What Is Virtual Reality?

A Web-Based Introduction

Version 4 – Draft 1, September, 1998

Jerry Isdale,

email: isdale@acm.org (preferred)

(alternate email: isdale@compuserve.com)

 

(with thanks to the *many* people who contributed bits, bytes and words either directly to me or by posting to various electronic sources, especially Chris Hand (caution - moving soon) and Toni Emerson

 

1.       Overview


 

(Note: there are a several older versions of this document out on the net, with the subtitle "A Homebrew Introduction and Information Resource". These versions are many years older than the one you are now reading. URL keepers, please note and update your pointer lists!)

This document freely distributable to various electronic networks, BBS, etc. It can be used as a handout for non-profit seminars sponsored by schools and professional associations. I only ask that you keep my name as the primary author/editor and do not charge for it beyond normal on-line connect charges. If you have any corrections, comments or additions, please send them to me at one of the above email addresses.

 

The now defunct US Congressional Office of Technology Accessment incorporated large parts of one of the earlier versions in their report to congress on "Virtual Reality and Technologies for Combat Simulation" Get a Copy

 

This paper was originally divided into two parts. The first section was the basic text and the second was a collection of information sources. However, the rapid change of sources, especially on the net, makes it very difficult to keep up. Therefore I have eliminated the second section and refer instead to two excellent sources that do keep a bit more up to date:

 

Toni Emerson's On_The_Net

Yahoo's VR index

 

HUMOR:

Every emerging technology needs it’s Evil Scientist.  Virtual Reality has The Evil Dr. Flaxon and his Flaxon Alternative Interface Technology (FAIT) Labs.   Caution! These people are very dangerous and have been known to cause severe psychological and physiological problems in their "volunteers".

 

2.       A Taxonomy of Virtual Reality

 

This section provides a relatively simple taxonomy (meaning:) of Virtual Reality.  There are several much more rigorous taxonomies covering VR.

 

An excellent short treatment of the state of the art and a taxonomy of VR is a report on the US Government's National Science Foundation invitational workshop on Interactive Systems Program held March 23-24, 1992.  It was published in the given in the ACM Siggraph publication "Computer Graphics", Vol. 26, #3, August 1992. The purpose of the workshop was to identify and recommend future research directions in the area of virtual environments.  A longer exposition of this taxonomy can be found in the MIT Journal "Presence" Vol. 1 #2 (Synthetic Experience: A Proposed Taxonomy By Warren Robinett.)

 

  The term Virtual Reality (VR) is used by many different people with many meanings. There are some people to whom VR is a specific collection of technologies, that is a Head Mounted Display, Glove Input Device and Audio. Some other people stretch the term to include conventional books, movies or pure fantasy and imagination. The NSF taxonomy mentioned in the introduction can cover these as well. However, my personal preference, and for purposes of this paper, we restrict VR to computer mediated systems. The best definition of Virtual Reality I have seen to date comes from the The Silicon Mirage":

 

   "Virtual Reality is a way for humans to visualize, manipulate and interact with computers and extremely complex data"

 

  The visualization part refers to the computer generating visual, auditory or other sensual outputs to the user of a world within the computer. This world may be a CAD model, a scientific simulation, or a view into a database. The user can interact with the world and directly manipulate objects within the world. Some worlds are animated by other processes, perhaps physical simulations, or simple animation scripts. Interaction with the virtual world, at least with near real time control  of the viewpoint, in my opinion, is a critical test for a 'virtual reality'.

 

  Some people object to the term "Virtual Reality", saying it is an oxymoron. Other terms that have been used are Synthetic Environments, Cyberspace, Artificial Reality, Simulator Technology, etc. VR is the most common and sexiest. It has caught the attention of the media.

 

  The applications being developed for VR run a wide spectrum, from games to architectural and business planning. Many applications are worlds that are very similar to our own, like CAD or architectural modeling. Some applications provide ways of viewing from an advantageous perspective not possible with the real world, like scientific simulators and telepresense systems, air traffic control systems. Other applications are much different from anything we have ever directly experienced before. These latter applications may be the hardest, and most interesting systems. Visualizing the ebb and flow of the world's financial markets. Navigating a large corporate information base, etc.

 

3.       Types of VR Systems

 

  A major distinction of VR systems is the mode with which they interface to the user. This section describes some of the common modes used in VR systems.

 

3.1.    Window on World Systems (WoW)

 

  Some systems use a conventional computer monitor to display the visual world. This sometimes called Desktop VR or a Window on a World (WoW).  This concept traces its lineage back through the entire history of computer graphics. In 1965, Ivan Sutherland laid out a research program for computer graphics in a paper called "The Ultimate Display" that has driven the field for the past nearly thirty years.

 

  "One must look at a display screen," he said, "as a window through which one beholds a virtual world. The challenge to computer graphics is to make the picture in the window look real, sound real and the objects act real." [quoted from Computer Graphics V26#3]

 

3.2.    Video Mapping

 

  A variation of the WoW approach merges a video input of the user's silhouette with a 2D computer graphic. The user watches a monitor that shows his body's interaction with the world. Myron Kruger has been a champion of this form of VR since the late 60's. He has published two books on the subject: "Artificial Reality" and "Artificial Reality II". At least one commercial system uses this approach, the Mandala system. This system is based on a Commodore Amiga with some added hardware and software. A version of the Mandala is used by the cable TV channel Nickelodeon for a game show (Nick Arcade) to put the contestants into what appears to be a large video game.

 

3.3.    Immersive Systems

 

  The ultimate VR systems completely immerse the user's personal viewpoint inside the virtual world. These "immersive" VR systems are often equipped with a Head Mounted Display (HMD). This is a helmet or a face mask that holds the visual and auditory displays. The helmet may be free ranging, tethered, or it might be attached to some sort of a boom armature.

 

  A nice variation of the immersive systems use multiple large projection displays to create a 'Cave' or room in which the viewer(s) stand.  An early implementation was called "The Closet Cathedral" for the ability to create the impression of an immense environment. within a small physical space. The Holodeck used in the television series "Star Trek: The Next Generation" is afar term extrapolation of this technology.

 

3.4.    Telepresence

 

  Telepresence is a variation on visualizing complete computer generated worlds. This a technology  links remote sensors in the real world with the senses of a human operator. The remote sensors might be located on a robot, or they might be on the ends of WALDO like tools. Fire fighters use remotely operated vehicles to handle some dangerous conditions. Surgeons are using very small instruments on cables to do surgery without cutting a major hole in their patients. The instruments have a small video camera at the business end.  Robots equipped with telepresence systems have already changed the way deep sea and volcanic exploration is done. NASA plans to use telerobotics for space exploration. There is currently a joint US/Russian project researching telepresence for space rover exploration.

 

3.5.    Mixed Reality

 

  Merging the Telepresence and Virtual Reality systems gives the Mixed Reality or Seamless Simulation systems. Here the computer generated inputs are merged with telepresence inputs and/or the users view of the real world. A surgeon's view of a brain surgery is overlaid with images from earlier CAT scans and real-time ultrasound. A fighter pilot sees computer generated maps and data displays inside his fancy helmet visor or on cockpit displays.

 

 

  The phrase "fish tank virtual reality" was used to describe a Canadian VR system reported in the 1993 InterCHI proceedings. It combines a stereoscopic monitor display using liquid crystal shutter glasses with a mechanical head tracker. The resulting system is superior to simple stereo-WoW systems due to the motion parallax effects introduced by the head tracker. (see INTERCHI '93 Conference Proceedings, ACM Press/Addison Wesley , ISBN 0-201-58884-6)

 

4.       VR Hardware

 

  There are a number of specialized types of hardware devices that have been developed or used for Virtual Reality applications.

 

4.1.    Image Generators

 

  One of the most time consuming tasks in a VR system is the generation of the images.  Fast computer graphics opens a very large range of applications aside from VR, so there has been a market demand for hardware acceleration for a long while. There are currently a number of vendors selling image generator cards for PC level machines, many of these are based on the Intel i860 processor. These cards range in price from about $2000 up to $6 or $10,000.  Silicon Graphics Inc. has made a very profitable business of producing graphics workstations. SGI boxes are some of the most common processors found in VR laboratories and high end systems. SGI boxes range in price from under $10,000 to over $100,000. The simulator market has produced several companies that build special purpose computers designed expressly for real time image generation. These computers often cost several hundreds of thousands of dollars.

 

4.2.    Manipulation and Control Devices

 

  One key element for interaction with a virtual world, is a means of tracking the position of a real world object, such as a head or hand. There are numerous methods for position tracking and control. Ideally a technology should provide 3 measures for position(X, Y, Z) and 3 measures of orientation (roll, pitch, yaw). One of the biggest problem for position tracking is latency, or the time required to make the measurements and preprocess them before input to the simulation engine.

 

  The simplest control hardware is a conventional mouse, trackball or joystick. While these are two dimensional devices, creative programming can use them for 6D controls. There are a number of 3 and 6 dimensional mice/trackball/joystick devices being introduced to the market at this time. These add some extra buttons and wheels that are used to control not just the XY translation of a cursor, but its Z dimension and rotations in all three directions.  The Global Devices 6D Controller is one such 6D joystick It looks like a racket ball mounted on a short stick. You can pull and twist the ball in addition to the left/right & forward/back of a normal joystick. Other 3D and 6D mice, joystick and force balls are available from Logitech, Mouse System Corp. among others.

 

  One common VR device is the instrumented glove. The use of a glove to manipulate objects in a computer is covered by a basic patent in the USA.  Such a glove is outfitted with sensors on the fingers as well as an overall position/orientation tracker. There are a number of different types of sensors that can be used. VPL (holders of the patent) made several DataGloves, mostly using fiber optic sensors for finger bends and magnetic trackers for overall position. Mattel manufactured the PowerGlove for use with the Nintendo game system, for a short time.  This device is easily adapted to interface to a personal computer. It provides some limited hand location and finger position data using strain gauges for finger bends and ultrasonic position sensors. The gloves are getting rare, but some can still be found at Toys R' Us and other discount stores.  Anthony Clifton recently posted this suggestion for a" very good resource for PowerGloves etc.:  small children. A friend's son had gotten a glove a couple years ago and almost NEVER used it, so I bought it off the kid.  Remember children like money more than toys they never use."

 

  The concept of an instrumented glove has been extended to other body parts. Full body suits with position and bend sensors have been used for capturing motion for character animation, control of music synthesizers, etc. in addition to VR applications.

 

 

  Mechanical armatures can be used to provide fast and very accurate tracking. Such armatures may look like a desk lamp (for basic position/orientation) or they may be highly complex exoskeletons (for more detailed positions). The drawbacks of mechanical sensors are the encumbrance of the device and its restrictions on motion. Exos Systems builds one such exoskeleton for hand control. It also provides force feedback. Shooting Star system makes a low cost armature system for head tracking. Fake Space Labs and LEEP Systems make much more expensive and elaborate armature systems for use with their display systems.

 

  Ultrasonic sensors can be used to track position and orientation. A set of  emitters and receivers are used with a known relationship between the emitters and between the receivers. The emitters are pulsed in sequence and the time lag to each receiver is measured. Triangulation gives the position. Drawbacks to ultrasonics are low resolution, long lag times and interference from echoes and other noises in the environment. Logitech and Transition State are two companies that provide ultrasonic tracking systems.

 

  Magnetic trackers use sets of coils that are pulsed to produce magnetic fields. The magnetic sensors determine the strength and angles of the fields. Limitations of these trackers are a high latency for the measurement and processing, range limitations, and interference from ferrous materials within the fields. However, magnetic trackers seem to be one of the preferred methods. The two primary companies selling magnetic trackers are Polhemus and Ascension.

 

  Optical position tracking systems have been developed. One method uses a ceiling grid LEDs and a head mounted camera. The LEDs are pulsed in sequence and the cameras image is processed to detect the flashes. Two problems with this method are limited space (grid size) and lack of full motion (rotations). Another optical method uses a number of video cameras to capture simultaneous images that are correlated by high speed computers to track objects. Processing time (and cost of fast computers) is a major limiting factor here. One company selling an optical tracker is Origin Instruments.

 

  Inertial trackers have been developed that are small and accurate enough for VR use. However, these devices generally only provide rotational measurements. They are also not accurate for slow position changes.

 

4.3.    Stereo Vision

 

  Stereo vision is often included in a VR system. This is accomplished by creating two different images of the world, one for each eye. The images are computed with the viewpoints offset by the equivalent distance between the eyes. There are a large number of technologies for presenting these two images. The images can be placed side-by-side and the viewer asked (or assisted) to cross their eyes.  The images can be projected through differently polarized filters, with corresponding filters placed in front of the eyes. Anaglyph images user red/blue glasses to provide a crude (no color) stereovision.

 

  The two images can be displayed sequentially on a conventional monitor or projection display. Liquid Crystal shutter glasses are then used to shut off alternate eyes in synchronization with the display. When the brain receives the images in rapid enough succession, it fuses the images into a single scene and perceives depth. A fairly high display swapping rate (min. 60hz) is required to avoid perceived flicker. A number of companies made low cost LC shutter glasses for use with TVs (Sega, Nintendo, Toshiba, etc.). There are circuits and code for hooking these up to a computer available on many of the On-line systems, BBSs and Internet FTP sites mentioned later. However, locating the glasses themselves is getting difficult as none are still being made or sold for their original use. Stereographics sells a very nice commercial LC shutter system called CrystalEyes.

 

  Another alternative method for creating stereo imagery on a computer is to use one of several split screen methods.  These divide the monitor into two parts and display left and right images at the same time. One method places the images side by side and conventionally oriented.  It may not use the full screen or may otherwise alter the normal display aspect ratio. A special hood viewer is placed against the monitor which helps the position the eyes correctly and may contain a divider so each eye e sees only its own image. Most of these hoods, such as the one for the V5 of Rend386, use fresnel lenses to enhance the viewing.  An alternative split screen method orients the images so the top of each points out the side of the monitor. A special hood containing  mirrors is used to correctly orient the images. A very nice low cost (under $200) unit of this type is the Cyberscope available from Simsalabim.

 

1.1.1.       Health Hazards from Stereoscopic Displays

 

 There was an article supplement with CyberEdge Journal issue #17 entitled "What's Wrong with your Head Mounted Display". It is a summary report on the findings of a study done by the Edinburgh Virtual Environment Lab, Dept. of Psychology, Univ. of Edinburgh on the eye strain effects of stereoscopic Head Mounted Displays. There have been a number of anecdotal reports of stress with HMDs and other stereoscopic displays, but few, if any, good clinical studies. This study was done very carefully and the results are a cause for some concern.

 

 The basic test was to put 20 young adults on a stationary bicycle and let them cycle around a virtual rural road setting using a HMD (VPL LX EyePhone and a second HMD LEEP optic equipped system). After 10 minutes of light exercise, the subjects were tested...

 

  "The results were alarming: measures of distance vision , binocular fusion and convergence displayed clear signs of binocular stress in a significant number of the subjects. Over half the subjects also reported symptoms of such stress, such as blurred vision."

 

  The article goes on to describe the primary reason for the stress - the difference between the image focal depth and the disparity. Normally, the when your eyes look at a close object they focus (accommodate) close and also rotate inward (converge). When they accommodate on a far object, the eyes also diverge. However, a stereoscopic display does not change the either the effective focal plane (set by the optics) and the disparity depth. The eyes strain to decouple the signals.

 

 The article discusses some potential solutions, but notes that most of them (dynamic focal/disparity) are difficult to implement. It mentions monoscopic HMDs only to say that while they would seem to avoid the problems, they were not tested. The article does not discuss non-HMD stereoscopic devices at all, but I would extrapolate that they should show some similar problems. The full article is available from CyberEdge Journal for a small fee.

 

  There has been a fair bit of discussion ongoing in the sci.virtual-worlds newsgroup (check the Sept./Oct. 93 archives) about this and some other studies. One contributor, Dipl.-Ing. Olaf H. Kelle, University of Wuppertal, Germany, reported only 10% of his users showing eye strain. His system is setup with a focal depth of 3m which seems to be a better, more comfortable viewing distance. Others have noted that long duration monitor use often leads to the user staring or not blinking.  It is common for VDT users to be cautioned to look away from the screen occasionally to adjust their focal depth and to blink. Another contributor, John Nagle provided the following list of other potential problems with HMDs: electrical safety, Falling/tripping over real world objects, simulator sickness (disorientation due to conflicting motion signals from eyes and inner ear), Eye Strain, Induced post-HMD accidents ("some flight simulators some flight simulators, usually those for military fighter aircraft, it's been found necessary to forbid simulator users to fly or drive for a period of time after flying the simulator".).

 

4.4.    Head Mounted Display (HMD)

 

  One hardware device closely associated  with VR is the Head Mounted Device (HMD).

These use some sort of helmet or goggles to place small video displays in front of each eye, with special optics to  focus and stretch the perceived field of view.  Most HMDs use two displays and can provide stereoscopic imaging. Others use a single larger display to provide higher resolution, but without the stereoscopic vision.

 

Most lower cost HMDs ($3000-10,000 range ) use LCD displays, while others use small CRTs, such as those found in camcorders. The more expensive HMDs use special CRTs mounted along side the head or optical fibers to pipe the images from non-head mounted displays. ($60,000 and up). A HMD requires a position tracker in addition to the helmet. Alternatively, the display can be mounted on an armature for support and tracking (a Boom display).

 

4.5.    Force and Touch (Haptic) Rendering

 

4.6.    Motion Rendering

 

5.       Levels of VR Hardware Systems

 

  The following defines a number of levels of VR hardware systems. These are not hard levels, especially towards the more advanced systems.

 

5.1.    Entry VR (EVR)

 

   The 'Entry Level' VR system takes a stock personal computer or workstation and implements a WoW system. The system may be based on an IBM clone (MS-DOS/Windows) machine or an Apple Macintosh, or perhaps a Commodore Amiga. The DOS type machines (IBM PC clones) are the most prevalent. There are Mac based systems, but few very fast rendering ones.  Whatever the base computer it includes a graphic display,  a 2D input device like a mouse, trackball or joystick,  the keyboard, hard disk & memory.

 

5.2.    Basic VR (BVR)

 

  The next step up from an EVR system adds some basic interaction and display enhancements.  Such enhancements would include a stereographic viewer (LCD Shutter glasses)  and a input/control device such as the Mattel PowerGlove and/or a multidimensional (3D or 6D) mouse or joystick.

 

5.3.    Advanced VR (AVR)

 

  The next step up the VR technology ladder is to add a rendering accelerator and/or frame buffer and possibly other parallel processors for input handling, etc. The simplest enhancement in this area is a faster display card. For the PC class machines, there are a number of new fast VGA and SVGA accelerator cards. These can make a dramatic improvement in the rendering performance of a desktop VR system. Other more sophisticated image processors based on the Texas Instruments TI34020 or Intel i860 processor can make even more dramatic improvements in rendering capabilities. The i860 in particular is in many of the high end professional systems. The Silicon Graphics Reality Engine uses a number of i860 processors in addition to the usual SGI workstation hardware to achieve stunning levels of realism in real time animation.

 

  An AVR system might also add a sound card to provide mono, stereo or true 3D audio output. Some sound cards also provide voice recognition. This would be an excellent additional input device for VR applications.

 

5.4.    Immersion VR (IVR)

 

  An Immersion VR system adds some type of immersive display system: a HMD, a Boom, or multiple large projection type displays (Cave).

 

  An IVR system might also add some form of tactile, haptic and touch feedback interaction mechanisms. The area of Touch or Force Feedback (known collectively as Haptics) is a very new research arena.

 

 

  A common variation on VR is to use a Cockpit or Cab compartment to enclose the user. The virtual world is viewed through some sort of view screen and is usually either projected imagery or a conventional monitor. The cockpit simulation is very well known in aircraft simulators, with a history dating back to the early Link Flight Trainers (1929?). The cockpit is often mounted on a motion platform that can give the illusion of a much larger range of motion. Cabs are also used in driving simulators for ships, trucks, tanks and 'battle mechs'. The latter are fictional walking robotic devices (i.e. the Star Wars films). The BattleTech location based entertainment (LBE) centers use this type of system.

 

5.5.    SIMNET, Defense Simulation Internet

 

  One of the biggest VR projects is the Defense Simulation Internet. This project is a standardization being pushed by the USA Defense Department to enable diverse simulators to be interconnected into a vast network. It is an outgrowth of the  Defense Advanced Research Projects Administration (DARPA) SIMNET project of the later 1980s.  SIMNET was/is a collection of tank simulators (Cab type) that are networked together to allow unit tactical training. Simulators in Germany can operate in the same virtual world as simulators in the USA, partaking of the same battle exercise.

 

  The basic Distributed Interactive Simulation (DIS) protocol has been defined by the Orlando Institute for Simulation & Training. It is the basis for the next generation of SIMNET, the Defense Simulation Internet (DSI). (love those acronyms!) An accessible, if somewhat dark,  treatment of SIMNET and DSI can be found in the premier issue of WIRED magazine (January 1993) entitled "War is Virtual Hell" by Bruce Sterling.

 

  The basic DIS protocol has been adopted as a standard for communication between distributed simulations by the IEEE.  Basic information on DIS and SIMNET, including a C library to support the communication protocol is available via FTP from the Internet site taurus.cs.nps.navy.mil (pub/warbreaker/NPS_DIS...). Other contact points for DIS include:

 

  Danette Haworth Institute for Simulation & Training 12424 Research Parkway, Suite 300 Orlando, Florida 32826 (407)658-5000

 

 

ModSIM (the language) is available via ftp from max.cecer.army.mil in the isle directory.

 

ModSAF is being developed to create "Semi-Automated Forces" - both vehicle based and dismounted. There is a body of research and techniques on the various levels of scripting behaviors.

 

Integrated Simulation (Systems) Language Environment, (ISLE) based on ModSIM with extensions to support Imperative Behavior programming (Prolog-like), an