HDTenEightyP/NetNews huggingface dataset:
From: leech@cs.unc.edu (Jon Leech)
Newsgroups: sci.virtual-worlds
Subject: Re: PAPER: Galilean Antialiasing for VR, Part 01/04
Date: 8 Nov 92 22:38:43 GMT
Article-I.D.: u.1992Nov9.220147.11292
Organization: University of Washington
Originator: hlab@stein.u.washington.edu



In article <lfjuqqINNb62@exodus.Eng.Sun.COM>, deering@deering.Eng.Sun.COM (Micha
el F. Deering) writes:
|> As a designer of digital circuits for rendering, I have a fairly good feel
|> for how much circuitry would be required to implement this sort of algorithm.
|> The problem is that it appears that it would cost *more* to support the smart
|> pixels that the current brute force rendering circuitry takes!  (In the
|> authors defence the relative amounts of circuits needed are not obvious.)

    My opinion is similar, that scan conversion is already a solved
problem, and it will turn out to be easier to throw enough hardware at
the front end to sustain 1 update/field than to solve the sampling and
aliasing problems of a "galpixel" buffer. But I'll still offer an
opposing viewpoint.

    First, note that the expense of updating a galpixel buffer doesn't
vary with the image complexity. So the balance between frame buffer
and rendering hardware will vary depending on how complex your
database is.

    Second, the basic capabilities to do what he describes are already
starting to emerge for texturing, and in that sense won't impose an
extra cost. The current Reality Engine architecture might even support
galpixels at reasonable frame rates, since there's a path from the
frame buffer back to the top of the rendering hardware.

    What I'd suggest the author do is trim this paper to about 20
pages describing solely the galpixel concept, add some diagrams and a
block level approach to implementing a G(2) frame buffer, and, most
importantly, produce experimental evidence that Galilean antialiasing
will indeed offer the claimed benefits. The other stuff about
nonplanar displays belongs in a different paper.
--
    Jon Leech (leech@cs.unc.edu)    __@/
UNDERWHELMING OFFER OF THE MONTH:
    "Please feel free to skip the payment on this month's statement.
     Normal finance charges will apply." - NCNB VISA
From: rhino@r2d2.eeap.cwru.edu (Rhino Project)
Newsgroups: sci.virtual-worlds
Subject: INFO: Complete VR systems....
Date: 7 Nov 92 16:01:16 GMT
Article-I.D.: u.1992Nov9.215757.10668
Organization: Case Western Reserve Univ. Cleveland, Ohio (USA)
Originator: hlab@stein.u.washington.edu


What systems currently available or that will be available in the next
6 months are for sale as a complete vitual reality system. Thanks for any
answers....
CW

-- 
Carlin E. Wiegner              | rhino@eeap.cwru.edu
Triumvirate Industries, Inc.   | cew6@po.cwru.edu
From: george@northwest.Berkeley.EDU
Newsgroups: sci.virtual-worlds
Subject: Re: INFO: Virtual Reality Group (VRG)
Date: 7 Nov 92 03:09:12 GMT
Article-I.D.: u.1992Nov7.070350.15211
Organization: Silicon Graphics Inc., Mountain View, CA
Originator: hlab@stein.u.washington.edu


In article <1992Nov6.034148.4196@u.washington.edu>,
m14494@mwvm.mitre.org (Mike White) writes:
|> 
|> Chirag N. Shah writes:
|> > I have heard about a company called Virtual Reality Group (VRG) which
|> > presumedly manufactures HMDs with resolutions upto 1280x1024.  Could
|> > anybody who is aware of this get me their address/ph# ?
|> 
|> The Virtual Reality Group
|> 800 Follin Lane, Suite 270
|> Vienna, VA 22180
|> (703)242-0030 (voice)
|> (703)242-5220 (fax)
|> 
|> Contact: Christopher Lewis
|> 
|> HMD specs:
|> Image source: 1" monophosphor CRTs
|> Sync: NTSC High res, VGA, 1290x1024 (per eye) workstation
|> Refresh rate: 60 Hz
|> HMD weight: 3 lbs
|> Power: 100 watts
|> Pupil res: 2 arc seconds per pixel
|> Pupil brightness: 25 foot-lamberts
|> Pupil diameter: 12mm
|> IPD adjustment: 62-74mm
|> Eye relief: 26mm
|> Monocular FOV: 50 degrees diagonal
|> Overlap positions: 35%, 67.5%, 100%
|> 
|> The above info is from a spec sheet I picked up at a demo.  I have no 
|> connection with VRG.  
|> 
|> ************************
|> * These are my opinions only.*
|> ************************


I have not had a chance to call VRG, but no HMDs currently have 1280X1024
resolution especially in a 1" CRT.  Correct me if I am wrong.

-george
From: copley-devon@CS.YALE.EDU (Devon Copley)
Newsgroups: sci.virtual-worlds
Subject: Re: SCI: Vr and Psychology
Date: 9 Nov 92 23:41:13 GMT
Article-I.D.: u.1992Nov11.035356.17050
Organization: Yale University Computer Science Dept., New Haven, CT 06520-2158
Originator: hlab@stein.u.washington.edu


In article <1992Nov5.024742.16353@u.washington.edu> ts3n+@andrew.cmu.edu (Travis
 T. Schluessler) writes:
>
>> [stuff deleted] ... In particular, avoidance
>> of looming objects (something coming at your face quickly) has been
>> demonstrated in infants as young as two weeks, and even in _blind_
>> subjects fitted with "prosthetic vision" devices. 
>
>I was quite interested by your mention of infants.  Concerning the
>previous topic of balance distortion within VR, wouldn't infants be
>capable of operating within a virtual environment without these
>'debilitating' effects of loss of balance?  Since balance is a learned
>behavior shoudn't we be able to unlearn these things and operate within
>a virtual environment with no conflict whatsoever?

It is interesting to speculate what a virtual reality would "be"
like to an infant.  However, my guess would be that the entire
usefullness of virtual reality lies in its emulation of actual
reality, thus allowing us to deal with computer-generated structures
in ways we've already learned how to deal with real structures.

But infants haven't yet learned how reality works.  Thus I'd
guess they wouldn't show the debilitating effects of a loss of
balance; however, at the same time, they wouldn't be able to take
advantage of the fact that virtual reality refers to real reality
in its behavior.

I wonder, then, how infants WOULD react to virtual reality, if
exposed to it before they've formed many of their conceptions of
the way the world REALLY works.  Many questions come to mind.
Would hightened, simulated reality speed an infants understanding
of actual reality, or interfere with it because it requires a level
of abstraction out of the child's reach?  What if you present very
young children with virtual reality that DOESN'T rely on paradigms
from actual reality?  What shape could such an "illogical reality"
take?  And do they make powergloves in extra-small?


Devon
-----------------------------------------------------------------------------
copley-devon@cs.yale.edu             "No matter where you go, there you are."
From: mtxinu!sybase!tim@ucbvax.Berkeley.EDU (Tim Wood)
Newsgroups: sci.virtual-worlds
Subject: Re: JOBS: Salaries...
Date: 9 Nov 92 22:23:24 GMT
Article-I.D.: u.1992Nov11.035409.17113
Organization: Sybase, Inc.
Originator: hlab@stein.u.washington.edu



In article <1992Oct13.045324.21462@u.washington.edu> CURTISJ@ruakura.cri.nz (Joh
n Curtis, Hort+Research CRI, Hamilton, NZ) writes:
>
>One of my major gripes with the "marketplace" is programmers receiving (as was
>previously stated): 
>
>>>REAL WORLD SALARIES:
>>>Software Engineers/Programmers:    30K - 75K
>>>Systems/Network Engineers:         30K - 55K
>
>when salespeople are getting easily up to three times that amount simply 
>because they are the ones directly generating cash.

Really.  Some nerve.  What's money when you're trying to run a business
anyway?

>In my experience many of 
>these salespeople fail to keep up with the play.  When entering the business 
>they may have known all the technology inside out, but quickly become puppets 
>of their parent companies and cease to recommend solutions to their clients 
>that incorporate new technologies.
>
>I can sense myself getting into trouble here, as this is a broad generalisation
>but nevertheless one I find to be predominantly true.  (Can you tell I'm a 
>programmer?)

At least you recognize the narrowness of your viewpoint.  VR will continue
to be a research toy (just like relational databases were :) until there
exist capable business entities with depth of ability in all the major
business areas: R&D, marketing, sales, operations, finance, customer service,
etc.  As for educating salespeople, an enlightened company will view that
as a necessary investment in selling effectiveness.  Cost of sales is
a big item; anything that increases return on that cost bears looking at.
Companies that don't address customer needs whether or not they have a
current product which answers that need lose sight of the whole point,
which is to attract and retain customers, not move whatever's on the price
list.
Thanks,
-Tim






--
Tim Wood / Sybase, Inc. / 1650 65th St. / Emeryville, CA / 94608  510-596-3500
WORK:tim@sybase.com     {sun,pyramid,pacbell,{uunet,ucbvax}!mtxinu}!sybase!tim
PLAY:axolotl!tim@os.com      {{sun,uunet}!hoptoad,decwrl!{noe,os}}!axolotl!tim
Dis claim er dat claim, what's da difference?  I'm da one doin da talkin' hea.
From: billc@Apple.COM (Bill Cockayne)
Newsgroups: sci.virtual-worlds
Subject: INFO: VR Sites List
Date: 6 Nov 92 20:26:48 GMT
Article-I.D.: u.1992Nov7.015810.7155
Organization: Apple Computer Inc., Cupertino, CA
Originator: hlab@stein.u.washington.edu



Here are some sites with VR related articles or code on them.
If you know of any other please send info to me at billc@apple.com.

sunee.uwaterloo.ca (129.97.50.50)
        - home of REND386 (freeware VR library/package)
        /pub (misc directories on pglove, raytracing, et al.)
        /pub/vr

milton.u.washington.edu (128.95.136.1)
        - home of sci.virtual-worlds, huge faq w/ great info!
        /public/virtual-worlds

karazm.math.uh.edu (129.7.128.1)
        - home of the glove list, nice code
        /pub/VR

ftp.apple.com (130.43.2.3)
        - sites list, Macintosh vr, CAD projects info
        /pub/VR

sugrfx.acs.syr.edu (128.230.24.1)
        - virtual reality demos, iris info, glasses, mirrors some of
                milton.u.washington.edu, uforce info
        /pub/vr

src.doc.ic.ac.uk (146.169.2.1)
        - great usenet archives including stuff from sci.v-w, also
                has info on ISIS and a VR app for ISIS
        /usenet/comp.archives/auto/comp.sys.isis
        /usenet/comp.archives/auto/sci.virtual-worlds

Look for news on the addition of an archive to America Online. :)

[Co-Mod (Mark):  This is *great*!  Many thanks, Bill!]
From: nordic@cats.ucsc.edu (Paul David Cattrone)
Newsgroups: sci.virtual-worlds
Subject: TECH: 360 Degree Field of View
Date: 6 Nov 92 03:53:35 GMT
Article-I.D.: u.1992Nov7.015120.6418
Organization: University of California; Santa Cruz
Originator: hlab@stein.u.washington.edu



        Hello all, my name is Paul Cattrone and I'm a student here at
UC Santa Cruz majoring in CIS with a desire to work in the VR field after
I graduate this year.  I've been working on an idea for about two years
now of diplaying a 360 degree field of view in a continuos manner onto
the monitor screen.  Well for about these two years I was stumped, and 
needless to say I was approaching it from the wrong direction, because
the math was getting too out of hand.  Recently I figured out what I was
doing wrong and think I've found the solution.  So for my graphics class
final project I'm implementing my idea, calling it Global Vision, since
the working idea stemmed from looking at a map.  I personaly think this idea
will benefit the VR community or give an alternative to the current method
of viewing the world.  Global Vision will give the viewer a 360 degree display
of the 3d environment they are in.  So you lets say you were inside of a
house you would be able to see all four walls, ceiling and floor in a 
continuos fashion.  I see this as a big benefit to people working in
worlds with many activities going on around them.  Global vision will
let them be able to work on what is in front of them as well as see what
is going on around them without having to turn their head.  I don't see
Global Vision as a solution for all worlds but for the above situation 
type of world, I see this as a viable alternative.  I would like to get
some input from you folks on the net about Global Vision.  What do
you think of the idea? (I know there's very little of the actual workings
in the above, but just some feedback on the idea would be helpfull)
Do you see 360 degree vision as a benefit to the worlds that you are
working on?  etc.

Paul Cattrone
nordic@cats.ucsc.edu
From: haydenw@aerospace.aero.org (bill hayden)
Newsgroups: sci.virtual-worlds
Subject: Re: INFO?: Afordable VR
Date: 10 Nov 92 18:58:47 GMT
Article-I.D.: u.1992Nov11.035803.17714
Organization: The Aerospace Corporation
Originator: hlab@stein.u.washington.edu


In article <1992Nov9.215747.10614@u.washington.edu> dstampe@psych.toronto.edu (D
ave Stampe) writes:
>From: dstampe@psych.toronto.edu (Dave Stampe)
>Subject: Re: INFO?: Afordable VR
>Date: 7 Nov 92 15:00:37 GMT
>
>D14YC%CUNYVM.BITNET@mitvma.mit.edu writes:
>>
>>On the TIME magazine article says that there is a company
>>planing to put 2 486 machine to make a VIRTUAL REALITY more affordable.
>>There is a possibility that individual could have their own VR machine.
>>Does anybody has more information about such equipment?
>
>Sounds like the SENSE8 system.  This (in the PC version) is two 486/50
>PCs, each with a DVI card for graphics.  Cost: about $15000 (?).
>Now, you can get one 486/50 and run REND386 on it.  This will give 
>you fast graphics, Powerglove and stereo glasses support.  It can
>also support HMDs, with a bit of programming on drivers.  Big point
>in REND386's favor: it's free!
>
>
>--------------------------------------------------------------------------
>| My life is Hardware,                    |         Dave Stampe          | 
>| my destiny is Software,                 | dstampe@psych.toronto.edu    |
>| my CPU is Wetware...                    | dstampe@sunee.uwaterloo.ca   | 
>| Am I a techno-psychologist, or just an engineer dabbling in psychology?|
>---------------------------------------------------------------------------
Where does one get(FTP?) REND386 ?
Where can I buy compatible low-cost(?) Powerglove and glasses ?
I'm new to this group - thanks for any response.
From: buxduac@dct.ac.uk
Newsgroups: sci.virtual-worlds
Subject: VPL Guesture recognition
Date: 6 Nov 92 10:20:53 GMT
Article-I.D.: dct.1992Nov6.102053.1088
Organization: Dundee Institute of Technology
Originator: hlab@stein.u.washington.edu


Does anybody know how the VPL dataglove guesture recognition
software (IPM version) works.  Is there source code available ?

Andy C
University of Dundee
Scotland

acobley@uk.ac.dundee.mic
From: helgeu@dhhalden.no (Helge Rene Uholm)
Newsgroups: sci.virtual-worlds
Subject: Re: INFO?: Afordable VR
Date: 12 Nov 92 10:05:18 GMT
Organization: Ostfold College
Originator: hlab@stein.u.washington.edu


haydenw@aerospace.aero.org (bill hayden) writes:


>Where does one get(FTP?) REND386 ?
>Where can I buy compatible low-cost(?) Powerglove and glasses ?
>I'm new to this group - thanks for any response.

        You can get it from sunee.uwaterloo.ca.

helgeu@dhhalden.no
From: jharriso@acs.ucalgary.ca (John Harrison)
Newsgroups: sci.virtual-worlds
Subject: Re: INFO?: V.R. Education
Date: 10 Nov 92 23:19:32 GMT
Article-I.D.: acs.92Nov10.231932.27208
Organization: The Banff Centre for the Arts, Alberta
Originator: hlab@stein.u.washington.edu


In article <1992Nov9.220524.11992@u.washington.edu> destiny@sfsuvax1.sfsu.edu (B
rian Gordon French) writes:
>   1) What programing skills (if any) will one likly need to
>develop V.R.
>educational packages now or in the future?

At the moment, we are working with the Sense8 WorldToolKit
application on a '486 PC, and using the University of Alberta
Minimal Reality toolkit on SGI computers.  Both of these
applications require reasonable skill in C programming to be able
to create interactive Virtual Realities.

However, to simply create a static environment (i.e. no
interactivity; you are simply able to walk/fly around the
environment) requires less effort.  To create these environments,
we simply create a 3-D model using AutoCad, create textures
using a simple program like Photoshop or Painter, and place it
all on the Sense8 PC-based system.  

>   2) What are the most likly applications for educational V.R.
>in...
>      A.  The next five years?
>      B.  K-12 home or classroom use?

We are already working with a high school so that students who
are taking a course in Autocad can come and put their models into
our VR system to fly around them and get a feel for them.  For
students working in interior design, architecture, drafting, or
engineering, this can be a powerful visualization tool.

A project has been developed here by Michael Scroggins and
Stewart Dickson whereby a person can stand on a tilting platform
wearing a VR helmet, and "slide" along 3-D mathematical formulae.
This is a lot more experiential than just looking at plots of
the formulae in textbooks.

I've worked with Lawrence Paul, a West Coast native artist, to
create a Salish longhouse, complete with spirits and sound.  It
gives one of the deepest appreciations for that aspect of the
Salish culture that I have yet seen.  A version of this without
the head-mounted display is currently on exhibit at the National
Gallery of Canada in Ottawa (until Nov 22).  This kind of piece
could be very useful in Social Studies or Anthropology.

The possibilities are endless, but usually variations on the
theme of providing the students with an experience that would
otherwise be impossible or dangerous.  Myron Krueger's book
"Artificial Reality II" is a good source for other ideas.

-John Harrison
 Research Analyst
 Art and Virtual Environments Project
 The Banff Centre for the Arts
 Banff, Alberta, Canada
 jharriso@acs.ucalgary.ca
From: chand@nyx.cs.du.edu (Chris Hand)
Newsgroups: sci.virtual-worlds
Subject: INFO: PowerGlove diagrams/docs available
Date: 12 Nov 92 21:55:44 GMT
Organization: Nyx, Public Access Unix @ U. of Denver Math/CS dept.
Originator: hlab@stein.u.washington.edu


Several people have expressed interest in easily-printable
versions of the PowerGlove timing diagram.

LaserJet/DeskJet/PostScript versions are now available for
FTP on

    sunee.uwaterloo.ca:/pub/glove/pgtimg.<format>.Z

     where format = "lj", "dj" or "ps".

Also available in these formats is Ron Menelli's documentation
and circuit diagram for a PG-to-serial interface using a
68HC11 microprocessor.  These are in:

    sunee.uwaterloo.ca:/pub/glove/pgsi.<format>.Z

Chris
From: kaugust@caip.rutgers.edu (karin august)
Newsgroups: sci.virtual-worlds
Subject: CONF: VR Conf Dec 1-2 in VA
Date: 8 Nov 92 05:14:47 GMT
Article-I.D.: u.1992Nov9.220003.11005
Organization: University of Washington
Originator: hlab@stein.u.washington.edu


             V  R  A  S  P    N  O  T  I  C  E
 
                    contact Karin August 
emails:   CIS 71033,702      or     kaugust@caip.rutgers.edu
 
There is a great VR conference in Washington DC (actually Falls Church, VA)
organized by the Data Processing Management Association.  It will be
held on December 1-2, 1992.  Speakers include Dr. Myron Krueger; 
Dr. David Gelernter; Dr. Michael Zyda; Mr. George Zachary; 
Mr. Mark Long; and Mr. David Smith just to name a few (some of whom 
are VRASP members too!!!)
Companies represented include VPL, VIRTUS, GE Aerospace, and many others.
 
Published registration fees are a bit steep, but students who are 
interested should contact the organizers, because you can qualify 
for a special discount. Non-students need to contact me ASAP to 
see if a large group might persuade them to negotiate a special rate.
Also, I believe you can get a break if you subscribe to CyberEdge Journal,
an important sponsor of the conference and a good VR newsletter, too.
 
Topics include industry and government applications for virtual reality, 
recent advances in research, as well as future trends. And there is always 
the exhibit hall to experience "hands on" a sampling of available VR products.
 
Contact Dana Marcus at (310) 534-3922 (CA) to get detailed info faxed
to you. 
 
IMPORTANT!!  Students need to be able to send a copy of their 
registration form or other letter from your educational institution
proving you are carrying a full term of credits.
From: freddief@casbah.acns.nwu.edu (Fred Felman)
Newsgroups: sci.virtual-worlds
Subject: INFO?: Glove-list archive
Date: 10 Nov 92 18:10:22 GMT
Article-I.D.: u.1992Nov11.035749.17647
Organization: University of Washington
Originator: hlab@stein.u.washington.edu


I'm a freshman at Northwestern University in the 5-yr Double Degree Program
majoring in Computer Engineering and Vocal Performance.  I've just recently
joined the "hlab" conference.  I found a powerglove yesterday in Colorado. 
I'm having it shipped to me (the glove cost US$24.95).  I've heard of the
glove-list-archive but I can't seem to figure out how to subscribe to it.  I
know it's from @karazm.math.uh.edu...... Also, where can I get REND386? and
will it run on MS-DOS or only SCO-Unix...Any help would greatly be
appreciated.


FreddieF
(F^2)

GO CATS!!!!!
From: mcglincy@acsu.buffalo.edu (Matthew S. Mcglincy)
Newsgroups: sci.virtual-worlds
Subject: Re: TECH: Curtis Extendo Cables?
Date: 6 Nov 92 16:20:09 GMT
Article-I.D.: u.1992Nov7.015709.6959
Organization: UB
Originator: hlab@stein.u.washington.edu


I was able to find extension cables at a local software/nintendo chain -
Babbages.  This one was located in Boulevard mall, Buffalo New York.
They have chains across at least western New York.  Their cost was
about $8 for 2 cables.  I am unsure of the brand...

Matt
-no sig, I enjoy being sued-
Newsgroups: sci.virtual-worlds
From: dejohnso@asylum.cs.utah.edu (David Johnson)
Newsgroups: sci.virtual-worlds
Subject: TECH: DataGlove packet rate
Date: 13 Nov 92 01:07:45 GMT
Article-I.D.: u.1992Nov14.011645.11929
Organization: University of Utah CS Dept
Originator: hlab@stein.u.washington.edu


Hi there,

I have a little distributed VR system set up - SGI's, DataGlove and
Polhemus.  I have only been getting about 7 frames/sec so I have been
doing some careful timing to see where the bottleneck is - and it's
mostly in trying to read the Polhemus 3Space.  Right now it is configured for
2 sensors, binary, non-continous mode, 19200 baud serial port and I
can't get close to the 30 data packets/sec that they claim.  Is this
experience common?  What kind of data rate do you get using the MR
Toolkit? Any suggestions?

Also - my VR thumb looks goofy - can anyone describe well how to model
its motion?

Thanks, 

David Johnson
dejohnso@cs.utah.edu
From: m14494@mwvm.mitre.org (Mike White)
Newsgroups: sci.virtual-worlds
Subject: Re: INFO: Virtual Reality Group (VRG)
Date: 5 Nov 92 14:45:43 GMT
Article-I.D.: u.1992Nov6.034148.4196
Organization: The MITRE Corporation
Originator: hlab@stein.u.washington.edu


Chirag N. Shah writes:
> I have heard about a company called Virtual Reality Group (VRG) which
> presumedly manufactures HMDs with resolutions upto 1280x1024.  Could
> anybody who is aware of this get me their address/ph# ?

The Virtual Reality Group
800 Follin Lane, Suite 270
Vienna, VA 22180
(703)242-0030 (voice)
(703)242-5220 (fax)

Contact: Christopher Lewis

HMD specs:
Image source: 1" monophosphor CRTs
Sync: NTSC High res, VGA, 1290x1024 (per eye) workstation
Refresh rate: 60 Hz
HMD weight: 3 lbs
Power: 100 watts
Pupil res: 2 arc seconds per pixel
Pupil brightness: 25 foot-lamberts
Pupil diameter: 12mm
IPD adjustment: 62-74mm
Eye relief: 26mm
Monocular FOV: 50 degrees diagonal
Overlap positions: 35%, 67.5%, 100%

The above info is from a spec sheet I picked up at a demo.  I have no 
connection with VRG.  

************************
* These are my opinions only.*
************************