HDTenEightyP/NetNews huggingface dataset:
From: dnoble@alnitak.usc.edu (Douglas Noble)
Subject: CONF: ACADIA '92 (Computers in Architecture), Charleston, South
Originator: hlab@milton.u.washington.edu
Organization: University of Southern California, Los Angeles, CA
Date: Sat, 22 Aug 1992 00:02:27 GMT


Crossposted from news.announce.conferences


ACADIA '92  --  The short version of the registration information

October 1-4

(Registration Thursday 3:00 - 5:00pm in Charleston.  Steering committee
meets 1:00 pm to 5:00.  Last event ends 12:30 on Sunday.  Steering committee
meets again 1:30pm Sunday).

Charleston, South Carolina

Hosted by the College of Architecture at Clemson University

Hosted by the College of Architecture at Clemson University,
the 12th annual conference of The Association for Computer Aided
Design in Architecture will be held on the campus of the University
of Charleston, South Carolina.  The conference will feature
discussions which focus on both educational and practical issues
in computer-aided architectural design; also included are tours,
vendor exhibits and book displays.

Clemson University is a State University, as is the University
of Charleston.  Clemson is located some 200 miles from Charleston
in the foothils of the Blue ridge Mountains; the College of
Architecture maintains the Clemson Center at Charleston in order
to provide an urban experience for its students and faculty

Full details are forthcoming in the ACADIA Quarterly.  The following are
notes so that you can plan your air travel and lodging.

Conference registration:  $140 for members (prior to sept 10), $180 after
                          $200 for non-members (prior to sept 10), $240 after
                          $15 for students (sessions only), $35 w/ proceedings
                          $90 for guest registration and Oyster roast and
                                Banquet

Hotel:                    Three Inns (within two blocks of each other
                          Special price of $98 per night inc breakfast
                                (Must refer to ACADIA when calling)
                          Hawthorn Suites - 1-800-766-2644
                          Meeting Street Inn 1-800-842-8022
                          Planters Inn 1-800-845-7082
                          (Please call before Sept 1)

Transportation:           Charles Airport - 12 miles to city
                          American, Delta, United and USAir.
                          Taxi/Limo fare is $7 per person
                          Rental Cars are not recommended because
                          Charleston is a "walking city."  You can always
                            rent one later in the city if you decide to.

Full details and registrations forms in the ACADIA Quarterly.


>From news.u.washington.edu!usenet.coe.montana.edu!uakari.primate.wisc.edu!ames!
olivea!tekbspa!denny Fri Aug 21 18:35:12 PDT 1992
Article: 2444 of news.announce.conferences
From: nhaldar@magnus.acs.ohio-state.edu (Neil A Haldar)
Newsgroups: sci.virtual-worlds
Subject: INDUSTRY: Ono-Sendai IS REAL!
Date: 13 Aug 92 20:40:22 GMT
Organization: The Ohio State University
Originator: hlab@milton.u.washington.edu



Well, guys... I've found out much more information about the
Ono-Sendai Corporation advertised in Mondo 2000 issue #7, pg.7.

They are FOR REAL. No joke.  I've actually spoke with people who work
at Ono-Sendai, and the place really do have people working there with
pulses.  Amazing :)

I've been told a brief bit about what they're working on, and it's
INCREDIBLE.  I'm just... in real awe.  Reminds me of when Apple
Computer started with two Steves and a garage... except, I think these
guys have some-kinda inspiration.  Really cool.

I've signed non-disclosure agreements with them, so, I can't say much
more.

Just be keeping an eye on them. :)

Oh, and BTW, the ad is a cool full-page color rendering of a
futuristic hourglass... the telephone number listed in the ad is:
415.387.OSVR

-Neil Haldar
nhaldar@magnus.acs.ohio-state.edu
neilh@well.sf.ca.us
NeilH [@aol.com]
From: Kenneth-Pimentel@u.washington.edu (kp@well.sf.ca.us)
Newsgroups: sci.virtual-worlds
Subject: INDUSTRY: Offer from Sense8 to try WorldToolKit
Date: 14 Aug 92 04:27:18 GMT
Organization: University of Washington
Originator: hlab@milton.u.washington.edu


 
RE: VPL Virtual Reality Seminar -- An Alternative
 
Anyone who chooses to spend the $2,950 for a two-day seminar at VPL is
also encouraged to drop by Sense8 in Sausalito free of charge. We are
only one hour North of Foster City, across the Golden Gate bridge. We
can show you the VR tool that professional research labs all over the
world are using to tackle visual 3D simulations.
 
Recently, NASA Ames VR and Telepresence groups picked the SGi version
of WorldToolKit as the foundation for developing new VR applications.
NASA Ames deserves the credit for originating much of the early VR
technology that was then commercialized by others. NASA Ames joins
groups like Sandia National Labs, Mitre Corp., DEC VR Training center,
Rockwell, Naval Research Labs and many others that have examined the
available tools and chosen WorldToolKit.
 
If you really feel like spending money, Sense8 offers one-on-one
consultation that would cost less than $1200/day and allow you the
privacy of researching your specific application without anybody
looking over your shoulder. We have expert programmers and 3D modelers
on staff. We are the only VR company dedicated to open-systems and
hardware independence. You pick the hardware appropriate for your
project, we provide the software tools for rapid prototyping of your
virtual environment.
 
Features:
 
Multiple platforms: SGi, PC, Sun
Device drivers for Polhemus, Ascension, Logitech, Spaceball and 
  many others
Texture-mapped rendering (except Sun)
Supports DXF, Wavefront and soon IGES data formats
Supports Parallel PC systems
MIDI Sound
3D Sound
Networking
 
For more information on Sense8 or WorldToolKit, please contact:
 
Sense8
4000 Bridgeway, Suite 101
Sausalito, CA, 94965
ph: (415) 331-6318
fx: (415) 331-9148

Email: kp@well.sf.ca.us <Ken Pimentel>


[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: gay@duggan.enet.dec.com (My name is...)
Newsgroups: sci.virtual-worlds
Subject: EVENT: Boston Computer Museum (Was Re: Virtual reality in Boston
Date: 21 Aug 92 00:46:03 GMT
Organization: Industrial Research
Originator: hlab@milton.u.washington.edu



>Are there any virtual realities I can try in the Boston area?  Thank
>you! -John

John, You betcha!  There's a v.r. exhibit at The Boston Computer
Museum.  It's part of the "Tools or Toys?" exhibit showing all sorts
of neat applications that run on small computers (PCs, Macs,
Amigas..).

The v.r. exhibit uses Sense8's WorldToolkit running on a Digital 486
PC with sound provided by an Amiga (connected over the parallel port).
The interface is unusual.  Goggles and gloves would not survive the
steady stream of people.  The museum has a Virtual Reality Swivel
Chair designed and built by William Tremblay.  This is basically a
monitor mounted on an industrial grade swivel chair so that when you
turn the chair the monitor stays in front of you and the view is what
you would see in front of you in that virtual world.  There are
handlbars on the monitor for forward/backward/up/down/tilt/roll.

There are a number of virtual worlds.  It starts in the room that the
exhibit is in.  From there you can go to a fractal landscape or to the
yard of a house (with a dog that plays ball with you).  You can go
inside the house and you can go out to a whimsical universe of strange
things.

I'm rather familiar with the exhibit because I built the worlds and
wrote the program that uses WorldToolkit to display them.

The Computer Museum is on Museum Wharf in the same building as the
Children's Museum, near the Tea Party Ship.

Yours

Eben Gay

gay@bitbkt.enet.dec.com
Virtual Reality Consultant
"That's the trouble with Reality. It's taken far too seriously" Emotional Fish
Newsgroups: sci.virtual-worlds
From: zyda@aquarius.cs.nps.navy.mil (Michael Zyda)
Subject: LORE: SIMNET versus NPSNET
Originator: hlab@milton.u.washington.edu
Organization: Naval Postgraduate School, Monterey CA
Date: Mon, 17 Aug 1992 19:54:30 GMT



Some people get wrapped up in history of projects and the "first" to
do things and this seems to be the thread of the BBN/SIMNET versus
NPSNET argument.

The Naval Postgraduate School demoed the first simulator, the FOG-M,
in November 1986. We networked it to a vehicle simulator in June 1987.
This was on IRIS-2400's! Yes, we did not have textured terrain and
yes, the pictures were not very complex but it was clear that if we
continued working along the line we were, then eventually we could
just "buy" the faster workstation and get higher speeds or add more
picture detail (the path inevitably chosen). This seemed clear to me
in 1986 BUT probably not to the DARPA SIMNET Project Managers making
hardware decisions. The DARPA guys wanted to "for sure" arrive at a
working piece of hardware so they contracted out a special piece of
hardware design work sometime in 1983-84. We had a different attitude
at NPS. I looked and did not see staff to design/build special
hardware.  I instead went the other way, which is buy the best
workstation you can and see how far you can go...

We heard about SIMNET in about 1989 when we had a distinguished
visitor who stopped by our lab and said that what we had built by that
time (the Moving Platform Simulator - MPS) "looked like SIMNET".  It
is kind of silly in retrospect not to have heard of the SIMNET project
earlier but we had a sponsor with particular needs, USACDEC, - the
requirement was to build a networked simulator to receive live testing
data and generate a 3D display. We started receiving DARPA money (in
very small pieces) about that time.  MPS became NPSNET about March
1990 when we learned how to read SIMNET databases. It is relatively
recently that we have learned SIMNET and DIS networking and integrated
those with NPSNET. NPSNET systems with that level of support are now
at some 31 different sites.  In reality, NPSNET and SIMNET are
independent developments that have "merged" through the use of
networking and database standards.

By the way, the goal of the NPSNET project is not just to replicate
SIMNET but to go beyond SIMNET. We want a piece of public domain and
documented code that we can play with and hand out without
restrictions, something that BBN probably can't do.

We have some really fun looking things coming down the road with
NPSNET, things I tried to summarize in my posting last week. Things
our sponsors and students (typically 10 years into their military
career) think would be useful/cool to add into the system. The project
is really to put nice toys and appropriate classes into the students'
hands, give them some guidance and see how far they get.

I hope this clears up any misconceptions people have about NPSNET
versus SIMNET and their respective origins.

     Michael Zyda
     Associate Professor of Computer Science
     Naval Postgraduate School
     Principal Investigator of the NPSNET Research Group
From: avi@usl.com
Newsgroups: sci.virtual-worlds
Subject: HUMOR: Doors Between Worlds
Date: 17 Aug 92 17:37:00 GMT
Article-I.D.: u.1992Aug18.192534.9620
Organization: University of Washington
Originator: hlab@milton.u.washington.edu



In light of the discussions of doors between worlds and possible
representations, I wanted to brainstorm (or drizzle) all of the
permutations of a door paradigm.  We'll start with the obvious:

The Door - simple, intuitive, yet quite cliche
        Flavors:  The standard door - lock,knob,solid door (with keyhole?)
                  The sliding glass door - what if we don't notice it's
                                        closed?  Ouch.
                  The Vault Door - you want security?  How about 3 feet
                                        of virtual steel
                  The Revolving Door - for high-bandwidth connections
                  StarTrek Doors - wssh... wssh..
                  
The Window - ok if you were born by C-section.

The Zipper - you could unzip, pass through, and don't forget to rezip
        once you're on the other side.  We could hooks if zippers and buttons
        are against your religion.

The Wormhole - just what does a wormhole look like?  Wait - don't answer.

The Long-Dark-Tunnel-With-A-Bright-Light-At-The-End - meet the superuser,
        if you believe in one.

The Beaded Curtain - great for virtual atmosphere

The Cave Entrance - works if we're all wearing animal skins

The Hole-In-The-Ground - It works for Buggs Bunny.  Better yet, portable holes.

The Looking Glass - I'll bet anyone that we'll see a mirror as the door
        to an Alice In Wonderland style adventure.

The Phone Booth - it's a bird... it's a plane... it's gone.

The Transporter - beam me up, this world's made of voxels

The Door-Shrouded-In-Mist - which way did I come in?

Combinations - throw a couple of doors, gates, and a phone booth and you
                have the openning scene to Get Smart.

Mail further suggestions to me in lieu of followup and I'll summarize.

Avi Bar-Zeev
avi@usl.com
UNIX Systems Labs till 9/1

Speaking for myself as usual.
From: ags@scs.carleton.ca (Alexander G. M. Smith)
Newsgroups: sci.virtual-worlds
Subject: Re: SCI: Timestamps...
Date: 17 Aug 92 12:22:21 GMT
Article-I.D.: u.1992Aug17.192843.15016
Organization: School of Computer Science, Carleton University, Ottawa, Canada
Originator: hlab@milton.u.washington.edu



In article <1992Aug14.095859.14497@u.washington.edu>
cdshaw@cs.ualberta.ca (Chris Shaw) writes:

>NTP uses a sophisticated statistical treatment of message transport to
>get an estimate of the what the real time is, coupled with adjustments
>to the computer's clock to slowly edge the computer time in sync with
>global time. The time variance under NTP is much less than what you'd
>get with the obvious "time a packet turnaround" algorithm.
>
>Which isn't to say this problem is solved, just that synchronization
>is less of a problem than burstiness and transport delay, I think.

Interesting.  I did something similar for my distributed puppeteering/
computer animation system a year ago.  I guess it falls under the
"time a packer turnaround" algorithm description.  It let a room full
of puppeteers, each sitting at a Macintosh, interact in the same
scene.  The puppeteers' motions were time stamped and stored at the
local computer (Apple's LocalTalk is too slow to transfer the data at
full sampling rate in real time).  A central display computer obtained
sparse samples of the positions and periodically updated a 3D display
of the animated objects, using extrapolation or interpolation
depending on whether it was rendering the past or the future.  The
final high quality rendering was done with the full sample data and
interpolation.

Before a recording session, the Macintosh where most things were being
controlled synchronized the clocks of all the other computers.  It
used an unsophisticated :-) treatment of packet delay times.  It
simply sent about 20 requests to each computer for the time at the
target computer.  The round trip time was measured, averaged and then
cut in half to get the one way trip time.  Then the difference between
the main computer's clock when it sent a time request packet and the
time at the target computer when it received the time request was
averaged.  If the clocks were synchronized, the one way trip time
should roughly equal the average clock difference.  The main computer
then told the target computer how far off it was from being
synchronized.

- Alex
From: 71033.702@CompuServe.COM (Karin August)
Newsgroups: sci.virtual-worlds
Subject: EVENT: VRASP invite to WAX (film) NYC
Date: 12 Aug 92 12:01:32 GMT
Organization: University of Washington
Originator: hlab@milton.u.washington.edu



******************* MOVIE SCREENING OF THE SUMMER *******************

        \                  /    /\        \         /
         \                /    /  \         \     /
          \      /\      /    /    \          \ /
           \    /  \    /    /------\         / \
            \  /    \  /   /         \      /     \
             \/      \/   /           \   /         \

                               OR

T H E  D I S C O V E R Y  O F  T E L E V I S I O N  A M O N G  T H E  B E E S


JOIN THE VIRTUAL REALITY ALLIANCE OF STUDENTS AND PROFESSIONALS (VRASP) FOR
THIS AVANT GARDE ** SCIENCE FICTION ** FILM CREATED BY THE WILD & TALENTED 

                       D A V I D  B L A I R

DATE:   SATURDAY,  AUGUST 22, 1992
PLACE:  THE PUBLIC THEATRE,  LAFAYETTE STREET, LOWER MANHATTAN
TICKETS: $5.00 AT THE DOOR - BUT RSVP DAVID OR ME TO RESERVE A SEAT FOR:
TIME:  9:15 SHOW !! 

THERE IS A CAFE IN THE LOBBY OF THE THEATRE AND THE SHOW MANAGEMENT SUGGESTS
WE MEET AT 8:45 TO GUARANTEE A GOOD BLOCK OF SEATING. 


WAX WILL BE FOLLOWED BY AN IMPROMPTU GATHERING OF VRASPers AT A LOCAL 
NIGHTSPOT TO TALK ABOUT VR, COMPUTER GRAPHICS AND FILMMAKING WITH DAVID.  
             (NIGHTSPOT = SPRING STREET NATURAL, PROBABLY)

            ;-)  EVERYONE IS WELCOME TO JOIN US  (-;

email to RSVP, or for further information:
Karin August at 71033.702@compuserve.com
From: c-crm@math.utah.edu (Richard M. Coffey)
Newsgroups: sci.virtual-worlds
Subject: TECH: Intel i860
Date: 16 Aug 92 21:22:39 GMT
Organization: University of Washington
Originator: hlab@milton.u.washington.edu



Quick Question:

        Does anyone know the exact part numbers of the support chips
for the i860?  In other words, I haven't found someone yet who could
get me the chips. This is a partial list:

        82380 - MMU (DRAM controller)
        87C51 - (some sort of interface chip)
        82389 - MPC (DMA)

If anyone could give me more info I would be in great appreciation.
Please DON'T give me INTEL's 1-800 number!  I called there and nobody
could give me info!  I think I was transferred at least 10 times!

-the richmeister-
email:c-crm@math.utah.edu
"My opinions are warped because I haven't had enough sleep."
From: brutzman@taurus.cs.nps.navy.mil (Don Brutzman)
Newsgroups: sci.virtual-worlds
Subject: Re: APPS: Papers available on NPS Autonomous Underwater Vehicle
Date: 12 Aug 92 13:38:07 GMT
Organization: Naval Postgraduate School, Monterey CA
Originator: hlab@milton.u.washington.edu



My original post included an incorrect ftp address.  The correct site
for anonymous ftp has address 120.131.1.13 and is called

taurus.cs.nps.navy.mil

I apologize for any inconvenience.

Regards, Don
From: skr@castle.edinburgh.ac.uk
Newsgroups: sci.virtual-worlds
Subject: PUBS REQUEST: SPIE Proceedings?
Date: 17 Aug 92 16:13:58 GMT
Article-I.D.: u.1992Aug17.193251.15404
Organization: University of Washington
Originator: hlab@milton.u.washington.edu



hello

i"ve just read about the SPIE/IST Symposium on Electronic Imaging
Science & Technology, held in San Jose in february.

i am unable to track down the proceedings through the library...did
anyone go or have a copy of the proceedings?  if so any chance you
could e-mail me a proper reference for the proceedings and/or details
of the sessions on the human visual system ("depth perception and
sensory integration for complex visual environments", "human
perception, perforomance and presence in virtual environments" and
"virtual environments"; names mentioned include "tom piantanida",
"bernice rogowicz, daniel ling and wendy kellog", "david foyle") so i
can send reprint requests.

cheers

simon

-----------------------------------
simon rushton
research associate
"perception & action in VR" project
psychology, edinburgh university
-----------------------------------
my attempt at a pretentious signature..

reality is where you perceive what you perceive to be real
dreaming is where you perceive what you imagine to be real
day-dreaming is where you imagine what you imagine to be real
VR is where you imagine what you perceive to be real !?


[MODERATOR'S NOTE:  Just in case, SPIE is headquartered in Bellingham,
Washington, and can be found in the directory for area code 206 in
the U.S.  Sorry not to have it handy. -- Bob Jacobson]
From: brent@zimmer.CSUFresno.EDU (Brent Auernheimer)
Newsgroups: sci.virtual-worlds
Subject: CONF: Cognitive Aspects of Hyper and Multimedia, HCI Intl 93, Orlando
Date: 11 Aug 92 06:29:49 GMT
Article-I.D.: u.1992Aug17.061314.22819
Organization: UTexas Mail-to-News Gateway
Originator: hlab@milton.u.washington.edu


Crossposted from soc.cog-sci



                     CALL FOR PAPERS AND REFEREES

              COGNITIVE ASPECTS OF HYPER and MULTI-MEDIA

                         HCI International '93
          5th International Conference on Human-Computer Interaction
         The Hilton at Walt Disney World Village -- August 8-13, 1993

HCI'93 will include a session on cognitive aspects of hyper and multi-media
interfaces.  Papers are solicited in the following general areas:

*   Evaluation of direct manipulation multimedia systems.

*   Expert-novice differences with respect to use of hypertext and
    multi-media interfaces.

*   Empirical results of teaching and using hyper and multi-media.

*   Aspects of interface design that affect productivity, maintainability, 
    and reliability.

*   Mental models of hyper and multi-media interfaces and implications
    for learning and design.

*   Transfer of training and experience between systems.

*   Video, hypertext, agents, and control panels to facilitate complex 
    communication.


INSTRUCTIONS FOR SUBMITTING PAPERS

An abstract of 800 words should include a statement of objective and 
significance, a description of methods, and a discussion of results.

     *   Abstract due November 15, 1992.
     *   Notification of  review outcome January 30, 1993.
     *   Manuscript due April 30, 1993.

SEND SUBMISSIONS AND QUESTIONS TO

     Dr. Martha Crosby                  Dr. Brent Auernheimer
     Information and Computer Sciences  Department of Computer Science
     University of Hawaii               California State University
     Honolulu, HI 96822                 Fresno, CA 93740-0109 
     (808) 956-3493                     (209) 278-2573
     crosby@uhunix.uhcc.hawaii.edu      brent@CSUFresno.edu