Computer-made 'virtual reality' opening unlimited possibilities
From Daily Progress
March 17, 1991 By Lane Thomasson
n a basement laboratory at the University of Virginia,
computer-generated airplanes soar overhead, windmills spin on command,
and the floor moves in a three-dimensional, man-made world.
Observers call it magic. Writers say it's Alice's wonderland.
Engineers refer to it as science. The popular term for the imaginary
world that looks, sounds and feels real is "virtual reality."
"What we're doing is making computers adapt to people instead of people
adapting to computers," said UVa
computer science professor Randy Pausch. "We're
creating a three-dimensional world you can enter, and in which you can
change your point of view and move without having to think about
it."
Pausch and electrical engineer Ronald D. Williams have built a virtual
reality system in a joint project between their two departments.
"In virtual reality you can do things that you can't do in the real
word," Pausch said.
- Engineers have created computer simulations of floor plans which
allow architects to "walk through" imaginary copies of their
buildings.
- Designers of a day-care center scaled themselves down within a
virtual building to assume the height of children. "By becoming the
size of a four- year-old within the building, they knew where to put
door handles and how high to make water fountains," Pausch said.
- Virtual reality can be used for training. Firefighters can battle
imaginary blazes, police officers can shoot simulated burglars and
baseball players can practice bunting.
"You can even play racquetball with someone hundreds of miles away,
because, unlike television or the movies, virtual reality can be
interactive," Williams said. "You just strap on the same
computer-simulated court...and you can see a computer-generated image
of your opponent."
Virtual Reality has three major components:
- A head-mounted device known as "private eyes," small computer
screens mounted beneath a baseball cap brim or inside sunglasses. A
small transmitter is attached to the baseball cap that produces a
magnetic field.
- A tracking device that follows the magnetic field, mounted to the
ceiling above the user's head. "The tracker shows where you are. As
you turn your head, we figure out your viewpoint. The virtual reality
world adjusts accordingly," Pausch said.
- Two IBM personal computers that contain the computer-generated world.
Graduate students Pramod Dwivedi and Larry Ferber said it took them a
month to plot x, y and z coordinates which became the
three-dimensional virtual reality.
"I put in an artificial floor, so you'd get the sense of where you
were in the artificial world. But you can turn the virtual reality
upside down and play with it however you like," Dwivedi said.
Pausch said, "It's really one of the most powerful discoveries we
have. It makes it possible for everyone to suspend their disbelief
and enter other worlds."
Developed in the mid-1970s, by a former University of Connecticut
computer science professor, the concept of virtual reality has spread
widely throughout American research labs and high-tech computer
firms.
Although systems to set up the illusion cost an average of $250,000,
Pausch, Williams and their graduate students began working on a $5,000
model in the summer of 1990. The cheaper model, they say, will allow
other researchers to tap in the unknown field, thereby increasing
technological developments.
"What we're doing really isn't new," Pausch said. "Video games like
Nintendo work this way. We're just tracking the movements of the
user's head instead of his hand on a joy stick."
Because virtual reality worlds are man-made, the possibilities of
their uses are unlimited, Pausch said.
He and Williams have contemplated virtual bodies with surgeons, which
would allow medical students to practice surgery on imaginary
bodies.
Some day, Williams said, surgeons may be able to enter virtual bodies
so that they can see the organs and arteries larger than life.
"A doctor could even operate on an astronaut in space from an American
hospital," Williams said. "He could manipulate a robotic arm with his
own hand in a glove to perform surgery thousands of miles away."
"There are limits to what you can do in the real world," Pausch said.
"There are no limits - except imagination - to what you can do with
virtual reality."
Actual Scanned Article
Articles about Pausch
- Alice Puts the Wonderland of Interactive Computer Graphics at Your Fingertips, Inside UVA, November 22, 1996
- Record This!, Virginia Engineering, Winter, 1996
- Key to Success: Mark Creative Hours and Make Them Count, Inside UVA, January 27, 1995
- Virtual Reality Gets Better With Artists' Touch, Inside UVa, August 26, 1994
- Hip, Hype, and Hope: The Faces of Virtual Reality, Virginia Center for Media & Culture Newsletter, August 1994
- Virtual Reality: Now You Live it, Now You Don't, Cavalier Daily, April 19, 1994
- Virtual Reality Technology is on the Cutting Edge of a World of New Experiences, Daily Progress, March 6, 1994
- Get Ready For Virtual Reality, Reader's Digest, December 1993
- Exploring the New World, Albermarle, April-May, 1993
- No Sex, Just Bunny, C'ville Review, February 10, 1993
- Virtual Reality for Five Dollars a Day, Virginia Engineering, Spring 1992
- Computer-made 'virtual reality' opening unlimited possibilities, Daily Progress, March 17, 1991
- Speech Device Could Assist Palsy Victims, Daily Progress, July 6, 1990