HDTenEightyP/NetNews huggingface dataset:
From: jlb31348@uxa.cso.uiuc.edu (Jim Brain)
Subject: Re: TECH: PGSI and hookup question
Originator: hlab@milton.u.washington.edu
Organization: University of Illinois at Urbana
Date: Mon, 28 Sep 1992 20:48:05 GMT



slb96@cc.usu.edu writes:

>I was wondering how easy it is to hook up the Nintendo Power 
>Glove and Sega glasses to the PGSI when it comes out.  Will t
>here be any wiring needed or will I just be able to plug it 
>in as if plugging it into the Nintedo or Sega
>respectively.  Thanks in advance.

You will be able to plug both into the PGSI without wiring.  The unit
is designed to be as 'hack-free' as possible, so you should have no
trouble interfacing.


Jim Brain, Power Glove Serial Interface Project Leader (for the summer)
brain@cs.uiuc.edu
Yes, my last name REALLY is BRAIN!
Newsgroups: sci.virtual-worlds
From: d3g450@tnp_op.pnl.gov
Subject: TECH: Goggle Resolution
Originator: hlab@milton.u.washington.edu
Organization: Battelle Pacific Northwest Labs, Richland, WA
Date: Tue, 29 Sep 1992 01:55:47 GMT



Howdy...

   I just got back from the VR conference in San Jose, and was less
than impressed with the helmet technology that I saw on display
there... I really can't say that the helmets worked for me. I got
more of a 3d effect from the shutter glasses than the helmets... I was
however impressed with the head tracking mechanisms they had built
in...those seemed to work well even though the range was limited.

   Anyways...my question to everyone out there is the following:

   What is the best resolution for a full peripherial vision helmet that
   people would find useful? Would increasing the resolution help
   improving the immersive VR technology, and how much would people
   like to see the helmet priced at to be practical?

   The model I wore was a system by Virtual Research and had a
resolution of 360 x 240 (using a NTSC signal). I'm not sure this is
the best that's available, or even if there are systems with better
resolution...any clues are welcome...

Thanks,

-Marc

-----------------------------------------  *************** *** ***************
Marc Pottier                                 ************* **  *************
Battelle Pacific Northwest Laboratories            *******************
                                                      *************
User Interface Design                                     *****
                                                         *******
mc_pottier@ccmail.pnl.gov                                  ***
------------------------------------------------------------------------------
Newsgroups: sci.virtual-worlds
From: hlab@milton.u.washington.edu (Human Int. Technology Lab)
Subject: TECH: Nintendo Laserscope (Konami) for PC??
Organization: University of Central Florida--Computer Services
Date: Tue, 29 Sep 1992 00:18:21 GMT



     I am currently trying to implement the laserscope (light-pen) to
a PC.  however, i could not get any signal out from the port (i am
especially interested in pin 6).

     If anyone knows how to implement it or know what kind of signal
is coming out from those pins, please let me know.

   My e=mail address: law@ist.ucf.edu     (different from the address
                                           shown above)

                                            Roman Law
From: snowdond@cs.man.ac.uk (Dave Snowdon)
Newsgroups: sci.virtual-worlds
Subject: Re: PUB: VIRTUAL WORLDS - New VR book?
Date: 29 Sep 92 12:48:37 GMT
Article-I.D.: u.1992Oct1.075835.6430
Organization: Dept Computer Science, University of Manchester, U.K.
Originator: hlab@milton.u.washington.edu



In article <1992Sep28.082150.14466@u.washington.edu>, deloura@cs.unc.edu (Mark A
. DeLoura) writes:

> I just found a book entitled "Virtual Worlds", by Benjamin Woolley.
> Has anyone picked this up yet?  Is it any good?  It looked like
> More VR Hype to me, but then I only spent a minute or two buzzing
> through it.

Yes, I'm reviewing it at the moment (I'll post/mail the review when
I've finished it if anyone is interested). Despite the title and the
cover picture it really has little to do with VR. There is no
technical content, the first chapter covers the history of VR and the
computing industry. The following chapters are more like philosophy -
'is reality really real?' etc.

Dave

Dave Snowdon
Department of Computer Science   Tel:    (UK) 061 275 5717
Manchester University            E-mail: snowdond@cs.man.ac.uk
M13 9PL U.K.                          or snowdond@uk.ac.man.cs

  The Devil may care... But I don't mind (T.S.o.M.)
From: chadwell@utkvx3.utk.edu (Chadwell, Leonard)
Newsgroups: sci.virtual-worlds
Subject: Re: TECH: Amiga Vivid 24
Date: 28 Sep 92 21:34:00 GMT
Article-I.D.: u.1992Sep29.055459.7499
Organization: University of Tennessee Computing Center
Originator: hlab@milton.u.washington.edu



In article <1992Sep28.082454.14632@u.washington.edu>, cnews@umr.edu
(UMR Usenet News Post) writes...

>Has anyone heard of the Vivid 24?  From what I gather it is a 24 bit
>graphics board for the Amiga computer by Commodore.  I don't really
>know anything about the Amiga itself, but I heard that this board can
>to 160 MFLOPS and 2048x2048 resolution!  If anyone has heard more
>about this please post it!

I haven't seen anything about a 160 MFLOP rendering board for the
amiga, but the Resolver Graphics Coprocessor was reviewed in "Amiga
World" September issue on page 18.  It boasts a 2048x2048 resolution
and doesn't take up the video slot, and you can have more than one in
an amiga.  It delivers 1024x1024 non-interlaced and 2048x2048
interlace at 256 color (pallete 16.7 million).  But at $1295 for a
base model, It's a big investment.  Maybe when prices come down.....

CHADWELL@UTKVX
Newsgroups: sci.virtual-worlds
From: thinman@netcom.com (Lance Norskog)
Subject: Re: TECH: Nintendo Laserscope (Konami) for PC??
Originator: hlab@milton.u.washington.edu
Organization: University of Washington
Date: Tue, 29 Sep 1992 18:19:55 GMT



> I am currently trying to implement the laserscope (light-pen) to
> a PC.  however, i could not get any signal out from the port [...]

Been there, gave up on that. The Konami LaserScope is not a light pen.
It is a ZapGun clone.  It averages the light input from about a square
inch for one frame.  Nintendo patented a scheme for doing reliable
target shooting by blanking individual targets for one screen update
and watching the ZapGun power input during that time.

You need any video card worse than a VGA.  Hook the light pen input
(Nintendo pin 6) to the card 6-pin light pen header.  You may need an
inverter in this path, I can't remember.  I could never get it to
work.  Someone claimed in private mail that they did this successfuly
with an Atari ST.
Newsgroups: sci.virtual-worlds
From:  Cobbtronics <S058999@umrvma.bitnet>
Subject: PUBS: New book/vr info
Originator: hlab@milton.u.washington.edu
Organization: University of Washington
Date: Sun, 4 Oct 1992 04:53:31 GMT



Our lib. just got in a copy of Cyberspace: First Steps edited by
Michael Benedi kt. MIT Press, also an article by Meredith Bricken is
in it amgost others. Have not read it yet but the introduction seems
to clarifiy one direction for cyberspace.

There is a listserv group called DESGIN-L that has in the last three
weeks been full of articles about virtual reality and they have been
adding the british electroic mag. Leonardo(sp) to the mailers the two
copies I read was almost all on virtual reality

Hope this helps,
Cobbtronics
From: chiner@cis.ohio-state.edu (Chris Hiner)
Subject: TECH: Powerglove Mailing list - How to subscribe
Originator: hlab@milton.u.washington.edu
Organization: GMI/EMI CIM Lab
Date: Thu, 1 Oct 1992 02:41:13 GMT



There have been lots of people on here with power glove related
questions, so I figured I'd throw in the information on subscribing to
the powerglove list.

To subscribe, send a mail message to 

                listserv@win30.nas.nasa.gov

with a body of:

                subscribe glove-list <your name>


Chris Hiner   chiner@nova.gmi.edu
signature temporarily unavailable
Abort, Retry, Fail?


[MODERATOR'S NOTE:  Thanks, Chris. -- Bob Jacobson]
Newsgroups: sci.virtual-worlds
From: jlb31348@uxa.cso.uiuc.edu (Jim Brain)
Subject: Re: TECH: HC11 and PGSI
Originator: hlab@milton.u.washington.edu
Organization: University of Illinois at Urbana
Date: Mon, 28 Sep 1992 20:46:20 GMT



kkt@philabs.philips.com (Kim-Kiat Tan) writes:

>What is the main differences between the HC11 and PGSI in terms of 
>what it can do ?

As the designer of the PGSI, I can offer a little bit of knowledge
here.

The PGSI stands for Power Glove Serial Interface and will be a
commercial product.

The HC11 is short for MC68HC11E2, the processor used in the PGSI.

Any other questions to send my way ?


Jim Brain, Power Glove Serial Interface Project Leader (for the summer)
brain@cs.uiuc.edu
Yes, my last name REALLY is BRAIN!
Newsgroups: sci.virtual-worlds
From: martink@NeoSoft.com (Martin Koistinen)
Subject: Re: TECH: Single Screen HMD.
Originator: hlab@milton.u.washington.edu
Organization: NeoSoft Communications Services -- (713) 684-5900
Date: Wed, 30 Sep 1992 03:04:38 GMT



> [HMD chatter omitted...]
>
>      Citizen has a LCD color monitor for video previews (quite
> small, and costs about $120) which takes NTSC input.  Two of them
> with appropriate lenses for focusing would make an excellent HMD.
> But you'll need a good VGA to NTSC converter for each (a genlock for
> ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
> IBM) or a VGA card with NTSC output.
 
...Or use Amigas, The Amiga 1000 had a Composite NTSC Video RCA jack.
The other can use a $50.00 (or less) RGB->Composite Video Adapter.
 
I realize that everyone will be trying to put there mouths where there
money is, but, I think in the arena of Low-Budget VR, the Amiga REALLY
shines.  Especially with the A4000 being released.  (I am already
drooling over it)
 
Please send platform flames to no_one@trash.nil  8^)

-- 
 ** Martin Koistinen - Houston, TX **
From: chadwell@utkvx3.utk.edu (Chadwell, Leonard)
Newsgroups: sci.virtual-worlds
Subject: Re: SCI: Muscular control as input?  References wanted.
Date: 28 Sep 92 21:19:00 GMT
Article-I.D.: u.1992Sep29.055404.7345
Organization: University of Tennessee Computing Center
Originator: hlab@milton.u.washington.edu



In article <COSC176T.92Sep24004909@menudo.uh.edu>,
cosc176t@menudo.uh.edu (Jason Asbahr) writes...

>Can anyone point me towards interesting references on this or any
>EEG-related technically-oriented articles?  I have
>_Electroencephalography: Basic Principles, Clinical Applications,
>and Related Fields_ and _EEG and Evoked Potentials in Psychiatry and
>Behavioral Neurology_ and _The EEG of Drowsiness_, all of which look
>information-packed and useful, especially the first.   (The first
>has nice sections on the electronics of biomonitoring, but since it's
>dated 1982, I could really use some more modern material...)

Check 'TIME' magazine in 1974.  There is an article concerning the
work of one Lawrence Pinneo.  It was done by Stanford Research
Institute.  It enabled the system to move the cursor on a screen by
simply thinking the commands.  The 1974 experiment used pattern
matching to keep a base profile of the EEG pattern for a command and
constantly scan the input period buffer for a match.  It had seven
commands: up, down, left, right, slow, fast, stop.  It was about 60%
accurate.  That was in the mid seventies, when a mainframe had less
power and memory than most modern VideoGames.  I haven't been able to
get much data on the specs of the experiment, but someone with more
connections might.  Anyone?

CHADWELL@UTKVX
From: cnews@umr.edu (UMR Usenet News Post)
Newsgroups: sci.virtual-worlds
Subject: Amiga Vivid 24
Date: 28 Sep 92 08:24:54 GMT
Article-I.D.: u.1992Sep28.082454.14632
Organization: University of Missouri-Rolla, Missouri's Technological University
Originator: hlab@milton.u.washington.edu



Has anyone heard of the Vivid 24?  From what I gather it is a 24 bit
graphics board for the Amiga computer by Commodore.  I don't really
know anything about the Amiga itself, but I heard that this board can
to 160 MFLOPS and 2048x2048 resolution!  If anyone has heard more
about this please post it!

Ryan Pool
Newsgroups: sci.virtual-worlds
From: broehl@sunee.uwaterloo.ca (Bernie Roehl)
Subject: Re: TECH: REND386 Release 4
Originator: hlab@milton.u.washington.edu
Organization: University of Waterloo
Date: Sat, 3 Oct 1992 02:14:26 GMT



In article <1992Oct1.044728.28496@murdoch.acc.Virginia.EDU>
cwm@Turing.ORG (Chris W. Morris) writes:

>I would like to express my excitement about the REND386 Release 4!  
>I think it an excellent program, especially along with the seperate
>convert programs. I, for one, hope you keep up the great work!

Thanks for the kind words!  Both Dave and I are planning to continue
working on REND386; we're just taking a little breather in order to
work on some other (related) projects.

-- 
        Bernie Roehl, University of Waterloo Electrical Engineering Dept
        Mail: broehl@sunee.UWaterloo.ca
        BangPath: uunet!watmath!sunee!broehl
        Voice:  (519) 885-1211 x 2607 [work]
Newsgroups: sci.virtual-worlds
From: COS.MARSHALL@GLASGOW-POLY.AC.UK
Subject: TECH:glove driver for PS/2s
Originator: hlab@milton.u.washington.edu
Organization: University of Washington
Date: Wed, 30 Sep 1992 11:44:00 GMT



   I think someone asked this before, but has anyone written a driver
for the power glove to replace the microsoft mouse driver? It would
be more fun using the glove instead of the mouse.

Is the glove list still active...?

Any source code would be be appreciated 'cause I'm not much of a
systems programmer. I might learn something from the source code.  (Is
this in a FAQ somewhere)

Thanks for any replies,

-Iain Marshall

cos.marshall@glasgow-poly.ac.uk

"Even better than the REAL thing..." -Bono
Newsgroups: sci.virtual-worlds
From: jlb31348@uxa.cso.uiuc.edu (Jim Brain)
Subject: TECH: U of I PGSI update 9-28-92
Originator: hlab@milton.u.washington.edu
Organization: University of Illinois at Urbana
Date: Tue, 29 Sep 1992 15:11:15 GMT



Well, here's the scoop.

I am looking for people to have a few prototype PCBs made for testing
of the finished unit.  Things are rolling, but this is a snag.  It
costs almost as much to make 5 boards as it does to make 130 or so.  I
just need the printed circuit boards manufactured, not the components
installed.  If anyone can help, please email me.  This is all that is
holding us up at the moment.

I hope all have looked at the new docs at karazm.  I have had one
SASE, so my docs are in some request.

I talked to John Williams last night about an article for Midnight
Engineering.  He had me on the phone from Deleware for 2 HOURS!!! His
phone bill is huge!  Anyway, the article about our plight will be in
there soon.  I still need pictures for the PGSI docs, so I am looking
for ftp sites for pictures in most formats.

Thank you for the renewed interest.  I have been receiving many mail
messages these past two weeks, and I have had time to respond since I
have only 13 hours this semester.

Things will slow to a crawl next week, since the GRE is October 10th,
and I will be taking it.  Take that for what it is worth.

That is all for now.  Anyone have any GRE tips?

Jim Brain


-- 
Jim Brain, Power Glove Serial Interface Project Leader (for the summer)
brain@cs.uiuc.edu
Yes, my last name REALLY is BRAIN!
Newsgroups: sci.virtual-worlds
From: Ke-Wei Ma <km4c+@andrew.cmu.edu>
Subject: TECH: glove question
Originator: hlab@milton.u.washington.edu
Organization: University of Washington
Date: Wed, 30 Sep 1992 06:16:45 GMT



Although my computer is inoperable, I decided to play with a glove I
just bought to see if it works.  I just plugged in a 9v battery that
was converted to 5v in to power and ground pins of the base unit.  The
problem is that when I power the glove and L-thing up (1) the
status-light on the glove does not always come on when I press any of
the buttons and (2) when everything is working, the LED on the L-thing
does not indicate in which direction I am moving my hand although Prog
2 works, ( I can still center the glove).

With several flicks of the power switch to the glove, 10-20 times, the
led on the glove does work but the l-thing's lights does not move
according to my hand but remains static.  Anybody?

I did check my voltage source and it is slightly higher then 5v, @5.1.
Should it make a difference?
From: mheim@csulb.edu (Michael Heim)
Newsgroups: sci.virtual-worlds
Subject: CONF: 3rd D.C. Virtual Reality Conference, Dec 1-2, 1992
Date: 22 Sep 92 23:19:01 GMT
Article-I.D.: u.1992Sep28.082914.14750
Organization: University of Washington
Originator: hlab@milton.u.washington.edu



THIRD WASHINGTON D.C. VIRTUAL REALITY CONFERENCE: DEC 1-2, 1992
 
The December 1992 Virtual Reality conference focuses on current
applications.  The presentations highlight applications in industry,
commerce, defense, and aerospace.  The conference addresses managers
and researchers who are involved or wish to become involved in the
development of VR systems.  Besides 16 distinguished speakers, the
conference also features exhibitors demonstrating available VR
products.
 
The conference is sponsored by the Education Foundation of the Data
Processing Management Association (DPMA) and CyberEdge Journal.
Technology Training Corporation manages the conference site and the
registration.
 
===============================================================
               Washington D.C., December 1-2, 1992
        Ramada Hotel at Tyson's Corner -- Falls Church, VA
===============================================================
 
Dr. Myron Krueger, President, Artificial Reality Corporation
 
Dr. David Gelernter, Computer Science, Yale University
 
Dr. Bob C. Liang, Manager of Advanced Multimedia, IBM Research Lab
 
Suzanne Weghorst, Human Interface Technology Lab, U of Washington,
 
Joel Orr, Autodesk Fellow, Autodesk, Inc.
 
George Zachary, Technical Marketing/Sales, VPL Research
 
Dr. Michael Zyda, Computer Science, Naval Postgraduate School
 
Mark Long, David Sarnoff Laboratory, Princeton
 
Dr. Peter Tinker, Rockwell Science Center
 
Dr. John Latta, President, 4th Wave
 
Tom Barrett, Research & Development, Electronic Data Systems
 
Jacquelyn Morie, Institute for Simulation and Training, UCF
 
Dr. Chris Esposito, Boeing Aircraft, Seattle
 
Douglas MacLeod, VR Project Director, Banff Centre for the Arts
 
Major Irwin Simon, M.D., Telepresence, Ft. Ord
 
David Smith, President, Virtus Corporation
 
=============================================================
 
The conference chair is cyberspace philosopher, Dr. Michael Heim
 
Registration fee is $795 per registrant.  For DPMA members (individual
members only--not corporate) or for CyberEdge Journal subscribers, the
fee is $760.  For teams of 3 or more, the fee is $695.  For U.S.
Government or university personnel, registration is $645.
 
To register, call 310-534-3922 and ask for Mr. Dana Marcus .  To
receive a flyer with more information, write Mr. Tom Huchel,
Technology Training Corporation, 3420 Kashiwa Street, Torrance, CA
90510-3608 or call 310-534-4871.
Newsgroups: sci.virtual-worlds
From: zyzzy@milton.u.washington.edu (Zyzzy Galore)
Subject: WHO: Anna Couey?
Originator: hlab@milton.u.washington.edu
Organization: University of Washington, Seattle
Date: Tue, 29 Sep 1992 16:05:54 GMT



I would like to get in touch with Anna Couey, who is Network
Coordinator for Arts Wire and involved with the Art Com Electronic
Network.

She was at "Textures in Cyberspace" in Austin last Sunday, which BTW,
I heard was a great get together.

Would anyone with info about these projects or with Anna's email
address please post or email me?  Thank you!

---------------------------------------------------------
   Zyzzy Galore  > > > > > > > >  zyzzy@u.washington.edu
                                       ART NON PROG RESS  
---------------------------------------------------------
From: cwm@Turing.ORG (Chris W. Morris)
Newsgroups: sci.virtual-worlds
Subject: Re: TECH: REND386 Release 4
Date: 1 Oct 92 04:47:28 GMT
Article-I.D.: murdoch.1992Oct1.044728.28496
Organization: The Turing Project, Charlottesville Virginia.
Originator: hlab@milton.u.washington.edu



I would like to express my excitement about the REND386 Release 4!  
I think it an excellent program, especially along with the seperate
convert programs. I, for one, hope you keep up the great work!

Thank you,
Chris W. Morris
cwm@Turing.org
Newsgroups: sci.virtual-worlds
From: estheise@taurus.cs.nps.navy.mil (eric theise)
Subject: Re: WHO: Anna Couey?
Originator: hlab@milton.u.washington.edu
Organization: Naval Postgraduate School, Monterey CA
Date: Fri, 2 Oct 1992 09:24:08 GMT



Anna Couey can be reached as:

     couey@tmn.com         {her Arts Wire address, through UUCP}
     couey@well.sf.ca.us   {on the Internet}
From: andrey@cco.caltech.edu (Andre T. Yew)
Newsgroups: sci.virtual-worlds
Subject: Re: TECH: Amiga Vivid 24
Date: 28 Sep 92 21:17:17 GMT
Article-I.D.: u.1992Sep29.055250.7284
Organization: California Institute of Technology, Pasadena
Originator: hlab@milton.u.washington.edu



cnews@umr.edu (UMR Usenet News Post) writes:

>Has anyone heard of the Vivid 24?  From what I gather it is a 24 bit
>graphics board for the Amiga computer by Commodore.  I don't really
>know anything about the Amiga itself, but I heard that this board can
>to 160 MFLOPS and 2048x2048 resolution!  If anyone has heard more
>about this please post it!

        It's a Zorro III board (meaning you can use it in only Amiga
3000s and 4000s) that uses a single TI 34020 graphics chip and up to 4
of the FP coprocessors made for it.  How they got the 160 MFLOPS
rating was by saying, "Oh, gee the coprocessor can go at 40 MFLOPS
peak, so if we have four of them, we can go 160 MFLOPS."  The
resolution of 2048x2048 is either interlaced or virtual.

        I saw the board and played with some software on it about two
weeks ago, and it was okay -- below the level of an SGI Personal IRIS
4D/25TG, ie. << 20K polygons per second, but the board itself is way
overrated (they tried to compare themselves and their 160 MFLOPS to
SGI Predators and Crimsons).  It's also very new -- it didn't work
until about 5 or 6 weeks ago, and there's nothing like SGI's GL for
it.  For the money, I'd spend a little more and get a real graphics
machine with a real processor and a proven track record -- an SGI
Indigo.

--Andre

             Andre Yew andrey@cco.caltech.edu (131.215.139.2)