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?"
It's all virtual of course!
"A door is what a dog is perpetually on the wrong side of" - Ogden Nash
See Doom 3 or Half Life newblah.
Someone set us up the bomb, so shine we are!
The Matrix scared everyone.
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
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.
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.
Ah, the irony. I love my job.
- The ArchitectNintendo killed it when they released the Virtual Boy
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.
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.
see a Text Widget
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.
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
I Googled "Virtual Reality" Results 18,100,000 Hits for Virtual Reality. It seems the technology is everywhere.
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
Game dev and music blog
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?
Who needs virtual reality when you have reality tv?
Everyone has an agenda. Except me. --Michael Crichton
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!
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.
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
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
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
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.
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
You're right. Okay, here's one I found after some googling.
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.
from google:
:
o ur nal/v6/n4/index.html
:
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/j
(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"
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.
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.
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
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
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.