated and pretty much useless language! And those that work with other languages (or even games) only support res's of around 800x600, some of the headsets dont have stereo-scopic vision (both screens show the same image, rather than slightly different like your eyex), some of them _are_ cumbersome, and heavy, but the vast majority (especially the ones ive played with) weigh so little, that you get used to them.
    As for trackers, they are one of the other major aspects that let the whole technology down. Short of spending another £1000 on a decent tracker (in my lab we have 3 headsets, and 2 trackers, one of the headsets is over £1000 and one of the trackers is over £1000 in cost, so ive gotten to use the best and the worst!) they might as well not even be there! The decent tracking sytems, however, work with a good range, and accuracy, so your movements, in full 3D with 6 DOF (Degrees of Freedom) are relayed with a 1mm accuracy to the PC, so the image is returned to the headset with the correct yaw/pitch/roll and X,Y,Z co-ordinates needed.
    I agree with some earlier posts about the cables, and if you are paying money to use this equipment, thats the last thing you want to ruin your gaming experience. Ive been lucky enough to play on 4 or 5 different types of VR systems (the one in the pod's, where you stamp your feet, the big "sit-down" unit where you drive a tank or race car, and several *ahem* home style units). So i dont think VR's dead, i just think that its moved on. Lets see:
    It IS used in military, for battle field simulation.
    It IS used in the Motor industry, for assisting engineers with locations and construction of certain parts in the vehicles.
    It IS used in biomedical sciences, to view protein strands and DNA


    So VR in its rawest form is still used, but not very useful... so i'll ramble on about its nearest cousing AR or Augmented Reality.
    This uses the same technology as VR but contains a semi-transparent view on the headsets, so you see real life items, with digital items over-layed. Check out AR-Quake by some students at a Uni in Australia, or see if you can find the UK militaries interest in it, when they tested a large GPS assisted unit at DERA (Defence Evaluation Research Agency).

    I dont think ive missed anything, and im fully prepared to be flamed for the things that ive said ;)

  168. Insightful by milosoftware · · Score: 1

    Because once we have a holodeck like on Startrek, we'll see a new economy based on "holominutes" to be spent there.

    Of course, if the holodeck is sorta free (as in free beer) like in Startrek, civilization as we know it will end, since no-one will ever leave it.

    Although, we might want to get some of the bugs out, since the holodeck did not appear to be a safe place.

    --
    Musicians don't die. They just decompose.
  169. Interesting developments by red_shoes_jeff · · Score: 1
  170. Quake/Doom VRML Browser by Corpus_Callosum · · Score: 1

    Okay, I'll bite...

    The obvious question that derives from this conversation is "Why doesn't someone take the Doom3 engine (or Quake engine)" and build a damned VRML browser with it?

    It would probably be pretty fun bouncing between VRML nodes and interacting via the multiplayer module with other users at the custom nodes at 78fps with a BFG (err.. you get the idea)...

    --
    The reason that it can be true that 1+1 > 2 is that very peculiar nonzero value of the + operator
  171. Bingo. That's what I was thinking too by Moraelin · · Score: 4, Informative

    I was gonna post more or less the same myself, so reading your post made my day.

    Basically, yes, while cute 3D graphics are cool to look at, it's gameplay and (where applicable) a good story that really get suspension of disbelief going. Even for the best looking games nowadays (Doom 3, HL2, whatever), if gameplay sucked, suspension of disbelief would go right out the window.

    Which makes the whole VR gizmos not really needed.

    I would add, though, that VR also brings other problems to the table:

    1. Controls. The mouse and keyboard (or gamepad, if the game is suited for that) are tried and tested and work so well, that you can just forget that you're using them. We've had decades (and thousands of "Nintendo sucks vs Sony blows" flame wars centred on controls) to refine controls to something easy and effective to use. Plus, by now you already know how to use them, so you don't go through the whole learning curve again.

    Pointing around with a glove or other untried gimmics are not only unneeded then, they can actually hurt suspension of disbelief. Especially because of the next points:

    2. Comfort.

    Sitting down in a comfortable chair and using a mouse and keyboard, or a gamepad, is comfortable. You can do 12 hour gaming sessions if, like me, you don't have a life, and have little if any discomfort problems.

    By contrast, the whole VR hype reminds me of the touch-screen hype. Humans just aren't built to spend the whole day with a hand pointing forward. Even if the glove was a thin cotton glove weighing (next to nothing), pointing with your arm forwards all day long will result not just in fatigue, but actual _pain_.

    It gets even worse for other games. If anyone thinks that swinging a sword in a VR game is something they can do for hours, they haven't actually swung a sword in their life. Even throwing a punch at the air in a martial arts game (including martial-arts themed RPGs, like Shenmue or Jade Empire) is _tiresome_ if you do it for hours. And as someone who had some army training, I'll just say it would _suck_ to have to lug a rifle around all day long to play a game.

    3. Sensory expectations. Completely fooling some senses is a much more risky proposition than just getting the brain to pay them no attention.

    If you were really immersed visuall in, say, a flight sim, your brain would expect _all_ senses to fit the same picture. If you take a tight curve, it expects the body to feel G forces. If it doesn't, a little bit of suspension of disbelief goes out, and a little bit of nausea kicks in.

    If you were playing a fight sim, you'd expect that when you throw a punch, you feel it connect. If it feels like it's going through a ghost, again, some suspension of disbelief goes out, some nausea comes in. (And worse yet, you can damage your joints badly if your brains says you don't have to brake that punch going at thin air.)

    4. IC vs OOC. Or how it's throwing the whole concept of "_escaping_ reality" out the window.

    Relying on the character's physical values or knowledge _outside_ the game is meta-gaming. It can not only seriously damage suspension of disbelief, it can also seriously limit the market for the game. For starters, you're limited to those who can actually do that IRL.

    E.g., if in a fighting game you actually had to be able to kick or block that fast and accurate, congrats, you've demanded that the player be an accomplish student of martial arts to play the game. E.g., if you have to actually slash with a broadsword and block with a shield, well, it would probably be fun for some of us nuts, but no fun for everyone else.

    Worse yet, it severely limits what you _can_ do in a game, by tying you down to what you can do IRL. E.g., most of Nintendo's games wouldn't even be possible to have in VR, because _noone_ can run and jump for hours. Jumping is a _very_ tiresome operation for humans. We're not made to bunny-hop all day long.

    Plus, being tied down to what you can physically do IRL, thr

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Bingo. That's what I was thinking too by Dasch · · Score: 2, Insightful

      I think VR will only be successful when it involves all of your senses in a way that makes you wonder whether or not you're in the real world or a virtual one.

    2. Re:Bingo. That's what I was thinking too by Moraelin · · Score: 1

      "Wow, a blowhard who likes the look of his own paragraphs. Next time focus on putting some actual content in there instead of rehashing other people's points, and poorly, at that."

      Ah, lemme guess. You're the kind of retard who can't read more than a paragraph, right? (Which one of our clients are you, then?)

      Now if you did actually read more than one paragraph, you'd had found that the whole numbered part was _not_ common with the post I was answering to. (Or, for that matter, any of the posts I had read in this thread.)

      But alas, being the poor illiterate retard that you are, reading all that would have overloaded your tiny little brain.

      Don't give up hope, though. I'm sure that eventually you too can learn to read more than one paragraph. Keep trying and eventually you might even be able to read _two_ paragraphs. Who knows, after many years of training, you might even be able to work your way through a whole message.

      Now isn't that a nice ideal to put your hopes in?

      --
      A polar bear is a cartesian bear after a coordinate transform.
    3. Re:Bingo. That's what I was thinking too by coopseruantalon · · Score: 1

      you make some good points and raise some questions. I like the idea of total immersion, maybe so much that you don't actually move irl. But that is probably far of yet. The idea of running around, jumping and kicking would allow for nerds to actually exercise while having fun and actually learning something other than moving the mouse. I think it would also solve the problem i see with rpg that you arre building a character and making IT better not yourself. I would like more games to depend on my skill not my characters skill. I you would actually tire when kicking and running in games we would also have solved the bunnyjumping problem in cs along with other things. Of course that comes with the problems you mention of joints and muscles being damages because of shadowboxing and other things, but hopefully that could be resolved. You right that games can help us be something that we are normally not or do something that we cannot. For example I would like to fly like a bird and feel the wind below me and the g's when i dive and all that. It is quite hard to do without VR.

    4. Re:Bingo. That's what I was thinking too by hesiod · · Score: 1

      I think "The Sims" will lose serious marketshare when that happens.

    5. Re:Bingo. That's what I was thinking too by Moraelin · · Score: 1

      Well, that _is_ a good point, but it just raises others:

      1. how do you balance that?

      E.g., how do you make a game like Jade empire accessible to both the guy/gal who never threw a punch in his/her whole life _and_ to the one who's a brown belt? Enemies which would slaughter one without taking a hit, won't even touch the other.

      Or how do you balance stuff that depends on time? In a normal game you have the character's speed. On the other hand, if you go by someone's RL speed, you have to deal with a continuum from people who can _sprint_ for a mile to people who reach for the inhaler after 10 ft.

      2. How _do_ you go about character development, then?

      E.g., how fast _can_ you learn martial arts to finish, say, Jade Empire? I have a hunch you won't become a black belt in 40 hours. So what do you propose to do? That someone provides enough content in a RPG to last you for 10 years? Seems a bit unlikely to happen.

      3. Exercise is ok, but for how long?

      _Noone_ spends 12 hours a day running on a treadmill.

      Or how about people who actually aren't _able_ to do some stuff. They should be completely excluded from playing games?

      E.g., I have a damaged knee from trying to be way too flashy in a basketball game in high school. (I was a total nerd, but not the completely sedentary kind.) In time I seem to also have developped a proble, starting around the age of 30, in that my heels gradually develop physical _pain_ if I stand or walk for like 2 hours or more. Are you saying I should get surgery just to enjoy a game? I sure hope not.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    6. Re:Bingo. That's what I was thinking too by Mac+Degger · · Score: 1

      Interesting post, but for me you're taking VR too far. A good enough VR setup is me sitting in a chair, with some sunglasses on with OLED (or whatever) screens and motion tracking. As for input...I've been thinbking about that, and we already have an intuitive input device which can be used without looking at it: the gamepad.

      VR, for me, isn't neccessarily about really walking through a virtual world...sitting down but being able to look from side to side and up and down, thereby changing my viewpoint, is good enough. That mechanism coupled with a gamepad is good enough for an FPS...hell, it would be the only way that a gampad would be a good replacement for a mouse in FPS games.

      --
      -- Waht? Tehr's a preveiw buottn?
    7. Re:Bingo. That's what I was thinking too by coopseruantalon · · Score: 1

      1. It is the same with all other kinds of games. I don't think my father or mother would stand a chance against me in a CS match, but certain other games maybe?

      There is always a learning curve and if you actually learn something other than moving your mouse and get excercise then that would be great.

      2. My point is that i find character development pointless and tiresome. I would rather that YOU, the player, developed and bettered yuorself rather than some computercharacter.
      Of course you wouldn't want to play a game for 10 years in a row but just think about how long time you have been playing basketball and other sports.

      3. It would of course be the game developers that balanced the game so that it was both fun and challenging. Not all games are for everybody just like not all sports are for everybody.
      In singleplayer games people could choose wether to choose regular control or the enhanced version. In multiplayer games it would be a little more diffcult to find a compromise because one of the ways of controlling the games are bound to be better than the other, and that could lead to allegations of "cheating".

  172. The same reason PDAs didn't take off in 1988 by Qbertino · · Score: 1

    It's simply not ripe yet.
    I had the near equivalent of a PDA in 1986. My first computer. It was a Sharp PC 1402. It's to date the longest battery time on a portable computer in existance (ca. 200 hrs). It's lying right in front of me and I still use it today. With hardcover it's still thinner than my Tungsten E lying next to it. In the early to mid nineties we had the HP 200 pocket computers with DOS 5 and Works 5 on ROM. Booted in a second. To date unmatched in versatility. Then we had the Newton. It totally ruled. But PDAs didn't take off.
    Now they have found their niche. They are ideal for keeping notes, dates and contacts in sync. They run with the crappiest groupware/mailer evar (Outlook) which like 905 of the population think it's the only Groupware/Mailer. They've finally gotten a standard IR interface. The screens have usable contrast and the responsivenes off the touchscreen is good. Calendars are standardized and CPUs are fast enough to render Websites. And curiously enough, all that runs 40 hours on a single load. Still only about a 5th of the running time of my 1402.
    What I'm saying is in the mean time they have become more usefull to a lot of people as an extra to their workstation at home, so they buy one. Actually an extreme niche situation.
    VR will probably take of when some online-game-tv-show combo makes use of it. (Gibsons Mona Lisa Overdrive is a plausible scenario for widespread VR). After all, who would've thought that portable multimedia takes of with variant ringtones?
    My 2 cents.

    --
    We suffer more in our imagination than in reality. - Seneca
  173. It is still around by fadethepolice · · Score: 0

    I spent a year teaching myself VRML and am still pretty good at it. The current version of Engineering software I am using (Microstation v8) is a pretty robust drawing tool with a true ease-of-use factor. What's really nice is that it exports objects and animations directly into VRML. I think Microsoft has discontinued it's VRML browser because VRML is a free protocol. I heard a speech where Gates was pushing to make windows 3-d (longhorn? --doubt it) That would put vrml in direct patent competittion with Microsoft.

    That said, the VRML Repository was turned over from the San Diego Supercomputer center and is now hosted by: http://www.web3d.org/ They have made the original website for vrml 2.0 rather deep in their site, but there are some tools available.

    I find floppy's VRML tutorial to be the easiest way to learn about vrml:

    http://web3d.vapourtech.com/tutorials/vrml97/

    and the original pimping vrml browser can be found here:

    http://www.karmanaut.com/cosmo/player/

    These tools with a lot of time and effort would allow you to build a quake-3 like world, or MMORPG. They have been around for awhile. Why has vrml faded. Open standards don't generate profits for gaming companies that sell their engine, and people in the open-source community have not prioritized this.

    One place to look for somewhat open virtual reality standards is Wolfenstein enemy territory. Servers like shit-storm
    http://users.telenet.be/tdk-clan/Serve r_IP3.html
    are constantly putting up custom new boards that are made by the community.

    Good Luck!!!
    Make me some dragons please...

  174. Interesting subject... by Anonymous Coward · · Score: 0

    ...which was part of my Masters' DEgree.
    For the bold readers out there:
    http://www.murkes.com/thesis/america-and-videogame s.pdf

  175. Concurrency Bottleneck by mgbaron · · Score: 1

    One bottleneck that is on the verge of being taken on with the advent of various dual core processors is that of concurrency. Due to the nature of Virtual Reality programming, parallel processing demands are very high (just think of how many things run in parallel in the real world).

    Languages such as The SHADOW System that are designed for programming Virtual Reality Environments are highly threaded and designed to take advantage of these systems. However, the concepts were ahead of their time in the case because the computing power simply did (does) not exist. In fact, the degree of parallel processing required is so high, that it will not be sufficed by the initial wave of dual core CPUs, but they will go a long way in terms of improvement of Virtual Reality systems.

    Read the permananent version of this post here and more on the topic here

  176. Virtual in Use at Companies and US Army by nilspace · · Score: 1
    Virtual reality (and in general, immersive and simulated environments) is definitely in widespread use.

    My company develops high-fidelity vehicle simulation technologies for doing human-in-the-loop testing of vehicles. As you can see on our simulators page: http://www.simcreator.com/simulators.htm, we have used CAVE environments, HMD's, stereoscopic glasses, wands, motion bases, power-walls, and plain desktops for vehicle simulation, engineering, and design.

    We also make heavy use of VRML for our visualization and terrain definition. Being an open-standard it is much easier to build and obtain tools for viewing and modifying the worlds.

    Virtual Reality is very much alive. However, since it's not as new, cutting edge it doesn't make all of the up-front news. It's moved, as good technologies do, into use and active development in the real world.

  177. Re:Tech Limitations, & some interesting phenom by Anonymous Coward · · Score: 0

    That sounds like Redirected Walking

  178. I remember lurking in the VR SIG mail list by krinsh · · Score: 1

    the majority of the conversation was about academic uses for virtual reality; as one person has mentioned here, the treatment of phobias. I feel the VR's primary application should be from a user interface perspective - just using the interfaces to interact with data. However, I think one of the reasons why we still use keyboards is because we can't evolve beyond the typewriter; which was an evolution itself. Also; think about how we are using QWERTY instead of DVORAK which is supposed to be easier to learn and faster to use... feature sets change; control structures do not tend to except over very long periods of time. Trackballs are easier for your wrist and arm but how many people are using them? I could go on about this but I think it is much less cost and much more user acclimation.

    --
    I think with the interesting people, their lives can't possibly be wrapped up into a nice little package.
  179. Jason Lanier by allelopath · · Score: 1

    Jason Lanier, credited with coining the phrase "Virtual Reality", addresses this question and other related ones in the May 2005 issue of "The Sun" magazine.

  180. Not dead yet! by ROTZ · · Score: 1

    I beleave VR is still very much everyone's dream. I see more products now inching closer to affordable VR. Like IR sensors for hats to track head movement.

    I've personaly cobbled together a kind of entry level system I use to play games like Republic Commando and Star Wars Galaxies with. It's not the greatest as resolution is far from what you get on a monitor. And text, small ones, sometime become hard to read. But I am happy with it.

    Head Tracker (actualy taped to the headphones):
    http://www.gyration.com/ultragt-compact.htm

    Surround Sound:
    http://www.zalman.co.kr/eng/product/view.asp?idx=1 10&code=023

    Head Mounted Display ($500 off eBay, although my are an older version I think)
    http://www.i-glassesstore.com/iglassespc-3d.html

    There are a number of improvements to the setup which could be made with some electrical engineering type skills. Which I don't have, but it's to play with none the less.

    So VR isn't forgotton, I just don't think it's really gotton to the point yet where the manufacturers see enough of a profit window to come up with complete systems.

  181. "My eyes...the goggles do nothing!" nm by Anonymous Coward · · Score: 0

    "My eyes...the goggles do nothing!"

  182. blaxxun Virtual Worlds Platform by klause34 · · Score: 1

    this is used in several applications from E-Learning to 3D Communities

  183. The Answer by MegaFur · · Score: 1

    Whatever happened to virtual reality?

    Same thing as what happens to all marketroid pipe dreams eventually: REALITY intervened.

    --
    Furry cows moo and decompress.
  184. What ever happened to Virtual Reality? by MimickerTrue3d · · Score: 1

    Let me show you a project I've been working on now for 6 years. It is a motion system that provides "True 3D" motion to the user. I believe it is the motion system virtual reality has always needed. The "Mimicker" as I call it was designed to overcome the problems of motion sickness by providing the user's inner ear with the correct sensory info. I am currently trying to raise funds for building the prototype which is estimated to cost $150,000. To see the Mimicker in action please go to my web site at http://mimickertrue3d.com/ and take a look around, then tell me what you think. If the link doesn't work then just type "mimicker" into your search engine.

  185. What is available? by Sylven_1969 · · Score: 1

    What I want is a headset that will allow me to see a panoramic view of the IG environ. If you were to couple this with a tracker type system like's available now and let's say a pistol style control for the right hand along with a device for movement on the left. What this would do is allow you to turn your head from side to side while running let's say, using your left hand you're pushing forward to run, using your head you're choosing where you are looking and where you are going. Let's say that I wanted to stop and look around then all I'd have to do is quit moving with the left hand control. The gun part, simply a small pistol or handheld unit of some kind strictly for pointing and shooting primary and seconday weapon plus selecting weapon. This is what I would call VR? Is this a good example of what other VR gamers want? I know that I can get most of what I'm talking about here, what I haven't seen is the eyeglasses, helm or whatever that allows the panoramic view as if you were actually in the game.

    --
    Jay Dale "If you're not living on the edge then you're taking up too much space!"
  186. Thank you for the correction by rfc1394 · · Score: 1

    Come to think of it, I think it probably was Elle McPherson rather than Cindy Crawford, but when someone has a really good quote it sometimes gets slightly mangled in the process.

    --
    The lessons of history teach us - if they teach us anything - that nobody learns the lessons that history teaches us.
    1. Re:Thank you for the correction by Miniluv · · Score: 1
      Having seen the episode in question, the first of the many quotes, which cites Claudia Schiffer (I distinctly remember Dennis's accent on her name), is the correct one.

      I even remember the idiosyncratic pause of his before the word fuck. He seemed really incapable of swearing comfortably on television, except during filmed stand-up.

  187. What is killing Virtual Reality by linux2000 · · Score: 2, Insightful
    What's killing Virtual Reality? Bad programming.

    VR developers' goals need to be very close to those of 3-D game designers, i.e.: simple, easy, fun.

    Back in the late 1990's I remember downloading and running an "interactive VRML viewer", the thought of which really excited me. The particular package I tried out was the worst implementation of 3-D world I have ever seen. Sure, it was painfully slow (very low FPS), that's not the part that bothered me. What really irked me was how the system handled camera-wall collisions. When "you", the viewer, encountered a wall, your movement stopped dead - even if you were pushing into the wall at an angle!

    Every 3-D game ever made does better than that. You should slide along the wall, parallel with the wall! This is simple physics. Nobody would ever buy a game where you had to "move back when you hit a wall, and don't touch any more walls or you'll get stuck!"

    Observe the world around you. What happens to your body when you lean against a wall at an angle? Don't you slide along the wall? I mean, come on. Won't someone please put the Reality back into Virtual Reality.

  188. Unfortunately... by cr0sh · · Score: 1
    I never got a chance to play one of the sitdown units - all I ever saw were the standup units, and those always ran Dactyl Nightmare (there were other games available).

    For those who are interested in the Virtuality/Amiga link - check out this page on the original Vituality 1000CS - (as an interesting aside on the Virtuality pods - the original standup pods are named 1000CS, while the sitdown units were named the 1000SD. The monitor stands also had a unit designation, but I don't remember what. Anyhow, when the 2000 series came out, the standup version was names the 2000SU, and the sitdown was named the 2000SD - I have yet to hear what the "CS" stood for on the original version).

    BTW - you make the system sound worse than it actual was, if you check the link I just gave. Remember, this was 1991 - and these boxes were running on top-of-the-line Amiga 3000's with two (2 - one for each eye) custom graphics cards, spitting out a fairly high number of polys per second for the day. Furthermore, tracking was done with some form of Polhemus tracking system (perhaps serial based). In 1991, the Amiga 3000 was the best Amiga you could buy - it wasn't until a few years later that the 4000 and the 1200 came out. When the Virtuality 2000 series came out, they used what were basically 486's with custom graphics cards.

    I can pretty much say for certain that the Amiga 3000 wasn't as stressed as you make it out to be. They may have even used a custom extra processor board to boost the speed some as well, but anyone who has ever owned and played with an Amiga knows that even with the stock graphics hardware, it was capable of doing things in 1985 that weren't being matched by PC's until the early 90's at best. This isn't fanboy posturing, either - it just wasn't until the availability of the 386, good VGA cards, and Gravis sound/cheap soundblasters that PC's and DOS could start to catch up. Basically, the Amiga was a nicely designed and integrated multi-processor computer, which had custom graphics and memory processors to offload processing from the main CPU. The PC up until the early 90's still was a mostly monolithic system where the CPU had to do everything, and until the appearance of cards that some of the processing could be offloaded on to, could not match what the Amiga was capable of. I am certain that if it could have, that W Industries, Ltd would have went with a PC solution (as they did - albeit after becoming Vituality Inc - with the 2000 series).

    Finally - I must agree with you on the boom mounted "FakeSpace-like" arcade system - this is a much better design for the market that the Virtuality pod was aiming for. Virtuality was trying to become a market unto themseleves, becoming a location-based entertainment venue, similar to the Battletech entertainment centers. Unfortunately for the Virtuality pods, they required much more operator handling and cleaning, etc - whereas the Vortek V3 is pretty much a "step-up and go" type system, much more inline with the original Battlezone game system, with a bit more freedom. In other words, it intergrates better with standard arcade layouts than do the Virtuality pods, and requires less operator intervention. Still, there is the hygeine issue, but this is unlikely to ever go away unless a different approach is used...

    --
    Reason is the Path to God - Anon
  189. "VR" is what you want it to be (so come help!) by reed · · Score: 1

    What do you mean when you say "Virtual Reality". There are lots of related technologies that were pretty immature in the early 90s that have made a lot of progress, the biggest one being 3D graphics display hardware and software.

    Now, I think, one of the more interesting technologies that could possibly be grouped under the otherwise vague "Virtual Reality" umbrella to work on is user-interface stuff, and desiging applications and networking software that lets people use their personal computers to share a graphical world and collaborate in it over the Internet.

    There are several Free Software projects working on this, one of them I helped design so I feel obligated to plug it here :) http://interreality.org/ (actually, another VOS user told me to!)

    It's important that a strong Free Software project emerge in this area soon, or the field will become dominated by proprietary software and standards! Interreality and VOS are especially lacking in nice, easy to use applications for non-programmers and non-Unix-geeks, and we need artists to try creating worlds for the system and give us some direction on where it needs to go.

    Regarding VRML, you may think it's lame and dead but it's not. The latest version, called X3D, fixes a bunch of problems with VRML97, and with today's graphics cards the graphical quality is far better than it was 10 years ago.

    Reed

  190. Homebrew 3D by th0mas.sixbit.org · · Score: 1

    So.. commercial VR tech appears stalled, and developments are as another poster mentioned, around the price of a new ferrari. So.. what are you going to do?

    I have fun creating what I call "Poor Man's 3D" experiments. One was in 2600 a couple year's ago. Since then I've been evolving quite a bit. From that article, myself and a friend:
    - made a stereo webcam. We took two webcams, made a base that holds them approximately the distance of two "eyes", and wrote some scripts to force them to record in stereo. We made an output script that converted the right/left images to red/blue channels and then combine them into a single video. The result was a 3D video viewable via red-blue goggles.

    - we are now working on the bigger update: something better than red/blue goggles. You can buy these cheap LCD screen gizmo's that are connected to playstation controllers (we picked up 6 of them for $30 cdn/ea at FutureShop in the fall). Buy one of those really crappy "VR 3D" toys from ebay (search for "Tunnel Racer"). The crappy screens of the "Tunnel Racer" Game are the same size as the LCDs of the TVs. Two XBoxes running Linux networked and you have yourself homebrew VR :).

    Our plan is to wire the stereo camera into the stereo headset and try to navigate experiencing USB 1.1 cheapo webcam lag/blur

    It's not done yet.. when it is it'll be all tutorialized and whatnot

    --
    twitter.com/gravitronic
  191. Envision Center at Purdue University by Yekrats · · Score: 1

    From hardcore research to performance art, the Envision Center at Purdue U. is a virtual reality room. It may have 3 or 4 walls (depending on the application). Users of the technology wear special goggles to pop the projections on the walls into a 3D environment.

    It looks pretty cool. I keep planning to trek across campus and check it out.

    --
    Ceci n'est pas une pipe.
  192. VR Movie Theater by Anonymous Coward · · Score: 0

    Heres a site about a VR Movie Theater. I think they watched to much Simpsons though.

  193. How staggeringly shortsighted by Michael+Snoswell · · Score: 1

    This reminds me of the scientists in early 1900s who said it was impossible to get a rocket out of earth's gravity well, or Bill Gates saying no-one would ever need more than 640k of RAM, or the guy who said the markt for computers in the US was 4 and hence wasn't worth pursuing.

    How much would you like to bet that in 50 yrs the majority of computer interfaces wont be 3D? Take a moment to think about the fact that 50 years ago there were no computer and black and white TV was just emerging. Now try to extrapolate that rate of change into the future remember that the rate of change is increasing.

    I'm sure there'll be 2D displays of all sorts. I'm also sure things like retinal laser displays mounted on unobtrusive headgear will much more common. I've used one (at HITL at U of Washington) and it was the crispest, clearest image I've every seen (and I worked for SGI for several years so I know what a decent image looks like).

    I agree VR's time hasn't come yet - but saying it won't ever happen is just plain shortsighted.

    I've used a augmented reality headgear that showed a CT scanner cross section superimposed over a real person so I could see inside them. AR views of ultrasound data of foeteses are *much* clearer and easier to interpret (and hence not make mistakes in diagnosis) than normal ultrasound. Seeing that ultrasound compisited into a 3D model and AR projected onto the mother is truly awesome.

    I've used good HMD (not the virtual boy with plastic lenses where the spherical aberration caused people under 12 to have stereopscopic vision problems for up to 30 minutes after use - the main reason it was pulled just before going to market) with low latency (10ms) high res displays.

    Yes you get disoriented if you run around too much - better to stay in a chair - like driving, you get used to it.

    Yes it is a *much* better and more natural way to play Quake.

    Yes is still costs a lot and yes it's much better than it was 10 years ago.

    Personally in 50 years I expect mobile phones, computers, PDAs etc will all be intergrated (with whoever knows what else) and will project over my vision either as a transparent display or I can flip the glasses down to block out extraneous vision.

    The only thing you'll have to get used to is if this happens in 10 or 15 year rather than 50...

    --
    pithy comment
  194. Reply by brophy87 · · Score: 1

    Virtual reality is already in gear for some people. With the popularity of addicting mass multiplayer online RPG's games, the ability of ordering anything you want from your computer, and advances/availability of high technology such as headgear monitors and full body sensors, virtual reality while on life support cannot be far away. Our generation has been highly involved in the idea of a virtual reality which will make it likely that our future retirement homes will pump us full of drugs, stick us on life support, and stick us in a virtual reality where we assume the role of an able bodied hero.

  195. A big correction, here... by cr0sh · · Score: 1
    I referenced the following:

    VPL, IIRC, was sold to Thompson Electronics, and the patents got flung far and wide

    This is incorrect, VPL and patents were sold to Sun Microsystems (!) - as referenced in this release - which I am going to reproduce here, as well:

    Key Messages for VPL announcement

    * Sun has acquired from Thompson CFS and Greenleaf Medical, the complete worldwide rights to the patent portfolio and technical assets of VPL Research -- the pioneer of virtual reality technology and networked 3D graphics.

    * Sun will incorporate the technology protected by the VPL patents, which extends beyond virtual reality to networked 3D graphics, human body based input and 3D window systems, in its own Java 3D API and networked 3D graphics products, as well as make the technologies available to partners in the same manner that it makes available technology developed directly by Sun.

    * Sun has long been an innovator in the area of virtual reality, 3D graphics, and open standards. The first paper on virtual reality was written in 1965 by current Sun Fellow Ivan Sutherland and Java 3D is rapidly becoming an industry standard. The acquisition strengthens Sun's already strong intellectual property position in 3D graphics technology.

    * Virtual reality and networked 3D graphics have impact beyond entertainment (arcades, web-based network games) to areas of MCAD, medical imaging, training and simulation, product development and testing -- any instance where large databases of representative information (often involving multiple senses) are used interactively across a network.

    * This acquisition is important to Sun because it involves real-time computer-generated 3D synthetic environments, which many experts believe are rapidly becoming the user interface to the Internet. As this comes to pass, this technology will likely impact most commercial and non-commercial uses of computers for interactive communications in the next decade

    FOR MORE INFORMATION:

    Sun Microsystems, Inc.
    Anne Little 650-786-6702
    anne.little@corp.sun.com

    Burson-Marsteller for Sun
    Jessica Kersey 650-287-4006
    jessica_kersey@bm.com

    SUN ACQUIRES VIRTUAL REALITY AND NETWORKED 3D GRAPHICS PATENT PORTFOLIO FROM INDUSTRY PIONEER

    As Open Standards, These Fundamental Patents will Impact Interactive Consumer and Industrial Communications and Applications

    MOUNTAIN VIEW, Calif. -- February X, 1998 -- Sun Microsystems, Inc. today announced it has acquired the patent portfolio and other technical assets of the former VPL Research Inc., a pioneering firm in the field of virtual reality and networked 3D graphics, from Thompson CSF and Greenleaf Medical. Under the agreement, Sun has acquired the worldwide rights to more than a dozen key patents and related technologies. Terms of the acquisition were not disclosed.

    The technology and patents relate to fundamental concepts of virtual reality and networked 3D graphics, including networked computer interaction, datagloves and other computer wearables, image rendering and manipulation, and standards for programming software for virtual
    environments. The acquisition represents the latest development in Sun's long history of innovation in virtual reality and networked 3D
    graphics. Sun Fellow Ivan Sutherland wrote the first paper on virtual reality in 1965, and Sun's Java 3D API is rapidly becoming an industry standard. In keeping with its policy of developing to and offering open industry standards, Sun intends to incorporate the VPL technologies into the Java 3D model and its other graphics products.

    "The pioneering work that VPL Research and its founder Jaron Lanier did in developing virtual reality technology has a substantial carry-over benefit to the types of advanced graphics capabilities that Sun is developing, particularly in networked 3D graphics and 3D window systems, " said Michael Deering, Sun Distinguished Engineer. "As an open systems

    --
    Reason is the Path to God - Anon
  196. Virtual Reality treatment for 9-11 by ProphetPX777 · · Score: 1

    Apparently Virtual Reality is also now being used to treat victims and those present during 9-11, according to this recent news story: http://www.cnn.com/2005/TECH/04/29/spark.virtual/i ndex.html

    --
    9/11 Was An Inside Job! http://www.InfoWars.com/