HDTenEightyP/NetNews huggingface dataset:
From: WITH TRUE LOVE AS WITH GHOST: EVERYONE SPEAKS OF THEM, BUT FEW HAVE SEEN
Newsgroups: sci.virtual-worlds
Subject: TECH: Those spinning things:
Date: 1 Jan 93 10:48:55 GMT
Article-I.D.: shelley.1i8moqINNfu8
Organization: University of Washington
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu



   I resently went to the mall here in Richmond Kentucky and they had one
   set up, but they were useing it as a way to exercise. The company's
   name was ORBOTRON. The man wouldn't tell me were the comany was located but
   he said the kits cost anywhere from 12,000 to 20,000 U.S. dollars.

===============================================================================
Robert Payne
Computer Security Major
Eastern Kentucky University
STUPAYNE.EKU.BITNET
SMAIL: 212 Calumet Dr APT 1, Richmond Ky 40475
Voice: (606)624-2700
===============================================================================
From: RTODD@FALCON.AAMRL.WPAFB.AF.MIL
Newsgroups: sci.virtual-worlds
Subject: TO BUY: In desperate need of VR helmet displays!
Date: 4 Jan 93 22:04:00 GMT
Article-I.D.: shelley.1ibb9cINN2id
Organization: University of Washington
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu



We are a small business that is building a virtual reality simulator
and have an immediate need for helmet mounted displays.  We were able
to attend a conference that Tom Furness spoke at on base at Wright
Patterson Air Force.  He mentioned a visor display that would be made
available this year.  Also we understand you have expertise in thia
area.  If you can provide any information to direct us to available
sources for a helmet mounted display it would be greatly appreciated.
We have contacted people from what was VPL. We have also spoken with
Bruce Bassett and Evan Yeaman at Virtual Research.  Other contacts
include W. Industries and Virtual Research Inc.  None of these sources
have helmets for sale now (we need some this month if possible).

I can be reached via email or by calling 614-459-0344.  I would be
glad to discuss our capabilities and plans if you could reach me as
soon as possible.

Thank You,
Bob Todd
Engineering Solutions, Inc.
Columbus, Ohio
From: cmcl2!acf3.nyu.edu!silbrmnd@uunet.UU.NET (Darkmage)
Newsgroups: sci.virtual-worlds
Subject: Re: TECH: Anyone heard of Virtuality?
Date: 10 Jan 93 22:19:01 GMT
Article-I.D.: shelley.1iq9i5INN6f1
Organization: New York University
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu



dsawdai@magnus.acs.ohio-state.edu (Donald J Sawdai) writes:

>I just went home for winter break to Cincinnati and found something rather
>interesting.  At Forest Fair Mall in northern Cincinnati, there is a new
>VR arcade by the name of Virtuality.  They were just finishing installation,
>so the current setup is 4 sit-down units (looks like a bumper car with a
>hmd and two joysticks mounted on the inside) and 2 stand-up units (4-foot
>circular platform with circular guard rails, a hmd and a hand-held pointer
>which acts as a gun).  I do not know whether all players are simultaneously
>in the same "reality" or not.  The cost was $4 to play.
>
>Has anyone heard of this company or these games?

Yes, there is a Virtuality arcade at South Street Seaport in NY.  The
game there is different, tho...  The game playing currently is called
"Pterodactly Nightmare"(sp?); there are 4 stand up units, as described
above.  The games run on an Amiga (i forget the #), and the graphics
are OK; if you were playing the game at home on a flat monitor, you
would put it away after 2 minutes, but the experience is *AWESOME*!!!!
Definitely worth the $5.

The Game: up to 4 people play at a time; after a 2 minute practice
session (where you can "walk" around and get used to the interface),
the game lasts for 5 minutes.  There are 2 buttons on the joystick,
one for forward motion and the other for firing.  The unit detects
side-to-side and up-down motion, and turns your POV accordingly.  The
point of the game is to kill your opponents while avoiding (or
shooting) this flying green dinosaur.  The playing field is made up of
a square platform (black and white "marble" tiles ;) with similiar,
raised, platforms floating about one story up on each side, connected
by stairs.  There are also small flying discs which fly between each
of the raised platforms.

Some Cool Effects: When you're flying on the disc, LOOK DOWN!  I got a
massive Vertigo attack when I looked over the edge and saw only stars,
stretching to infinity!!!  Also, after dying, when you zoom into your
replacement body....  WOW!  What a rush!  :)

If you're in the NY area, (or near any other Virtuality's), you should
*definitely* stop in and play a couple of games....  :)

-Darkmage, the Clueless Wonder
 silbrmnd@acf3.nyu.edu
From: diego@minerva.st.dsi.unimi.it (Diego Montefusco)
Newsgroups: sci.virtual-worlds
Subject: ITALIAN RESEARCHER SEES LIGHT (Was Re: INFO: Sega's 3D Glasses)
Date: Mon, 4 Jan 93 17:49:40 CET
Organization: University of Washington
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu



In <9212310857.AA03131@ghost.dsi.unimi.it>, on Dec 31, I wrote:

> > Gosh, I don't know about real research or real systems in this area,
> > but there was a novel written some years ago on the subject.... New
> > Romancer or something like that?  By William Burroughs, right?  ;-)
> 
> Neuromancer, William Gibson
> 
> [MODERATOR:  I think he was making a joke, Diego. -- Bob Jacobson]

Poor baby (me)! Ok: I've been... overzealous (sp?) and didn't see the
smiley. The problem is that English is not my first language, so it
happens that I don't read the postings with enough "light mind" to get
everything they put thru this damned narrow bandwidth. We could start
a thread on how the text-only computer-mediated communications
change/force the way people express themselves...  In Italy we call
this "climbing the mirrors"... :-)

Sorry!
Diego

    ---------------------------------------------------------------------
   | Diego Montefusco     |         Computer Science Department          | 
   | Via Pirano 4         |         University of Milan - Italy          |
   | 20127 Milano         |                                              |
   | Italia               |     P L E A S E   R E P L Y   M E   T O :    |
   | +39 (0)2 27001467    |         montefus@ghost.dsi.unimi.it          |
    ---------------------------------------------------------------------

[MODERATOR'S NOTE: Can you explain that metaphor, "Climbing the
mirrors"?  It might have some relevance, more broadly.  Seriously.  

[PS.  In English, it's PLEASE REPLY TO ME:   :-)   -- Bob Jacobson]
From: BARKER@qut.edu.au
Newsgroups: sci.virtual-worlds
Subject: Re: APPS: VR and Medicine? (Laporoscopic Surgery)
Date: 5 Jan 93 13:15:46 GMT
Article-I.D.: qut.1993Jan5.081546.61428
Organization: Queensland University of Technology
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu



G'day,

If anyone knows of any groups who are actually using or have developed
laparoscopic surgery simulators (there was a recent posting describing
a TV item on same) I would love to hear about them.

Many thanks,

Tim Barker                      barker@qut.edu.au
Centre for Medical and Health Physics
Queensland University of Technology
Brisbane. QLD
Australia
From: albrecht@csd4.csd.uwm.edu (Chad Edward Albrecht)
Newsgroups: sci.virtual-worlds
Subject: Re: TECH: Powerglove Wiring (Help)
Date: 31 Dec 92 16:23:43 GMT
Article-I.D.: shelley.1ib66kINNr8r
Organization: University of Wisconsin - Milwaukee
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu



I don't know who told you June 1990, but the issue you are looking for is 
July 1990 (Byte) pages 288-289.

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|  --------------------------------     | So absolutely huge.  So ab - sol-  |
|  albrecht@csd4.csd.uwm.edu            | utely huge.  Gosh, we're all really|
|  albrecht@convex.csd.uwm.edu          | impressed down here I can tell you!|
|  acct146@carroll1.cc.edu              | --Monty Python: The Meaning of Life|
|============================================================================|
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From: AKOSSOWSKY@TURBO.kean.edu (Andy Kossowsky)
Newsgroups: sci.virtual-worlds
Subject: Re: INFO?: VRASP / Powerglove info
Date: 9 Jan 93 00:06:08 GMT
Organization: University of Washington
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu



>From: etlprnw@etlxd30.ericsson.se (peter new xd/gke x.4621 )
>Subject: INFO?: VRASP / Powerglove info
>Date: Fri, 8 Jan 1993 13:35:07 GMT
>
>A little while ago I was looking to buy a powerglove and I got a reply
>saying that I could get one from VRASP if I sent $30 plus $10 shipping
>and $5 donation. Could someone give me some details on this ie.
>who/what is VRASP ?, Who and where should I send an order too ? Are
>Sega glasses also available this way ?  All help will be greatly
>appreciated.

--- Reply by Andy Kossowsky :

Hello!

For Pete's benefit, and for any one else in the US who still want's a
glove (apparently we are the only ones buying them here so they are
still available), I'm reposting the orginal message.  For more info,
email AKOSSOWSKY@TURBO.KEAN.EDU (me) or KAUGUST@CAIP.Rutgers.edu
(Karin August):


  V R A S P   A N N O U N C E M E N T



VRASP is the Virtual Reality Alliance of Students and Professionals.


We are a non-profit organization created to further interest and research

in virtual reality.


VRASP has found two Toys 'r' Us stores in our area which have a small

clearance inventory of size large Power Gloves, new and under warra

nty, for $29.99 a piece.


For the price of the glove, plus a $10.00 donation to VRASP, we will

purchase a glove for any VRASP member or sci.V-W member (anyone reading this)

and ship it via UPS ground anywhere in the US.


Your donation will also get you a diskette containing instructions

for interfacing the glove to a PC and a driver program written by

VRASP member Mark Pflaging.


All gloves and disks will be shipped within 48 hrs of receiving your

orders, and if gloves are no longer available, your payment will

be returned immediatly.


ONE GLOVE per PERSON PLEASE--SUPPLY is LIMITED


Send check or money order for $45.00 (glove and donation + $5.00 shipping)

to:


VRASP

POB 4139

Highland Park, NJ 08904-4139


MAKE ALL CHECKS PAYABLE TO KARIN AUGUST



Thank you,

Karin August

President

VRASP



Andy Kossowsky

On-Line Services Manager

VRASP

AKOSSOWSKY@TURBO.kean.edu

 ---------------------------------------------------------------------
 |      / |^\        /| |^^^\ |^\            Andy Kossowsky
 |    /   |___\    /  | |____ |___\          On-Line Services Manager
 |  /     |\     /----|      ||              AKOSSOWSKY@TURBO.Kean.edu
 |/       |  \ /      | \___/ |
 The Virtual Reality Alliance of Students and Professionals___________
From: glens@natinst.com (Glen Sescila)
Newsgroups: sci.virtual-worlds
Subject: FOR SALE: Poweglove
Date: 4 Jan 93 01:44:08 GMT
Article-I.D.: shelley.1ib8srINN6i
Organization: National Instruments, Austin, TX
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu



I have a couple of Nintendo Power Gloves for sale.  Both sets are used
but are in good shape and are working fine.  Make offer.
From: glenns@microsoft.com (Glenn Slayden)
Newsgroups: sci.virtual-worlds
Subject: Re: TECH: VR glasses and splitting the picture
Date: 07 Jan 93 03:27:15 GMT
Organization: Microsoft Corporation
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu


joshua@cs.washington.edu (Joshua Blacksher) writes:
>Why couldn't a pair of vr glasses take a standard vga output and
>simply split it into a left a right view, i mean the software would
>produce both views, useing one half of the screen for left, the other
>for right, and the glasses would show half of the screen to each eye?

I concur that there is a desperate need for such a low-cost, non-
shutter device that has a standard 15-pin VGA connector.  This
device should preferably use widely available active-matrix color
LCD screens which support 640x480 resolution.  Ideally, the visor
would split this area into left and right 640x240 displays.

If the screen were placed facing upwards on top of the head, an
angled mirror would project the dual images forward.  Two mirrors
just in front of and above the forehead would split the image into
left and right components, where the images would be directed
downwards and presented to each eye.

This system allows the large form-factor screen, such as those
commercially available for use in laptop PCs, to have its image
reduced by using non-45 degree angles on the directing mirrors.

The lack of integrated frame buffer is crucial to keep the cost
of this HMD low--most PCs and workstations have capable video
solutions that can be used for their frame buffers.  Currently
available "virtual reality" games such as Origin's Ultima Under-
world or NovaLogic's Comanche demonstrate that even VRAM-type
displays on a 486 machine can sustain reasonable rendered frame rates.

The widespread availability of such an HMD would foster grassroots
commercial and individual contribution to VR research.

Glenn Slayden
From: jpc@tauon.ph.unimelb.edu.au (John Costella)
Newsgroups: sci.virtual-worlds
Subject: APPS: TV game shows
Date: Sat, 9 Jan 93 9:05:48 EST
Organization: University of Washington
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu


In the _Green_Guide_ of 7/1/93 (the TV/computer supplement to 
_The_Age_ [Melbourne]), p. 18, citing _The_Independent_ as source
[do you get the feeling that you are getting fourth-hand news? ;]

VR's first game show
====================

"'AWOOGA AWOOGA!!', the irritating battle cry of the latest in
gameshow hosts, somehow sums up the world's first virtual reality
television program.

"A made-up word for a made-up game played in a made-up world with
presenter Craig Charles, better known as Lister in 'Red Dwarf'.

"The studio audience appears to be largely teenage, male and vaguely
heavy-metal in style. The game involves two teams, sports superstars
pitched against ordinary people.

"One team member stands on a platform which is wired into a network
of five personal computers. These create and control the virtual
scenes in which the contestant's borg can walk, run and manipulate
objects; the borg has to solve puzzles and perform tasks, and
exactly mimics movements made by the player. The second player guides
his team-mate using a computer map.

"The second team sits in a buggy and 'drives' its virtual image around
the same map in pursuit of their opponents' borg, hoping to chase and
harass it.

"Broadsword, the production company behind the series, teamed up with
British VR specialists Dimension International to create the program."


-------------------

Interesting that the report refers to `the borg' doing all these things,
not the people themselves. Perhaps that's due to the fact that it's
a TV programme... maybe the viewer mainly sees some stick-figure running
around in VirtualLand.

John

----------------------------------------------------------------------------
John P. Costella              School of Physics, The University of Melbourne
jpc@tauon.ph.unimelb.edu.au         Tel: +61 3 543-7795, Fax: +61 3 347-4783
----------------------------------------------------------------------------
From: VFOAO073@VAX.CSUN.EDU (Harry Murphy (VAXMAILID))
Subject: Re: CONF: VR and Disability
Organization: Royal Institute of Technology, NADA
Date: Sat, 9 Jan 1993 23:34:33 GMT




                   "Q and A with Jaron Lanier"
 at CSUN Conference, "Technology and Persons with Disabilities,"
                         March 17, 1993
                             1-4 PM
                      $75 Registration Fee

(California State University, Northridge.  January 9, 1993).  Virtual
Reality pioneer, Jaron Lanier, who keynoted CSUN's 1992 conference on
"Technology and Persons with Disabilities," will conduct a three hour
Q&A session on the potential of VR for persons with disabilities at
the Los Angeles Airport Marriott Hotel on Century Boulevard, one mile
from LAX, from 1-4 PM.  This will be Mr. Lanier's only appearance at
the conference.

Jaron's session is one of 21 preconference, tutorial sessions to be
conducted on the first day (Wednesday, March 17) of the four day
conference, which ends on Saturday, March 20.  The registration fee
for preconference sessions is $75 each if payment is received prior to
March 8, $95 per session thereafter.  Most people register for two
sessions on the Preconference Day, taking one three hour tutorial in
the morning, one in the afternoon.  Those wishing to attend Mr.
Lanier's session only may do so at a cost of $75.

More than 200 one-hour General Sessions will be presented, March 18-20
on all aspects of technology and persons with disabilities.  There are
a number of special sessions on Virtual Reality.  Leaders in the field
who will be making presentations include Dr. Walter Greenleaf of
Greenleaf Medical Systems, Ben Delaney, publisher of CyberEdge
Journal, and Terry Middleton of SRI.  The cost of attending the
general sessions of March 18-20 is $225.

Other special features include presentations from governmental leaders
from the People's Republic of China and the Islamic Republic of Iran.

For a brochure with complete information on the conference and a
registration form for Mr. Lanier's session, please provide complete
mailing address:

Dr. Harry Murphy
California State University, Northridge
18111 Nordhoff Street - DVSS
Northridge, CA 91330

Phone:  818 885 2578
FAX:    818 885 4929  (also voice message)
EMAIL:  VR@VAX.CSUN.EDU

An incorrect message was sent earlier.  Sorry.  Harry.

Newsgroups: sci.virtual-worlds.apps
From: VFOAO073@VAX.CSUN.EDU (Harry Murphy (VAXMAILID))
Subject: CONF: Virtual Reality and Disability
Organization: Royal Institute of Technology, NADA
Date: Sat, 9 Jan 1993 17:59:12 GMT


 
                      Advisory Board Meets 
                      for June 17-18, 1993 
                          Conference on 
                "Virtual Reality and Disability" 
 
(California State University, Northridge (CSUN).  December 15, 1992).
On December 11, twenty-five (25) leaders came together from the fields
of virtual reality and rehabilitation and assistive technology to plan
the June 17-18, 1993 meeting, "Virtual Reality and Disability," to be
held at the Westin Hotel near the San Francisco Airport.
 
Greenleaf Medical Systems, CyberEdge Journal, Pacific Bell, and the
California Department of Rehabilitation agreed to co-sponsor the
conference.  Dr. Walter Greenleaf has agreed to Chair the Advisory
Board.
 
A Call for Papers has been issued. Papers are solicited which deal
with applications in the field of disability, access issues, and the
potential of VR to assist persons with disabilities.
 
The purpose of the meeting is to bring together three groups: the
Virtual Reality community, the disability community, and the
rehabilitation/assistive technology community in order to stimulate
new applications of VR, insure that persons with disabilities have
access to VR technologies, and the integrate VR into the
rehabilitation/assistive technology field.
 
For a "Call for Papers" brochure, or other information, please 
contact: 
 
Dr. Harry Murphy 
California State University, Northridge (CSUN) 
18111 Nordhoff Street - DVSS 
Northridge, CA 91330 
Phone:  818 885 2578 
FAX:    818 885 4929 
EMAIL:  VR@VAX.CSUN.EDU
From: wampner@next1.cs.ucf.edu (Eric Wampner)
Newsgroups: sci.virtual-worlds
Subject: PHIL: Software Tools for general VR
Date: Wed, 6 Jan 1993 02:17:43 GMT
Organization: University of Central Florida
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu



Okay, in this past weekend I have had serious discusion about a 
software package for the Amiga which claims to be a VR toolkit.
Claims I make on its abilities or lack of are from about
1/2 hour of using the software and reading the manual. I am sorry
that I don't remember the correct title of the software. This is not
intended to be a review, but I am using it as a basis to ask questions.

This software gives you the Adventure Construction Set (TM) of VR, 
you get an application which allows you to create a 3d environment,
a limited amount of rules for the objects in the environment, and
access to the Amiga mouse and keyboard. It is fast, and seems to be
a great deal of fun.

Problems I had seeing this as a true VR product.
1) Lighting models. All graphics are based on a single ambient light,
no shading, no reflections.
2) Very limited expansion. No external code interface, no provisions
for sensors beyond those given.

It also has no texture mapping, which I don't mind too much, but in 
combination with the lack of any lighting models, kills any ability
to create "realistic" graphics.

Now the philosophical question:
VR is not defined as just some graphics/sound, some input devices, and a
database, but more as the interaction of people and data, but basic tools
are required to make this interface work properly. How low does this
interaction go until we come to the point where there is no real  
interface? In what way does VR differ from my NeXT's windowing system?
  
Sorry for the Long Post, and Useless Question(TM), hopefully it will
make you ponder VR as it has done for me.

Eric Wampner
Keeper of Math Majors and Other Helpless Beings
wampner@acme.ucf.edu
I do not speak for my employer, school, or friends. :-)
From: tapas@george.ee.washington.edu
Newsgroups: sci.virtual-worlds
Subject: PUBS: Modelling books
Date: 9 Jan 93 02:12:11 GMT
Organization: University of Washington
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu



Hi, I am trying to get any pointers regrading the following and
wondering anyone knows of something that could help me. I have checked
with the graphics people (Profs.Derose and Salesin) but they did not
seem to know of any work that was related to what I want.

        When you photo-copy a book, the page(s) being copied
        donot sit flat on the copier/scanner. Thus the text near
        the fold of the book gets skewed and also turns out darker
        due to the light entering thru the gap. Futhermore, you must have
        noticed that the fonts near the fold are blurred. 
        This is a basic graphics problem where a texture (the text) is on a
        non-planar surface is being imaged. Foley, Van Dam, et. al
        have a description of that. Although, I will need to
        handle the light intensity and defocus problem. 

Do you know of literature that addresses these problems? i.e. give a
description of how the modelling of the book pages could be done? Any
literature from either virtual reality/graphics/physics will be
helpful.

The reason for looking into this problem is document understanding.
To evaluate the performance of a document understanding system, we
need to perform controlled experiments with degraded documents.
Currently the degraded documents are real scanned documents.  This
eats up space, kills grad students who scan the documents (the number
of documents that have to be scanned is very large).  If we can
generate noisy documents, using a valid model, lot of time and effort
can be saved, during the algorithm developement stage. A final check,
of course, will have to be done on real, scanned, documents.

Thanks in advance.

Sincerely,

Tapas 

PS: I was at Xerox, Palo Alto, for a DARPA Workshop, and I asked one
of their staff about models for Xerox copiers. He said it was
proprietary.