HDTenEightyP/NetNews huggingface dataset:
From: akossowsky@turbo.kean.edu
Subject: Re: INDUSTRY: FLASH! "VPL is dead, long live VPL . . ."
Originator: hlab@stein.u.washington.edu
Organization: University of Washington
Date: Sun, 13 Dec 1992 03:03:54 GMT


rnm@well.sf.ca.us (Robert Marsanyi) said:
>do you seriously expect a scheme that
>requires people to dress up like bug-eyed beings from outer space in
>order to even get started on their real and important work to be a
>long-term success?  And if so, why?

Not a rebuttal, a mild-mannered comment: musical instrument manufacturers
have been making such assumptions for years.  Do you seriously expect a
scheme that requires (aspiring musicians) to (spend twenty years of their
lives learning how to rub horsehair over catgut while holding a
strangely-shaped wooden box under their noses) in order to even get started
on their real and important work to be a long-term success?  Yes, as
experience bears out.  Not everyone wants to be a violinist, but if you do
the work, you get the results.

--rbt

--- Reply by Andy Kossowsky :

Actually, I don't think your analogy is quite accurate.  People study the
violin for years because they want to play the violin.  The people who
will eventually use VR will not be computer scientists, they'll be
actuarial scientists, biologist, architects, and other folks who
couldn't care less about the technology they're using.
You and I, on the other hand , would mind gearing up in cyber suits.
ApK
From: sean@cs.tamu.edu (Sean Graves)
Subject: PHIL: Virtual vs. Artificial Reality
Originator: hlab@stein.u.washington.edu
Organization: Computer Science Department, Texas A&M University
Date: Tue, 15 Dec 1992 21:16:58 GMT



Is there a difference between virtual and artificial reality?  I
have been under the impression that they are one and the same,
with 'virtual' being the usual term.  However, I have a professor
who insists otherwise.  Does anyone have a good reference,
or just opinion on the matter?

Thanks

Sean Graves
sean@cs.tamu.edu
From: specdyn@well.sf.ca.us (Spectrum Dynamics Inc.)
Newsgroups: sci.virtual-worlds
Subject: INFO: Mondo Systems
Date: 16 Dec 92 00:48:34 GMT
Article-I.D.: u.1992Dec18.165306.7762
Organization: Whole Earth 'Lectronic Link
Originator: hlab@stein.u.washington.edu


*** NEWS RELEASE ***

FOR IMMEDIATE RELEASE

MONDO SYSTEMS, INC.

For additional information, contact:
Mr. Joe Martin,  713/520-5020


MONDO SYSTEMS, INC. ANNOUNCES

The CyberEngineTM

 VR Platform Series


HOUSTON, TX.-December 01, 1992-MONDO SYSTEMS, INC announces its
CyberEngine line of PC based VR platforms.  The CyberEngine line of
PCs from MONDO Systems is a series of PCs with advanced input,
output, graphics and sound support specifically tailored to VR,
multimedia, CAD, graphics and Windows applications.

The base system is the CyberEngine Model 300 which comes standard
with an Intel 486/50 processor, 16M RAM (upgradable to 64M),
low-access time 245M hard disc, CD-ROM system, 3.5M floppy drive,
5.25M floppy drive, two serial ports, two parallel ports and one
game port.  It also comes standard with an Orchid Fahrenheight
high-resolution support SVGA card and a high resolution Intel i860
based SPEA FIRE graphics accelerator with 1M local display list
memory and a split NTSC (also available in PAL) output, via a video
converter, for monoscopic viewing in an HMD.  The System 300 also
comes standard with an Audio Subsystem which includes the Covox
Sound Master and Speech Thing, Synthesizer, Sample Sound, MIDI
Interface, Head-Mounted Microphone, and Desktop PC Stereo Speakers.

The lower end System 100 comes with 8M RAM.  The System 100 comes
without the audio subsystem and without a graphics accelerator but
with split NTSC output directly from the SVGA card via a video
converter.

The higher end System 500 comes with 32M RAM and two Intel i860
based SPEA FIRE graphics accelerators with stereo NTSC (or PAL)
output for viewing in an HMD. It also comes standard with a
Beachtron 3D sound board and headphones.

All three platforms come standard with high-resolution,
non-interlaced monitor, enhanced keyboard and Microsoft compatible,
Multipoint Z 3D, 3-button mouse with AutoCad driver.  MS-DOS 5.0
and MS-Windows 3.1 are also standard.


HISTORY

MONDO Systems President, Joe Martin, founded the company in 1991 to
fill the growing need for computer systems and architectures
tailored to VR and multimedia requirements.  The current
CyberEngine line has evolved from extensive dealings with MONDO
Systems clients heavily involved in 3D CAD work over the last year.

VR Systems Developers already using MONDO Systems PCs include
SPECTRUM DYNAMICS, INC. and Sense8 corp..  MONDO Systems PCs served
as the hardware platform in Sense8's parallel processing VR display
in San Jose at the '92 Meckler VR conference.

[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. --
Mark A. DeLoura]
Newsgroups: sci.virtual-worlds
From: ejmjoh@iastate.edu ()
Subject: INFO: Where can I find VR 'studio'???
Originator: hlab@stein.u.washington.edu
Organization: Iowa State University, Ames, IA
Date: Tue, 15 Dec 1992 01:34:32 GMT


Recently I re-watched 'The Lawnmower Man' and a friend told me she knew
someone who had experienced VR in a simulator somewhere in St. Louis.
Does anyone know where this is?  I live in Central Iowa and would LOVE to
check a place like this out.  Any info on where to look would be GREATLY
appreciated.  Also, if anyone else has been there, how real is it? And how
much does it cost?

email me at
ejmjoh@iastate.edu

Thanx
From: ziert@beloit.edu (Tom Zier)
Newsgroups: sci.virtual-worlds
Subject: Re: INFO?: mind machines and neural nets
Date: 19 Dec 92 03:21:23 GMT
Organization: University of Washington
Originator: hlab@stein.u.washington.edu


> 
> From: martini@ccwf.cc.utexas.edu (ok)
> Subject: INFO?: mind machines and neural nets
> Date: 16 Dec 92 21:40:14 GMT
> Organization: The University of Texas at Austin, Austin TX
> 
> 
> 
> i was wondering what a mind machine is, or a term something like that..
> 
> and could someone give the simple concept of what a neural net is?  i've heard
> of using them for this, that and everything else, but dont have quite the
> feel for what they *are*..
> 
> thanks!
> sheilagh
> 

An OVER-simplified definition might be that they are models of neural
networks cast in the framework of silicon technologies. These models range
from just a few neurons to thousands of neurons, or even entire networks;
that is groups of thousands connected. Most efforts seem to be focused on
rational processes such as reasoning, or decision-making, functions which
are similar in nature(?) to a computational device like the one you have
on your desk. It is an ancient project which may soon show some
concrete results.

Commonly sought applications are in visual recognition (machine based) and
speach. There have been some startling developements in speach
learning (not synthesis) demonstrated recently where-by circuit networks
develope pronunciations through repeated examples. You might say that this
is pretty commonplace, even a recording device can acheive these results;
but after the neural net has "learned" pronunciations correctly one of the
elements can be removed, where-upon the network suffers some deficit much
like a stroke victim, and the network again by example can relearn those
pronunciations again. What I mean to convey by this example is; not only
is it possible to evaluate these associations of processes on a proficiency
basis, but it is possible to evaluate them in much the same manner as we
would a biological entity; for example the lesioning of a speach center in a
song-bird. (psycho-physics NOT perceptually or behaviorally)

The "comp.ai.neural-networks" category on USENET BBs will provide
information concerning on-going developements. For a reading list begin
with Searle, et al. No Flames Please for mentioning Searle.

----------------------------------------------------------------------
t. zier                                         ziert@beloit.edu
----------------------------------------------------------------------

"Seeing is not believing, rather, people see what they already believe"

         to quote Harley my favorite clown; Prop. of The Washtub Circus
Newsgroups: sci.virtual-worlds
From: pgm@world.std.com (Paul G Matthews)
Subject: SWARE: What's Happening With Habitat? (if anything)
Originator: hlab@stein.u.washington.edu
Organization: The World Public Access UNIX, Brookline, MA
Date: Fri, 18 Dec 1992 14:36:54 GMT


What if anything is happening with Habitat, the multi-player online world?
 Anyone have contact info for LucasFilm Games, Quantum, Chip Morningstar
and/or Randall Farmer?

We have a couple of videos about it and what to get an update (maybe even
a speaker).

Thanks.

-- Paul


=============================================================================
Paul Matthews                                     The Boston Computer Society
Director, BCS VR Group                                          Building 1400
(01) 508 921 6846 (24 hours, voice)                        One Kendall Square
pgm@world.std.com                                          Cambridge MA 02139
                                                            (01) 617 252 0600
From: M.E.Morris@bnr.co.uk (Michele Morris)
Newsgroups: sci.virtual-worlds
Subject: Re: SCI: Direct Neural-Electronic Interfacing
Date: 11 Dec 92 11:34:34 GMT
Article-I.D.: u.1992Dec12.041635.16820
Organization: BNR Europe Limited, Harlow, GB
Originator: hlab@stein.u.washington.edu


In article <=8j1Hr*h9b@atlantis.psu.edu> vincent@wilbur.psu.edu (James Vincent) 
writes:
>
>A little more food for thought on the subject: there exists today electrodes
>that can measure single neurons firing. Ultra small electrodes are placed
>directly over the synapse and detect firing. Given enough of these and some
>sort of neural net to figure out what all the firings meant ......

I hate to tell you this, but if you're thinking of the very fine
electrodes used, for example on cat brains, to investigate the
functional mapping of the visual cortex, then you're asking to addle
your brains. Not only do these electrodes, fine though they are,
destroy neurons on the way in, I believe that prolonged use also kills
the neurons whose action potentials they are measuring. Rather than
expanding your sensory horizons you'd be destroying your brain. I
think I'll wait for a non-invasive, or at least less-destructive
method.  Something more akin to a cochlear implant, but with much,
much, higher resolution.

Cheers M'dears ... Michele

*************************************************************************
email: M.E.Morris@bnr.co.uk    phone: +44 279 429531   fax: +44 279 441551
BNR Europe Limited, London Road, Harlow, Essex, CM17 9NA, England.

        I think it's kind of interesting the way things get to be.
        The way the people work with their machines.
**************************************************************************
Newsgroups: sci.virtual-worlds
From: tsullivan@trentu.ca (The OTHER One True God)
Subject: Re: TECH: Amiga VR?
Originator: hlab@stein.u.washington.edu
Organization: Trent University
Date: Fri, 11 Dec 1992 16:59:00 GMT


In article <1992Dec11.053404.29873@u.washington.edu>, Jean-Jack M. Riethoven, Ag
roSystems department (CABO-DLO), Wageningen - N writes...
>>   For $5000 you can get a 486-33 with an i860 math coprocessor which will
>>give you as much computing power as your average Cray. That would be more
>>than enough for any home-VR app you could think of. You culd probably rig
>>it up with a 24-bit graphics card and you'd be set, making the Amiga with a
>>video-toaster look like a toy (no flames, please! This isn't in the realm
>>of PC/Amiga war, rather co-processor power!)
> 
>This I'll say NOT to start a war, but just a reminder that graphic power
>is a lot cheaper on the Amiga side. Besides, if you really want to do
>more than average VR-aplications, why not upgrading to a 68040 50Mhz
>(math processor included ofcourse). This will give you an average of 27
>Mips.. In terms of MATHEMATICAL co-processor power.....

  My reference wasn't as much to the PC as it was to the i860 coprocessor. 
The i860 is a full 64-bit graphics-capable processor which (according to 
the propaganda) can do matrix math faster than a Cray 1. I doubt rather 
heavily the video toaster can perform at that speed. I'm a believe in the 
Reality Engine, anyway, but most people (me) can't afford something that 
extravagant. But I can afford an i860, and do have the time to build the 
card, and whatever else I'd need, and to spend time writing the software. 
It's a hobby system, not a professional system, so I'd suppose that for 
"instant gratification", an Amiga would suffice. It all comes down to what 
the hobbiest is willing to do, and what they're willing to spend. Neither 
teh PC nor the Amiga have any REAL 3-d (dual-monitor, HMD-ready) hardware 
or software (yet!) that is inexpensive, so it has to be made. Oh, well. 
Before I start a flame war, I'd better stop there!


   Tim Sullivan
   tsullivan@trentu.ca
   cstes@blaze.trentu.ca

Disclaim THIS, buddy!
---
I looked over Jordan, what did I see?
Saw a US Marine in a pile of debris.
          - Roger Waters, Amused to Death
From: diego@minerva.st.dsi.unimi.it (Diego Montefusco)
Newsgroups: sci.virtual-worlds
Subject: Re: TECH:  Mac-based VR?
Date: 12 Dec 92 02:35:31 GMT
Article-I.D.: u.1992Dec13.030312.13899
Organization: University of Washington
Originator: hlab@stein.u.washington.edu


In <9212060751.AA23530@ghost.dsi.unimi.it>, on Dec 5, you wrote:

> From: dream!Marcus_Brodeur@bikini.cis.ufl.edu (Marcus Brodeur)
> Subject: Re: TECH:  Mac-based VR?
> Date: 3 Dec 92 03:57:31 GMT
> Organization: DreamStates BBS & CyberNet HQ in G'ville, FL   1-904-331-4317
> 
> 
> 
> Much along this same line, I have an Amiga 3000/25 with the 68030
> processor and 68882 math coprocessor and am struggling to create a
> homebrew VR setup that will function with my computer.  My computer
> has the raw processing power (after all, an A3000 is at the heart of
> 'Dactyl Nightmare')

... you seem to forgot that the A3000 in the Virtuality system DOES NOT
generate any image. There are TWO Texas Instruments (34020 if I don't miss)
graphic processors and their co-processors to manage the real time rendering,
one for each eye.
An A3000 could never deliver the same graphic speed... 
Sorry to crash your dreams.
Of course you can dream something less.

Diego Montefusco
From: jpc@tauon.ph.unimelb.edu.au (John Costella)
Newsgroups: sci.virtual-worlds
Subject: TECH: Amiga VR?
Date: 12 Dec 92 21:19:11 GMT
Article-I.D.: u.1992Dec13.030206.13451
Organization: University of Washington
Originator: hlab@stein.u.washington.edu


[ about 10 gigabytes of word-wars deleted ... ;]

Hey! Whoa! <wheeeet! (whistle)>

To a first approximation, Amigas and IBMs are playing with the
same fundamental technology. Plug in peripherals and they're 
even more similar.

Traditional PC bias quotes large installed bases and support.
Traditional Amiga bias quotes better fundamental graphics / sound
support.
For VR, to a first approximation, these pretty well even out.

The *only* thing that will matter now is what hits the streets.
You could make a good fist of low-end VR with either. So let's
hear more about real systems, out in the real world. If you like
IBMs and went that way, and have something to show, then you add 
another notch to the idea that low-end VR = IBM PCs. If you went
Amiga and have something to show, then you add to the low-end VR
= Amiga feeling.

void put( int money, int mouth );   <grin>

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: diego@minerva.st.dsi.unimi.it (Diego Montefusco)
Newsgroups: sci.virtual-worlds
Subject: Re: PHIL: VR and RL: Beginning a Philosophical Consortium
Date: 12 Dec 92 23:27:57 GMT
Article-I.D.: u.1992Dec13.030347.14125
Organization: University of Washington
Originator: hlab@stein.u.washington.edu


In <9212100951.AA29709@ghost.dsi.unimi.it>, on Dec 9, you wrote:

> From: portal!cup.portal.com!Tagi@uunet.UU.NET
> Subject: PHIL: VR and RL: Beginning a Philosophical Consortium
> Date: Tue,  8 Dec 92 12:03:14 PST
> 
> 
> I wish to ask some questions that I've been thinking about for quite
> some time.  I have speculation of my own to compare and invite discussion
> on the following:


> A) What makes a computer world 'virtual'?

The fact that is computer generated. I DO consider an artificial reality
a word processor or any GUI...
 
> B) What makes the world of our everyday noncomputerworld life 'real'?

The fact that we have made a social agreement that it IS the real one.
I'm no more so sure it is...
 
> C) Are there some ways in which computer worlds are 'real'?

I don't think the word "real" can have any meaning now... maybe we should
all agree that it means a common agreement

> D) Are there some ways in which noncomputer worlds are 'virtual'?

Have you ever cried for a movie? Have you ever read a book? Have you ever
made a phone call?
 
> E) Where do the virtual and real meet?  How do they do so?
 
> F) What is the value of assigning rigid definitions and labels to
>  either computer or noncomputer worlds?  How do we benefit from them?

Null, nothing
 
> G) What is the problem with assigning such rigid definitions?

That they are RIGID!


Disclaimer: maybe I had not to answer... I'm tired tonite!

> Obviously this really involves the formulation of some concepts of
> 'virtual' and 'real' which transcend the simple realm of modern
> 'VR' headsets and gloves.  It extends into the realm of MUDs and
> applies to philosophical concepts as broad in range as Psychology,
> Mysticism and Philosophy, East and West.

I'd add at least art and semiotic (sp?)...

Diego

-----------------------------------------------------------------------------
 Diego Montefusco                        B E W A R E ! !
  Via Pirano, 4                        PLEASE REPLY ME TO:
  20127 Milano                    montefus@ghost.dsi.unimi.it
    ITALIA                           (not to the account
phone:  +2  27001467                 I'm e-mailing from!)
-----------------------------------------------------------------------------
From: verhoeve@vision.waisman.wisc.edu
Newsgroups: sci.virtual-worlds
Subject: RE: SCI: Direct Neural-Electronic Interfacing
Date: 14 Dec 92 22:58:15 GMT
Article-I.D.: u.1992Dec18.030259.22925
Organization: Waisman Center, University of Wisconsin-Madison
Originator: hlab@stein.u.washington.edu


Eric Sutter at Smith-Kettelwell (a vision research institute in
San Fransico) has developed a marvelous EEG/gaze detection approach.
Small (eg 6x6, I think) blocks of pixels are flickered on and off
at slightly different rates. Each section of the computer display is 
divided into these blocks. They are flickered so fast that, like
the VDT raster, the blocks are barely perceptible. 
Convolving the flicker rates with the EEG produces 
a nice spike over the pixel block you're looking at.
(Actually, they're flickered according to m-length sequences and 
signal extraction is based upon a Weiner-kernel analysis).  Only 1 
scalp electode is needed.  I saw the device demonstrated here at
the U of Wisconsin a couple of years ago.  At that time he was running
it off an Apple II (!) -- with alot of custom boards.  In this demo
(on a skeptical attendee to the lecture), the computer identified 
correctly (everytime) the letter of the alphabet the person looked at.
It took about 1 sec for the algorithm complete processing.  One 
application was as a 'talker' for paralyzed individuals who could
not type their sentences into a regular voice synthesizer.  They
selected the first few letters via EEG and then select the appropriate
word from a pop-up menu.  The speed wasn't that bad in this context.

Jim Ver Hoeve
Department of Ophthalmology
University of Wisconsin-Madison
verhoeve@waisman.wisc.edu

seeing==believing
Newsgroups: sci.virtual-worlds
From: jbb@livia.acs.Virginia.EDU (Joseph B. Burch)
Subject: Re: EVENT FLASH! Stockholm Multi-G live Internet feed, Dec 18th!
Originator: hlab@stein.u.washington.edu
Organization: University of Virginia
Date: Thu, 17 Dec 1992 19:03:54 GMT


In article <1992Dec16.201923.925@u.washington.edu>, kai@nada.kth.se (Kai-Mikael 
Jdd-Aro) writes:
|> 
|> 
|> FLASH! LIVE MULTI-G NEWSFEED! FRIDAY, DECEMBER 18th!
|> 
|> The workshop will take place between 9:00 and 18:00 MET (GMT+1), the
|> session will be titled MultiG5.
 
Okay, given a SPARC and the downloaded software - no source, only executables
for SunOS, man pages and so forth - how does one connect to the conference?
 
Joe Burch        jbb@virginia.edu
ACS-ITC University of Virginia
Newsgroups: sci.virtual-worlds
From: vespern@silver.ucs.indiana.edu (nicholas vesper (chris))
Subject: TECH: Powergloves available
Originator: hlab@stein.u.washington.edu
Organization: Indiana University
Date: Mon, 14 Dec 1992 05:28:59 GMT


I have just found a supplier who has a number of Powergloves, size large,
right-handed models.

If you are still interested, I can get them for $39 + shipping. I plan
to use UPS ground for USA, and whatever method you choose for outside USA.
USPS seems the least expensive outside the US.  If you want to get yours
more quickly, tell me and can send it using a quicker method.

Send a mail message to vespern@silver.ucs.indiana.edu and tell me how many
you need, along with your zip code, or province/country, etc.  I'll send you
                          --------     ----------------
a reply back with the cost + shipping.  If the price is ok,  reply to that
message with your mailing address and I'll send the order COD.

Chris Vesper                          
vespern@silver.ucs.indiana.edu          

[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. --
Mark A. DeLoura]
Newsgroups: sci.virtual-worlds
From: robert@triton.jpl.nasa.gov
Newsgroups: sci.virtual-worlds
Subject: TECH: Has anyone extended X?
Date: 11 Dec 92 16:02:14 GMT
Article-I.D.: u.1992Dec12.041710.16989
Organization: JPL
Originator: hlab@stein.u.washington.edu


I was wondering if anyone has done any input extentions to X with
regards to a head tracker??


-robert
Newsgroups: sci.virtual-worlds
From: bradw@chaos.cs.brandeis.edu (Brad Wyble)
Subject: Re: YAPGR: PowerGlove to PC: Cable connector.?Where
Originator: hlab@stein.u.washington.edu
Organization: Brandeis University
Date: Tue, 15 Dec 1992 19:18:25 GMT


x89olarte1@gw.wmich.edu writes:
>Does anybone know where to get the cord that connects the powerglove to
>the PC??

>Thanks a lot.

>Enrique.
Well, there is no such cord.  If there were, everyone would have one.
You have to make it yourself, that's the fun part.  You can hook it
up to parallel or com port depending on where you get the info.  Try
Byte Magazine, I believe its Dec 88?  or download Rend386 from
sunee.uwaterloo.ca.   it should be in there somewhere.  Rend386 has a
file which describes the hookup.  Plus it will let you use the thing. 
                                -bradw@cs.brandeis.edu
Newsgroups: sci.virtual-worlds