HDTenEightyP/NetNews huggingface dataset:
From: HENRYC93@IRLEARN.UCD.IE (Mark Henry)
Newsgroups: sci.virtual-worlds
Subject: PUBS: Technological Sci-Fi?
Date: 16 Nov 92 04:01:18 GMT
Article-I.D.: u.1992Nov16.100547.11121
Organization: University of Washington
Originator: hlab@stein.u.washington.edu



I was wandering around a couple of book stores in town last weekend in
search of some present-day or near-future based computer sci-fi.

No luck - so much stuff based in the year 2300+ it's incredible, but
nothing based here and now (that I could see).

Can anyone name some authors or sources of technological/computer
science fiction?  Has anyone got any recommendations of specific books
in the area?

Just looking for a little Christmas reading material...!

Thanks for all help,

Mark Henry.
(HENRYC93@IRLEARN.UCD.IE)
From: st1q9@rosie.uh.edu (Devine, Della M)
Newsgroups: sci.virtual-worlds
Subject: INFO: VR Programs for Vax Decwindows station
Date: 19 Nov 92 15:45:00 GMT
Article-I.D.: u.1992Nov21.051010.24351
Organization: University of Houston
Originator: hlab@stein.u.washington.edu


   I just found this newsgroup and was wondering if any of you could
tell me if there is such a program that would simulate some type of VR
experience for a Vax 3520 Decwindows station?  I've noticed that there
are a few simulations for IBM's and Mac's but what about these?
Or maybe for a new HP9000/750? I've got a couple of them too.
Anybody?

                                   William C. Devine, II
reply to:
         Devine@pvhep.pvamu.edu
From: mvarg@ctp.com (Mike Vargo)
Newsgroups: sci.virtual-worlds
Subject: INFO?: Looking for VR info.....
Date: 20 Nov 92 19:48:11 GMT
Article-I.D.: u.1992Nov21.051614.25492
Organization: Cambridge Technology Partners
Originator: hlab@stein.u.washington.edu




Hello,
        We are interested in the mechanics of high-fidelity drawing (including
ray-tracing), and info on performance bottlenecks, anything on (gee,
if this stuff ran 50 times faster I could...) future apps; and any
specifics (video h/w especially) on visor construction....

Books, Demos, ftp sites with stuff, ANY info is GREATLY appreciated.
Thanks for your time......

----------------------------------------------------------------
I Michael Vargo                  II  Internet: mvarg@ctp.com   I
I Cambridge Technology Partners  II  ICBMnet: 42.22 N          I
I 617-374-8231                   II           71.04 W          I
I 617-374-8300 - FAX             II                            I
----------------------------------------------------------------
I You want fun?  Buy a "Where's Waldo?" book for Dan Quayle    I
I and then watch his head explode...                           I
----------------------------------------------------------------
From: AKOSSOWSKY@TURBO.kean.edu
Newsgroups: sci.virtual-worlds
Subject: re: Sci-VW: Re: TECH: 2 video cards?
Date: 22 Nov 92 04:37:40 GMT
Article-I.D.: u.1992Nov22.205019.29773
Organization: University of Washington
Originator: hlab@stein.u.washington.edu


I recal sseeing advertised a box which has one VGA input and serveral 
outputs and box would map parts of the VGA input to the various output 
monitors.  With a system like you could:
1. Build a video wall like they have at the trade shows (a wall full of
monitors all making up one image)
2. send various windows of info to different monmitors for a multi-monitor
set up, or
3. map a left and right eye view to two little lcd's and all your
program would have to do in reality is draw the views side-by-side on
your regular display!

Has anyone heard of this?
Newsgroups: sci.virtual-worlds
From: David Gump <71147.3603@CompuServe.COM>
Subject: PUBS: Pasha Pubs seeks listings of products and companies
Originator: hlab@stein.u.washington.edu
Organization: University of Washington
Date: Tue, 17 Nov 1992 01:18:48 GMT



C A L L   FOR   L I S T I N G S

Publication: Virtual Reality Products & Companies
Deadline:    December 10, 1992

Pasha Publications plans a January 1993 release for its first
directory of software, hardware and services in the virtual reality
field.  Pasha now publishes more than 20 newsletters in the defense,
space and energy fields; the directory will be marketed to many
aerospace firms experienced in simulation for the military and
commercial markets.

Companies are invited to submit a one or two page summary of current
or projected VR products or services. These will be published at no
charge, after editing to retain specific data on performance,
compatibilities, price, and examples of applications.  Consultants'
summaries should list specific hardware/software proficiency or
specific industry or process expertise.

Please send to David Gump, editor, at:

                71147.3603@CompuServe.com

fax:         703-759-3201              9100 White Chimney Lane
voice:       703-759-0700              Great Falls, VA 22066
From: cwm@Turing.ORG (Chris W. Morris)
Newsgroups: sci.virtual-worlds
Subject: Re: SCI: Three dimensional sound?
Date: 23 Nov 92 21:40:20 GMT
Organization: The Turing Project, Charlottesville Virginia.
Originator: hlab@stein.u.washington.edu



In article <1992Nov21.051454.25256@u.washington.edu>
AKOSSOWSKY@TURBO.kean.edu writes:

>Please note also in regards to 'virtual acoustics', the Dec '92 issue
>of Popular Science, which has a blurb about a new system being developed 
>by NASA, Page 85.

The article mentioned above is so small, I thought you might want to
save the time and money to get it. So, here it is...

VIRTUAL ACOUSTICS
-----------------

A companion to virtual reality, "Virtual acoustics" create the
illusion that sounds are coming from specific points in space.  When
the listener moves, a tracking device mounted on headphones signals a
computer, which manipulates the sounds transmitted. NASA's system
might eventually be used to help air traffic controlers track planes
in congested skies.

-From Popular Science, Dec '92.

I hope this is of some help, although there isn't much info here! :)
With all the various applications virtual acoustics could enhance, I actually
expected a bit more from Popular Science. Perhaps more will follow as the
market learns of the potentuals here.

Take care,
Chris W. Morris
--
 
-- 
/----\      cwm@Turing.org        * "One must pass through the circumference
|\/\/       Chris W. Morris       *  of time before arriving at the center of 
|/\/\      2204 Wayne Avenue      *  opportunity." - Baltasar Graci'an 
\----/  Charlottesville, VA 22901 *  The future lies ahead. -Political Promise
From: barchasd@mentor.cc.purdue.edu (David Barchas)
Newsgroups: sci.virtual-worlds
Subject: INFO?: Retinal Scanner
Date: 19 Nov 92 20:50:48 GMT
Article-I.D.: mentor.BxzDwq.H12
Organization: Purdue University Computing Center
Originator: hlab@stein.u.washington.edu


Okay I have a quick question for my father who is doing a research project
and when I mentioned the retnal scannar HMD he had I bright idea(rare...).
Anyway, does anyone have a spec sheet they could mail me or post.  Also a
price would be nice.  Thanks in advance.

David Barchas (barchasd@mentor.cc.purdue.edu) | "Oops..."
Purdue University - Computer Science          |   Famous last word.
From: cnews@umr.edu (UMR Usenet News Post)
Newsgroups: sci.virtual-worlds
Subject: TECH/INFO: $10 Crt's announce and question
Date: 20 Nov 92 03:17:38 GMT
Article-I.D.: u.1992Nov21.051245.24899
Organization: University of Missouri - Rolla
Originator: hlab@stein.u.washington.edu


     Mini camcorder CRT,manufacturer Matushita
     Original B&W CRT used in view-finders for 
     many comcorders and VCR camaras.  1-1/2" diag
     screen.  7 pin subminature base and external second anode
     connections.  4-1/2" O.A.  length   $9.95

My question is if this is something that would be feasible to use
for HMD.  I am a second year EE and have not yet learned enough
te evaluate the usefulness.  How much support electronics would 
be neccessary to utilize these CRT's.  I have been following sci.virtual-
worlds for over a year and have yet to see in depth description of
the methodes that people are using for the garage HMD's(and I have
many meg of archives of this newsgroup I have looked through).  In
particular Dave Stampe seems to be leading this effort and any detailed
information would be very appreciated.  

weathert@cs.umr.edu
From: jy0x+@andrew.cmu.edu (Joseph Yen)
Newsgroups: sci.virtual-worlds
Subject: TECH:  Mac-based VR?
Date: 18 Nov 92 05:38:17 GMT
Article-I.D.: u.1992Nov18.063533.28004
Organization: University of Washington
Originator: hlab@stein.u.washington.edu



I am trying to get a homebrew VR setup going for my Macintosh.  It
packs enough power to do serious processing (for a pc anyway) so I am
looking for ways to use it.  I don't want to purchase the MacroCosm
because I need the 80K to get through college.  In fact I am pretty
much on a shoe-string budget.  Any ideas would be greatly appreciated.

                                    Thanks in Advance :)
                                    Joseph Shu Shen Yen
Newsgroups: sci.virtual-worlds
From: fsjdj1@acad3.alaska.edu
Subject: Re: SCI: Three dimensional sound?
Originator: hlab@stein.u.washington.edu
Organization: University of Alaska Fairbanks
Date: Wed, 18 Nov 1992 20:16:59 GMT


In article <1992Nov16.095935.10365@u.washington.edu>, mcmains@unt.edu (Sean McMa
ins) writes:
> 
> 
> What is the theory behind creating the illusion of a sound emanating
> from a particular point in three dimensional space? With regard to
> lateral motion, the amplitude and timing of the sounds entering each
> ear could obviously be adjusted to create the desired effect. How
> would one create the illusion of a sound coming from above or below
> the listener? Or is this effect only possible through adjusting what
> the listener hears as he moves his head?
> 
> Any information is appreciated!

Slightly off the subject, about two years ago someone posted to this group the
names and addresses of a few companies that make boards for IBMs and Macs that
simulate sound in a three-dimensional environment, for VR use.  If you're still
out there, could you please re-post that information?  My copy of that posting
is now in data heaven.

Back to the above question, if I remember correctly it has to do specifically
with the shape of the ear, and how we perceive those slight changes to the
sound that are made by our ears blocking and reflecting certain wavelengths.
(Someone please correct me or clarify.)  There has been a lot of research
done in this area for recording purposes, and I believe most of the algorithms
are based on certain functions having to do with the shape of the "average"
human ear, which means the results work reasonably well on most of us and 
barely on others.  
 
There is a recording technique that uses a "microphone" shaped like a human
head, with the two real mics placed inside the ear canals.  The head itself
is supposed to be completely "average," based on several hundred thousand 
head measurements taken during research.  The recordings are supposed to be
very realistic in regards to spatial perception, but playback on anything 
other than headphones is (I've heard) a little strange.

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
Jack Johnson                           |     The opinions expressed herein are
Internet:  FSJDJ1@acad3.alaska.edu     |     in no way related to any opinions
BITnet:    FSJDJ1@ALASKA               |     held by anyone, real or imagined.
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
From: steed@dcs.qmw.ac.uk (Anthony Steed)
Newsgroups: sci.virtual-worlds
Subject: Re: SCI: More Vr and Psychology
Date: 17 Nov 92 18:43:21 GMT
Article-I.D.: dcs.1992Nov17.184321.16773
Organization: Computer Science Dept, QMW, University of London
Originator: hlab@stein.u.washington.edu



In <1992Nov14.011705.12007@u.washington.edu> rwzobel@unity.ncsu.edu (Rick Zobel)
 writes:

>Flying:  The ability to fly around the space rather than walking,
>distorts the perception of size and scale.
.
.
[problems encountered when letting people fly]

I've recently been helping setup and guide some experiments to investigate
degrees of presence that people experience when in a virtual environment and
we've had similar problems.

In the experiments the subjects had to navigate around a corridor and initally
we had it set up so that one button press on the 3D mouse put the subject 
into fly mode as opposed to the default walk mode. Unfortunately
it was quite easy to get accidently press the button with the result that
the subject could soon find themselves either floating above the floor or 
with their feet under the floor. Sods law then dictated that this would
happen on our first subject and lo and behold it did. The result was not just
inconvenience on the part of the user but a near panic as the subject realised
that she was not on the floor and that her viewpoint was level with the top of
the door. Subsequent reorientation was very difficult as the subject couldn't 
asssociate her frame of reference with that of the virtual world.

After the experiment the subject's main reason for not feeling present was
that although the world looked like the interior of a building, moving around
it was not at all normal and she had to concentrate all the time on transfering
her required movements into button presses. 

This brings us back to the problems with the limitations of our metaphors
for movement in V.R. If our subject can't count how many paces it is from
one side of a room to another can they really get a good idea of how big the
room is?



Anthony Steed

(Department Computer Science, Queen Mary and Westfield College, London)
From: slb96@cc.usu.edu
Newsgroups: sci.virtual-worlds
Subject: Re: TECH: Cheap VR idea...is this possible?
Date: 22 Nov 92 02:04:01 GMT
Article-I.D.: cc.1992Nov21.200402.61151
Organization: Utah State University
Originator: hlab@stein.u.washington.edu


 
> In article <1992Nov17.071315.60908@cc.usu.edu>, slb96@cc.usu.edu writes:
> 
>      Well, after thinking about what I wrote last time, it wouldn't be an HMD.
 
> I wanted to clear that up.  It would simply be a head tracking item.  But,
> couldn't some sort of LCD be mounted to the eyes, a glove on the hand, and the
n
> the second PG sensors aimed backwards to help with a relativly cheap VR system
?
> 
> Again, Jeremy Auman
> slb96@cc.usu.edu
> "A unique quote"

      Yesterday, a friend mentioned something to me that caught my ear, and my
mind.  Then I heard the idea yesterday on the Glove List, but felt it was a
good idea.  What about taking the display units from CamCorders to use for the
eyepiece?  I can get 2 for $16 dollars.  What I want to know is, should I
attempt to do this, or would it be a waste of time?
     
        Again, this wasn't my idea.

Jeremy Auman, Once more
slb96@cc.usu.edu
"Yet an even uniquer quote!" :)
From: was1@kepler.unh.edu (William A Sanborn)
Newsgroups: sci.virtual-worlds
Subject: MISC: purchasing nintendo extender cables
Date: 17 Nov 92 15:50:17 GMT
Article-I.D.: u.1992Nov18.045956.23213
Organization: University of New Hampshire  -  Dover, NH
Originator: hlab@stein.u.washington.edu


Would anyone like to get together and order a bunch of nintendo extesnion
cables for use in interfacing the powerglove to the PC. I have the number of
the manufacture of the cables but they will not sell individual cables. The
only way to get the cables will be to get a group together and have someone
order a batch of cables and then mail them to everyone else.

Is anyone out there interested in doing this? The price of the cable is around
$3 or $4.

Will A. Sanborn, was1@kepler.unh.edu
From: hanyeu@amy5.stanford.edu (Han-Yeu Huang)
Newsgroups: sci.virtual-worlds
Subject: TECH: Powerglove Demise and VPL Dataglove
Date: 22 Nov 92 21:38:04 GMT
Organization: DSO, Stanford University
Originator: hlab@stein.u.washington.edu



Hi!  I am a rookie in the VR field.  I've got some questions for all your  
VR experts out there. 
 
First, does anybody know why Mattel and Nintendo discontinue Powerglove?   
I've heard that they got great sales from the item!?  Correct me if I am  
wrong.  What were the selling price before?  I am trying to figure out  
what the manufacturing cost of Powerglove is?  Anybody got any idea?

Second, has anybody had experience with the more expensive Dataglove from  
VPL Research or anyother kind of glove offered?.  I am doing a little  
research in the area and am wondering what the difference among the  
different kind of gloves is?  

Third, I would like to interface my Powerglove with my PC.  I've read that  
you need some sort of software (REND386? or something).  Can anyone tell  
me exactly what I need?  And the necessary steps needed?

Thanks a lot for your help!  I really appreciate it!

Han-Yeu
hanyeu@leland.stanford.edu
From: larryv@msen.com (Larry Vingelman)
Subject: PUBS: Virtual Reality News
Originator: hlab@stein.u.washington.edu
Organization: University of Washington
Date: Mon, 23 Nov 1992 14:45:00 GMT



Attention VR Insiders:

I am writing you with a fantastic, one-time only, special offer that I
urge you to take advantage of immediately.
 
    One Year Of Virtual Reality News For $69
 --6 VR Packed Issues Plus Special VR Extras--
 
First I would like to introduce myself and our publication.  My name
is Brian Lareau and I am the editor of Virtual Reality News.  Virtual
Reality News is an international, bi-monthly publication that reports
on VR News, Markets, Corporations, Products and Applications.  Being
that we are strictly Virtual Reality oriented we give our readers only
what they want to read, Virtual Reality News.  This also gives a
better platform for VR companies to advertise their products.  Our
readership consists of Virtual Reality experts as well as enthusiasts.
This diversity in readership means that a VR companys product hits its
target markets as well as its secondary markets.
 
At the present time we are offering a very large discount on our
subscription rate along with a few premiums such as a free book and
free software.  Our special subscription rate is $69, thats $41 off of
our normal subscription rate.  We are also giving away Virtual Reality
Playhouse, a book from the Waite Group Press.  It is a $22.95
book/disk combination and we are giving it to you free with your paid
subscription.  With the subscription discount and the book we include
three sample VR programs and the last four issues of VRN.  This is an
offer you simply can not pass up.
 
We strive to bring our readers the most accurate and useful VR
information available.  We hope that you will find Virtual Reality
News to be a very informative and useful VR tool as well as an
educational and entertaining periodical.
 
Sincerely,
Brian A. Lareau
Editor, Virtual Reality News
 
If You Would Like A FREE Copy Of VRN Simply Drop
A Line In My EMAIL  LARRYV@MSEN.COM
 
Or At The Snail Mail Address Below.
               VIRTUAL REALITY NEWS
32969 Hamilton Ct #215, Farmington Hills, MI 48334
      (313) 488-0330  -  Fax (313) 488-0337
--------------------------------------------------
|-------> The Future Is Here, Virtually! <-------|
--------------------------------------------------

[MODERATOR'S NOTE:  Commercial postings are offered on sci.virtual-
worlds as a public service.  Their appearance here does not 
necessarily indicate endorsement by the moderators or by the USENET or 
its administrators. -- Bob Jacobson]
From: AKOSSOWSKY@TURBO.kean.edu
Newsgroups: sci.virtual-worlds
Subject: Re: SCI: VR AND DIVING
Date: 17 Nov 92 23:58:01 GMT
Article-I.D.: u.1992Nov21.050901.24113
Organization: University of Washington
Originator: hlab@stein.u.washington.edu


Ms. Mitzel,

A Novice Divers's first VR Dive may be "better" than his/her first real
dive, but only I'd hope, because a first dive can be alot more frightening
than a VR exerience, but with practice, bouyancy control and 'diver control'
become second nature, and I find the swim much more freeing an experience
than any gravity bound VR interface.  For myself, diving in New Jersey,
even 20 ft vis is a luxury, but my attention is usually on things only a 
few feet away.
If one were to simulate a dive, I'd hope they'd also simulate real world conditi
ons.
It would miss the "reality" aspect of VirtualReality if one were
simulate a new jersey wreck dive and give infinite visability, and I guess
optimally, youd want some kind of 'swimming position' suspension.
And I guess You have to wear a 40 lbs back pack.
Simulating a dive in Hawaii would another matter altogether.
Also the 25% magnification through a mask gave me very much
the same skewed sense of perception I got from Dactyl Nightmare, with
a Visette HMD.  Not the size increase per se, but the same sense that my field
of vision wasn't moving with my head the way it normally does.

ApK
From: U55533%uicvm.uic.edu@OHSTVMA.ACS.OHIO-STATE.EDU (William H Temps III)
Newsgroups: sci.virtual-worlds
Subject: Re: SCI: Direct Neural-Electronic Interfacing
Date: 23 Nov 92 21:21:14 GMT
Organization: University of Illinois at Chicago
Originator: hlab@stein.u.washington.edu



In article <1992Nov16.030501.21532@u.washington.edu>,
tolman@asylum.cs.utah.edu (Kenneth Tolman) says:

>>****** DIRECT NEURAL - ELECTRONIC INTERFACING *************
>
>>Can someone tell me if there's any work being done at the moment on direct
>>hardware - wetware interfacing techniques?

Cochlear implants are being used to provide some hearing for the deaf,
though they're still rather crude.

>  I predict that full direct neural immersion will not be available for
>200 years,

I wouldn't dare make any predictions that far into the future ...
think of what's happened in the past 200 years ... and the pace of
technology is accelerating.  Especially with applications like this,
that have clear military applications (control of aircraft, for
example).
From: AKOSSOWSKY@TURBO.kean.edu
Newsgroups: sci.virtual-worlds
Subject: Re: SCI: More Vr and Psychology
Date: 15 Nov 92 04:52:13 GMT
Article-I.D.: u.1992Nov16.095244.9749
Organization: University of Washington
Originator: hlab@stein.u.washington.edu



Hello again.

Mr. Zobel's observations about how the perceptions of virtual building
contrast with the perceptions of a real building made me aware of
another perceptual analogy that some of you may find interesting: I'm
a scuba diver, and I've had occation dive around sunken structures,
like boats, cars, docks and other structures that I'm familiar with on
land.

Underwater, your mask magnifies images and give a sense of tunnel
vision simalar to the lack of peripheral vision in an HMD.  Add that
to the fact that you can 'fly' around objects from all directions, and
the effect is very 'VR' indeed!

   I'm not sure now if this realization would suggest that diving
makes a good comparative environment for VR, or if a simulated, VR
dive would be an unusually realistic experience!  Any other divers
here?

ApK
VRASP
akossowsky@turbo.kean.edu
From: scholkows@cc.curtin.edu.au
Newsgroups: sci.virtual-worlds
Subject: INFO: need supliers of LCDs
Date: 17 Nov 92 00:45:57 GMT
Article-I.D.: u.1992Nov18.045100.22517
Organization: Curtin University of Technology
Originator: hlab@stein.u.washington.edu


HI,
        Would anybody be able to give me a name and address of a color
LCD display supplier. I need some for a HMD!!

MArtin
-- 
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