HDTenEightyP/NetNews huggingface dataset:
From: cdshaw@cs.ualberta.ca (Chris Shaw)
Subject: Re: TECH: Amiga VR?
Originator: hlab@stein.u.washington.edu
Organization: University of Alberta
Date: Wed, 16 Dec 1992 20:24:59 GMT


In article <1992Dec12 jet@nas.nasa.gov (J. Eric Townsend) writes:
>langston> a VR game show on Nickelodeon
>This is a cool show, all readers of sci.v-r should watch this one or
>two times.  Contestants can run around this big "video-game" and hit
>hot-spots to gain points/awards.  I thought, however, that the show
>used Mandala on an Amiga.  Anybody know the facts?
>J. Eric Townsend --  jet@nas.nasa.gov -- 415.604.4311

Yes, Nickelodeon's Arcade show uses the Mandala System designed by the
Vivid Group of Toronto. This info is from a Vivid Group press release dated
June 1, 1992.

The Vivid Group's address:

Vincent John Vincent, co-director
317 Adelaide Street West
Suite 302
Toronto, Ontario
M5V 1P9
Canada

Phone: (416) 340-9290
Fax:   (416) 348-9809
Email   vividvjv@well.sf.ca.us

--
Chris Shaw               University of Alberta
cdshaw@cs.UAlberta.ca    CatchPhrase: Bogus as HELL !
Newsgroups: sci.virtual-worlds
From: foregone@stein.u.washington.edu (Carl Chavez)
Subject: Re: TECH: Amiga VR?
Originator: hlab@stein.u.washington.edu
Organization: University of Washington, Seattle
Date: Tue, 15 Dec 1992 05:24:40 GMT


In article <1992Dec13.030335.14070@u.washington.edu> diego@minerva.st.dsi.unimi.
it (Diego Montefusco) writes:
>
>In <9212100953.AA29805@ghost.dsi.unimi.it>, on Dec 9, you wrote:
>
>
>SURE! You'll do a lot of real-time wipes, transitions and video effects:
>the VT is a VIDEO EFFECTS device, born for post-production TV studios!!!
>Not actually the right VR device... sorry!
>

Correct, but I'm sure it's possible to do some VR, with some tinkering...

Of course, Mandala and Virtuality game machines are better examples of
Amiga VR...
From: portal!cup.portal.com!Tagi@uunet.UU.NET
Newsgroups: sci.virtual-worlds
Subject: Re: PHIL: Virtual vs. Artificial Reality
Date: 18 Dec 92 21:40:30 GMT
Organization: University of Washington
Originator: hlab@stein.u.washington.edu


9212.18 e.v.

Sean Graves asks:

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?


Response:

'Virtual' implies an illusory or incomplete level of existence.
It relates to a thing's substance, to its ontology, and its
ephemerality or insubstantiality.

'Artificial' relates to a thing's origin.  Usually when people
say 'artificial' they mean 'created by humans rather than by
other sources'.  

A thing can be artificial and virtual (an example would be a hologram
or a movie).  It can be simply virtual without being artificial
(like a mirage) or vice versa (as in any product of human culture
such as a keyboard).

People tend to compare artificial with natural and virtual with real.
The meaning tells us how a person or thing is seen to relate to the
natural and the real.  If humans aren't natural, then they see themselves
opposed to Nature quite often.  If they aren't real, then they see
their selves as social fictions used for the purposes of communication.



Thyagi
From: SLB96@CC.USU.EDU
Newsgroups: sci.virtual-worlds
Subject: Re: PHIL: Virtual vs. Artificial Reality
Date: 19 Dec 92 19:45:55 GMT
Organization: Utah State University
Originator: hlab@stein.u.washington.edu


In article <1992Dec18.163956.7217@u.washington.edu>, sean@cs.tamu.edu (Sean Grav
es) writes:
> 
> 
> 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

   Well, if I read right, no, they are not the same.  In 'Virtual
Reality' by Howard Reingold (spelling?), he says that (and again, I
THINK that this is what it said) Virtual Reality involved external
items (such as DataGloves and HMDs).  Artificial Reality didn't need
the gloves or the HMDs.  Hope this is accurate information.  If it
isn't, someone else correct me.

slb96@cc.usu.edu
Newsgroups: sci.virtual-worlds
From: "R.J. Burton" <rjb@le.ac.uk>
Subject: INFO?: Immersion units, powergloves, REND386 etc
Originator: hlab@stein.u.washington.edu
Organization: University of Washington
Date: Wed, 16 Dec 1992 14:52:26 GMT


This is my first message to the mailing-list, so I shall try and keep it
short and sweet.

My name is Richard Burton, and I am currently engaged in research into VR
and Disability at the Psychology Department of Leicester University.

Three questions

  1) Where can I get hold of a PowerGlove in the UK ? I have tried everywhere
     and am crazy for one, but as yet have had little result. Can anyone
     put me onto a reliable source.

  2) Similarly, where do I get REND386 ( presumably a Bulletin board somewhere,
                                         addresses appreciated).

  3) Our research group is just getting into immersion systems. I am thinking
     of approaching W.industries in Leicester who make the game gear. Can
     anybody give me some good tips on manufacturers of Head Mounted displays.

rjb@uk.ac.leicester.
Newsgroups: sci.virtual-worlds
From: piggy@hilbert.cc.utas.edu.au (La Monte Yarroll)
Subject: Re: TECH: Neural Interfacing
Originator: hlab@stein.u.washington.edu
Organization: University of Tasmania, Australia.
Date: Tue, 15 Dec 1992 23:21:06 GMT


dstampe@psych.toronto.edu (Dave Stampe) writes:

> Potentially, you could train yourself by biofeedback to associate certain
> commands with whatever gave an EEG signal detectable by the computer.
> But I don't think that's what we're looking for.  

Would you not be willing to train yourself to use a new input system
if it meant a higher bandwidth feeding into the computer, with higher
reaction speeds to boot?

True, such a device is a little out of the current trend of VR.  Most
VR work is aimed at getting the computer to simulate believable
reactions to "normal" actions.  But how do you "believably" simulate
e.g. 4 extra limbs?  Or a menu as an extra appendage?

I think I know how to do these things, but I've not gotten very far
yet.  (For those engaged in garage research, I recommend against
having a baby, changing jobs, and moving to Australia all in the same
month. :-)
--
La Monte H. Yarroll     Home:           piggy@baqaqi.chi.il.us
   Work:                piggy@hilbert.maths.utas.edu.au
   AKA:                 piggy@gargoyle.uchicago.edu
   Once upon a time:    postmaster@clout.chi.il.us
Newsgroups: sci.virtual-worlds
From: pat@jupiter.risc.rockwell.com (Pete Tinker)
Subject: MISC: VPL patents and "other" gloves
Originator: hlab@stein.u.washington.edu
Organization: Rockwell International Science Center
Date: Mon, 14 Dec 1992 19:31:22 GMT


Do non-VPL glove manufacturers, such as the Exos or CyberGlove folks,
have any agreement with VPL (or Thompson, now) that enables their
gloves to be used "risk-free" for VR applications?

If you are currently using a non-VPL glove, please telephone or e-mail
me.  I'm interested in what you've done to protect yourself with
respect to the VPL/Thompson patents.

-- 
        Pete Tinker (pat@risc.rockwell.com)

        Science Center, Rockwell International Corporation
        (805) 373-4268
Newsgroups: sci.virtual-worlds
From: STUPAYNE%EKU.BITNET@uwavm.u.washington.edu
Subject: INFO: Sega's 3D Glasses
Originator: hlab@stein.u.washington.edu
Organization: University of Washington
Date: Tue, 15 Dec 1992 04:57:46 GMT


    This is my first post to this list.  I farely new the VR world, but
  I do have alittle knowlege about it and I'm very interested in the VR
  world. I have already read the Most Fequently Asked questions that are
  posted on the FTP site.  My first question is about the Sega's 3D Glasses
  I know that they can be adapted to PC use. But where can you get them
  I've tried almost allt the department stores in the area.  Do you have to
  order them direct from the company?  If so can someone please give me
  an address and a approximate price.

    My next question is more along the professional line.  My choosen
  profession is in computer security.  What I was wanting to know is
  has anyone in the VR community given any thought to security.  I have
  researched this aspect and to my knowlege nothing is been even thought
  about.  Any information will be welcome.

===========================================================================
Robert Payne
Computer Security Undergraduate
Eastern Kentucky University
STUPAYNE@EKU.BITNET
(606)624-2700
===========================================================================
Newsgroups: sci.virtual-worlds
From: Carl Loeffler <cel+@andrew.cmu.edu>
Subject: CONF: Loeffler at various Scandinavian conferences
Originator: hlab@stein.u.washington.edu
Organization: University of Washington
Date: Fri, 11 Dec 1992 16:55:12 GMT



STUDIO FOR CREATIVE INQUIRY
Carnegie Mellon University
                               
Announcing: 
              
In addition to welcoming the New Year, Carl Eugene Loeffler, will 
conduct presentations on the subject of NETWORKED VIRTUAL REALITY at the
following:
                
Finland-
VIRTUAL REALITY SEMINAR, Hypermedia Laboratory, University of Tampere,
and the Museum of Contemporary Art, Helsinki.
                
Norway-         
TELEMATIC SEMINAR 92, hosted by the Norwegian Telecom  Research
Institute, Kjeller/Oslo.
                
Sweden-         
5Th MULTI-G WORKSHOP, hosted by the Interaction and Presentation
Laboratory, Royal Institute of Technology (KTH),Stockholm.
                
Carl Eugene Loeffler, is Project Director, Telecommunications and
Virtual Reality, STUDIO FOR CREATIVE INQUIRY,  Carnegie Mellon 
University.  The project investigates the a basis for multiple         
users located in distant geographical locations, to be conjoined  in the
same virtual, immersion environment.  The project employs
telecommunication hardware, as well as the hardware associated with
virtual reality: head mounted display and  multi-directional navigation
devices, and utilizes WorldToolKit, a virtual world development program,
available from Sense8 Corporation.  
                       
The first technical demonstration of the project was conducted last
September, by presenting the NETWORKED VIRTUAL ART MUSEUM conjoined
between CMU and the EXPEDITION 92 conference, Munich, Germany. 
 
               
While a recent presentation for the Ford Motor Company, Michigan,
featured  a technical demonstration of networked virtual reality, with
specific applications for design processes.
                
Current lectures on the project were conducted at: THIRD         
INTERNATIONAL SYMPOSIUM OF ELECTRONIC ART (TISEA), Sydney, Australia; AI
IN MEDIA CONFERENCE, Nagoya, and the MULTIMEDIA SEMINAR, Hokkaido
University, Sapporo; Japan;  EDUCOM, and the NATIONAL COMMUNICATIONS
FORUM, United States.
                
In Feburary Loeffler will present lectures at the College Art
Association (CAA), and universities in Michigan and Arizona. He will
also  conduct activities in Tokyo, Japan.
                       
FOR INFORMATION:        
Carl Eugene Loeffler        
Project Director        
Telecommunications and Virtual Reality        
Studio for Creative Inquiry        
College of Fine Arts        
Carnegie Mellon University        
Tel: (412) 268-3452        
FAX: (412) 268-2829        
Email: cel@andrew.cmu.edu
From: js@montaigne.lif.icnet.uk (Jack Shirazi <js@montaigne.lif.icnet.uk>)
Newsgroups: sci.virtual-worlds
Subject: PHIL: Reality vs model
Date: 11 Dec 92 09:56:33 GMT
Article-I.D.: u.1992Dec12.041621.16701
Organization: Imperial Cancer Research Fund
Originator: hlab@stein.u.washington.edu


In article <1992Dec11.053625.721@u.washington.edu> herbt@naaman.sarnoff.com (Her
bert H Taylor III) writes:
>
> The emergence of low cost, light weight, (eventually) photographic
>resolution displays for "head", "wall" or "lap", combined with
>sufficient I/O bandwidth and supercomputer class processing power will
>profoundly alter our world in ways we can't presently imagine. We will
>soon see the day when a scientist can virtually explore complex
>spaces, when astronauts can travel to distant planets without leaving
>the earth, when architects can walk through buildings which haven't
>been built, when surgeons can operate without scalpel or saw; a day
>when such experiences can offer a truly compelling, visceral sense of
>actual presence. Some of these things have already happened - perhaps
>crudely in "demo" mode - but things will only get better. 
>
> Herb Taylor

These models will only be as accurate as the programmers and knowledge
bases they rely on. Currently, long range predictions and lots (LOTS!)
of money are being reallocated on the basis of models of the world's
weather system. The people who build these models will be the first
to tell you that they are grossly simplified, they take into account
a small fraction of what is known and obviously nothing of what isn't.
And yet every new pronouncment (2% increase in temperature in 50 years,
etc) from these models are announced over news programs, governments
act on them, and so on. 

If I model a surface derived from some equation in the computer I can
probably use it to explore that surface with confidence, the main
source of error is likely to be bugs in the program.  If I model a
protein folding, I'd better assume that what I learn is only something
which can be used as a hypothesis to be tested. If I using my VR 
environment as a sophisticated telephone to interact with other people,
I should keep in the back of my mind that the other people are not
necessarily who I think they are (ever had a phone conversation like
that?).
-- 
       Jack               js@bison.lif.icnet.uk
                         
If you only have a hammer, you tend to see every problem as a nail.
                -- Maslow
Newsgroups: sci.virtual-worlds
From: adam feuer <adamfast@u.washington.edu>
Subject: INFO?: Sony Visortron vr goggles...
Originator: hlab@stein.u.washington.edu
Organization: university of washington
Date: Wed, 16 Dec 1992 01:15:32 GMT


Anybody know anything about the new vr goggles (supposedly) coming out
from Sony? I heard about it in The Stranger (Seattle "alternative" free
weekly). Excerpt from a 14 Dec 92 column by Clark Humphrey called Misc
follows:

"Cathode Corner: Sony's about to bring cyberpunk one step closer with the
Visortron 'headset video screen.' The goggle-like device contains two
tiny 0.7" LCD screens, one just in front of each eye. Not only could this
mean perfected 3D movies, it'll let bus riders and hospital patients
remove themselves even further from their surroundings. Also, it's one of
the components that 'virtual reality' developers have clamored for."

Where do I call for info? How much do they cost? Where and when can I get
one? Guess it's time to get out there and call Sony's voicemail...

adam

adamfast@u.washington.edu
From: mac20@cunixf.cc.columbia.edu (Michael A Cecere)
Newsgroups: sci.virtual-worlds
Subject: MOVIE: Toys
Date: 18 Dec 92 23:18:59 GMT
Organization: Columbia University
Originator: hlab@stein.u.washington.edu



I just saw a preview for Robbin Williams new movie TOYS and it seems that 
there is an extensive scene of VR use, rather contemporary looking HMD
stuff. In fact, there were 3 people hooked up, perhaps the were 
interacting with each other.


Geez, immersion with Robbin Williams behind the controls, now _there's_ a 
thought.

***********************************************
**** "Of course TV is a medium,            ****
***    It's not rare,                       ***
***     And it's certainly not well done."  ***
From: thinman@netcom.com (Technically Sweet)
Newsgroups: sci.virtual-worlds
Subject: Re: TECH: Mac-based VR?
Date: 13 Dec 92 21:32:36 GMT
Article-I.D.: u.1992Dec14.015012.6970
Organization: International Foundation for Internal Freedom
Originator: hlab@stein.u.washington.edu


diego@minerva.st.dsi.unimi.it (Diego Montefusco) writes:


>An A3000 could never deliver the same graphic speed... 
>Sorry to crash your dreams.
>Of course you can dream something less.

You could just use wireframes instead of textured polygons,
and get on with the truly difficult task of representing
information and not just pretty dots.

See signature.


-- 

Lance Norskog

Data is not information is not knowledge is not wisdom.
From: TJR122@PSUVM.PSU.EDU
Newsgroups: sci.virtual-worlds
Subject: TECH: REND386 and the 486DX
Date: 12 Dec 92 17:43:13 GMT
Article-I.D.: u.1992Dec13.030237.13620
Organization: Penn State University
Originator: hlab@stein.u.washington.edu


Ok...I've been playing again.  I have 2 questions that I'd like you to
kick around for a while.  First of all, REND386 only runs ALMOST twice
as fast on my 486/50DX as it does on my 486/25SX.  It's obviously not
using the 50DX to it's fullest potential (on the benchmark program 'Checkit'
the 25SX scores 226K drystones (math speed), the 50DX scores 8200K drystones
...now do you see what I mean?  How can I get it to use the coprocessor's
instruction set?  Can I recompile it differently to get it to do so?

And second...does anybody know ANYTHING about the VAX system (I know
NOTHING about Vax...ABSOLUTELY NOTHING) ...I have an opportunity to
get one that's about 6 years old...can I use it for anything? (i.e.
networked with my 486's to take care of some aspect of VR?)

The info will be appreciated.  Thanx.

Tom Rusnock - tjr122@psuvm.psu.edu
From: stgprao@st.unocal.COM (Richard Ottolini)
Subject: Re: SCI: Direct Neural-Electronic Interfacing
Originator: hlab@stein.u.washington.edu
Organization: Unocal Corporation
Date: Mon, 14 Dec 1992 16:44:55 GMT


In article <1992Dec13.030243.13676@u.washington.edu> daver@sunspot.ssl.berkeley.
edu (David Ray) writes:
>
>I read somewhere recently that a Stanford professor has been researching
>the use of EEG signals to control a 2-d cursor (mouse). It uses a 
>conventional EEG-style sensor array (skin electrodes -- no implants)
>and he claims to get over 60% accuracy. That is, "think" of where you
>you want the cursor to go, and it goes there. No moving parts.

I can't say whether it applies to this particular setup,
but some of the simpler so-called EEG sensing setups have turned out
to be reading head muscle movements instead.  A few years ago some
organization had tested so-called brainwave measuring machines for
meditation enhancement and discovered this fact.  Turned out to be
detecting eye or jaw muscle contractions instead.

Then again, an electrode cap may be a more cost effective eye movement
tracker than some of the alternatives.
Newsgroups: sci.virtual-worlds
From: csg078@cch.coventry.ac.uk (~Zebedee~)
Subject: INFO?: MIS meets VR
Originator: hlab@stein.u.washington.edu
Organization: Coventry University
Date: Mon, 14 Dec 1992 14:35:33 GMT



I am designing a virtual reality Management  Information  System  for  my
degree  final  year  project  (ie.  An MIS that makes full use of virtual
reality and cyberspace).

Has anyone got any references or done any  work,  on  the  MIS  meets  VR
scenario, as it is noticeably lacking in all the VR/cyberspace books I have
read  so  far.   (One  part  of this is the metaphors that may be used to
represent large amounts of strategic information).

Please reply by email if possible. I'll post a summary if there's interest.

Thanks.

-- 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jon Smart, Comp Sci Dept            | Email: csg078@uk.ac.cov.cch
Coventry University, Coventry, UK   |            
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Newsgroups: sci.virtual-worlds
From: peter@wiesel.cosy.sbg.ac.at (Peter Burgstaller)
Subject: INFO?: Anyone has Toshiba Glasses?
Originator: hlab@stein.u.washington.edu
Organization: University of Salzburg / Austria
Date: Fri, 18 Dec 1992 19:29:46 GMT


Hi folks!
I recently got hold of a PG and I'm exprimenting a lot.
BUT ... as I get more and more into VR I would LOVE to 
look at all the amazing stuff stereoscopic!
I've heard that the Toshiba glasses should be better than
the Sega ones. Can anybody agree/disagree and give more 
information.
Furthermore I'd like to know the price of those Toshiba glasses
and where they could be purchased!

- Peter 8*)
ANYWAY I WISH YOU ALL A MERRY XMAS AND A HAPPY NEW YEAR!

--
/--------------------------------------------------------\
| Peter Burgstaller| Student of Computerscience          |
| (peter@cosy.sbg.ac.at)| in Salzburg, Austria (Europe)  |
| "So Long, and Thanks for All the Fish" (Douglas Adams) |
\--------------------------------------------------------/
From: gradecki@rodeo.uwyo.edu (Joseph D. Gradecki)
Newsgroups: sci.virtual-worlds
Subject: INFO: PCVR looking for columnist
Date: 11 Dec 92 20:02:33 GMT
Organization: University of Washington
Originator: hlab@stein.u.washington.edu


        *********************************************************
        *                      ATTENTION                        *
        *********************************************************

                    PCVR is looking for a columnist!!

The publisher of PCVR is looking for someone to take over the
WORKING WITH REND386 column.

The focus of the column is to teach REND386 at the system and
application level.  The recent Virtual Racquetball series is an example
of what the column should contain.

The column appears in each issue of PCVR for a total of 6 articles per
year.

** Each column should be 4 to 10 pages including illustrations.
** Any software will be distributed with the magazine.
** Compensation is $20.00 per published article
** Must sign a contract for a minimum of 6 articles.
** Three columns are due by March 1st 1993.
     The remaining columns bimonthly.

If you are interested, please contact Joseph D. Gradecki at

                      PHONE/FAX:  (307) 742 7675

Also:

                        PCVR is Expanding...

** As a growing publication, we have found it necessary to begin including
additional articles from our readers and others in the Virtual Reality
Community.

** We are looking for those of you who would like to have their ideas,
projects, or tutorials read by people in many different countries.

** If we PUBLISH your article we will pay you a modest price for your work.

** We are currently looking for articles in the following areas:

                
                * Worlds developed with Rend386
                * Adding Sound/Music to Rend386
                * A unique VR input device such as the Spaceball
                * Application programs using the Powerglove.
                * Hardware projects:    Head trackers,
                                        Head mounted displays,
                                        etc.
                * VR Games
                * VR Educational Programs
                * Tutorials on different aspects of VR
                

If you are interested in writing an article, starting a column, or have
a project, contact us at:

                        PCVR
                        1706 Sherman Hill Rd. Unit #A
                        Laramie, Wyoming  82070

Email:  gradecki@rodeo.uwyo.edu
FAX:    (307) 742 - 7675
From: dekorte@ibm7.scri.fsu.edu (Stephen L. DeKorte)
Newsgroups: sci.virtual-worlds
Subject: Re: INFO: Amiga PC emulator
Date: 11 Dec 92 20:10:27 GMT
Organization: SCRI, Florida State University
Originator: hlab@stein.u.washington.edu



>Steve - spittman@nyx.cs.du.edu says :
>
>> Plus, you can get a card for (I think...dont' quote me on this) $300 or
>>so that makes your Amiga act exactly like an IBM...and it's not software,

I've heard of a new card for around $300 that you can put a 386 chip on
AND mac rom chips on and have an Amiga that can emulate both SIMULTANIOUSLY-
In other words you can run your Amiga workbench and open a Mac window AND
open a IBM window.(This could be wrong but this is what I heard)
If it's out now, you should be able to find an add for it in the latest 
issue of Amiga World magazine.

SD