HDTenEightyP/NetNews huggingface dataset:
From: rsc@altair.csustan.edu (Steve Cunningham)
Newsgroups: sci.virtual-worlds
Subject: ADMIN: SIGGRAPH to do online electronic publication
Date: 7 Jan 93 19:56:26 GMT
Article-I.D.: shelley.1iq8v9INN5vr
Organization: CSU Stanislaus
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Originator: hlab@stein.u.washington.edu


Crossposted from comp.graphics.visualization


   ACM SIGGRAPH to Publish Non-Print Special Issue of Computer Graphics

       Focus to be on non-print publishing; articles are solicited

In the spring of 1993, SIGGRAPH plans to publish a non-print special
issue of Computer Graphics as an experiment in electronic publishing.
This will not be a numbered issue of the newsletter and so will not
contain many of the normal SIGGRAPH news items, but we plan to include
some information of timely interest and a set of articles on non-print
publishing. The issue will be available by ftp or e-mail from
siggraph.org.

   Following the successful pattern of the SIGGRAPH '91 panels
transcripts, we plan to make the contents available in several
formats.  Articles may include text, monochrome or color figures, or
additional material if it can be used on a wide range of platforms).
In the ftp area, text will be provided in plain ASCII, rtf (rich text
format), and PostScript formats, and images will be provided in tiff
format and possibly other formats.  Versions for e-mail will be in a
subset of these formats, with images converted to ASCII formats as far
as possible to allow e-mail access.

   We invite anyone with experience in non-print publishing of text
and/or images, or with an understanding of the issues involved in such
publishing, to send us articles for this publication. Please contact
Steve Cunningham (cunningham@siggraph.org) or Susan Mair
(mair@siggraph.org) if you are interested in providing an article.
You are encouraged to contact us early to discuss your ideas, and the
deadline for completed articles is April 6, 1993.  We will not ask for
copyright transfer for articles in this publication and will state
clearly with each article that the copyright is retained by the
author.

   We are very interested in how the graphics community will react to
this publication.  We expect publication to be on on siggraph.org by
early May , 1993. After that date, to check if the publication is
there, you should do an anonymous ftp to siggraph.org and download the
files:

      /publications/May_93_online/README
      /publications/May_93_online/contents

or send e-mail to archive-server@siggraph.org with the Subject line

      send May_93_online index

We will also include a reader survey in this publication because we
want your feedback on how to use this additional channel to
communicate with you.

-- Steve Cunningham
   SIGGRAPH director for publications
From: schilkk@prism.CS.ORST.EDU (rAT)
Newsgroups: sci.virtual-worlds
Subject: Re: TECH: Realistic Hand Model driven by DataGlove
Date: 5 Jan 93 22:48:01 GMT
Organization: CS Dept, Oregon State University
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Originator: hlab@stein.u.washington.edu


In article <1hubibINN702@shelley.u.washington.edu> (Diego Montefusco) writes:
>Hi all!
>I've worked with a DataGlove for some time now (a base model: 10
>sensors), and I'd like to know if anyone else who has worked with it
>has come up with a good solution of a problem I found.
        [. . . .]
>The problem I found is the THUMB: since the DataGlove can't detect all
>movements of the first joint of the thumb (i.e. the one which links
>the finger and the hand), without additional sensors, I was wondering
>around WHICH axis the thumb should twist about: it surely isn't one of
>the coordinate ones (X,Y,Z), and I've come out with a strange one,

>Diego

        Hey, Folks!  Just made me think of something that I thought of one day
while playing with my hands.  I had a computer interfacing class, and I was
thinking of making a pseudo-DataGlove.  The kludge is this - for each finger
(not the thumb...), you need only two curvature sensors, not three.  Mount
them on the first and second knuckles (the knuckles between the hand and
finger and the first bendy on the finger).  The bend of the last knuckle is
approximately the bend on the second - play with it and see...

        Ok, just thought someone would find that as interesting as I did...

-rAT

---
        O----O  "I am rodent - hear me squeak!" - rAT   #include <disclaim.h>
  -rAT   \oo/   "I'll watch some TV... Maybe it'll help me to **RELAX!!!**"
        ==\/==          schilkk@[prism|mist|storm].cs.orst.edu
From: Peter Rothman (avatarp@well.sf.ca.us)
Newsgroups: sci.virtual-worlds
Subject: EVENT: SF Bay Area VRG Meeting, Jan 19, 1993; Future Events listing
Date: 6 Jan 93 06:11:33 GMT
Article-I.D.: shelley.1iq8abINN51d
Organization: University of Washington
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu



Sorry for the short notice folks, but...

-----------------------------------------------------------
VRG #2: THE CHANGING FACE OF THE CYBERSPACE INDUSTRY

The recent changes at VPL, the best known virtual reality company,
have radically altered the face of the emerging cyberspace industry.
At VRG's second meeting we will discuss what these changes will mean
and how they will impact the development of virtual reality
technology.

VRG's second meeting will feature open discussions with: 

        MICHAEL EVANS (formerly of VPL, Inc.)

        BEN DELANY and SHERRY EPLEY (Cyberedge Journal)

In addition, virtual reality systems will be available for
experimentation following the discussion (more details to follow.)

The second meeting of VRG will be held in San Francisco at Tarzan
Studios, on January 19 at 7:00 PM.  A $5 donation (sliding scale) will
be requested at the door to help cover expenses for refreshments,
chair rental, etc.  Tarzan Studios is located south of Market Street
at 410 Townsend between 3rd and 4th.

UPCOMING VRG EVENTS:

The topic of the third meeting of VRG will be "Computer Graphics and
Virtual Reality." The third meeting will include a videophone link-up
with the Southern California VR SIG, where Brett Leonard (Lawnmower
Man) will be speaking, and other speakers to be announced.  The third
VRG meeting will be held on February 18th.  The tentative location for
the third VRG meeting is the Exploratorium located at the Palace of
Fine Arts in San Francisco.  We'll keep you posted as further details
become available.

The topic for the fourth VRG meeting, to be held in March, will be
"Homebrew Virtual Reality."

ABOUT VRG...

The Virtual Reality Group is a non-profit organization dedicated to
supporting and promoting the development of virtual reality
technologies in the Bay Area.  VRG welcomes all manner of scientists,
artists, philosophers, educators, technophiles and technophobes to
share their perspectives on VR technologies and applications.

For additional information about VRG or upcoming VRG events, contact:

Linda Jacobson (lindaj@well.sf.ca.us) 
Peter Rothman  (avatarp@well.sf.ca.us)
Timothy Childs (tchilds@well.sf.ca.us)
-----------------------------------------------------------
From: sokay@cyclone.mitre.org (Stephen J. Okay)
Newsgroups: sci.virtual-worlds
Subject: TECH: Another Powerglove info request
Date: 3 Jan 93 22:57:47 GMT
Article-I.D.: shelley.1ib8ndINN4j
Organization: Mitre Corporation, McLean, VA
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu



Hi, I realize this is probably very FAQ, but I just came into
possession of a working Power Glove and would like to play around with
it on my Sparcstation or Amiga. Any help or info on things like
pinouts, existing device driver or interfacing code would help.

The transmit pins on RS232C seem to control the sound device on the
PG, but I haven't have any luck trying to get any meaninful data out
of it or been able to send anything from the PG to my system.  (I've
had it hooked up to my HP95 and my sparcstation. I've found that when
you send a file through the serial port into the PG, you can hear it
go across, but thats it).

TIA

---Steve

---------
sokay@cyclone.mitre.org
                "Your Mind....My Playground" ---me
From: U54876%uicvm.uic.edu@OHSTVMA.ACS.OHIO-STATE.EDU
Newsgroups: sci.virtual-worlds
Subject: TECH: Small (< 2") monitors from Matsushita? Want to buy!
Date: 4 Jan 93 23:12:44 GMT
Article-I.D.: shelley.1ibakkINN25f
Organization: University of Illinois at Chicago
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu



Hello -

Sometime in the last month there was a post regarding surplus
Matsushita .7" b/w monitors from camcorders.  I am in desperate need
of acquiring _at least_ 5 monitors/displays of this type for a project
I am working on. If someone has the info on the Matsushita displays
(or anything similar), I would greatly appreciate a response.

__________
Tom Nawara
U54876@uicvm.uic.edu
708.447.5116
From: geoffrey@cosc.canterbury.ac.nz (Geoff Thomas)
Newsgroups: sci.virtual-worlds
Subject: Re: TECH: Those spinning things:
Date: 05 Jan 1993 21:54:32 +0000 (GMT)
Organization: University of Canterbury, Christchurch, New Zealand
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu



In article <1i8moqINNfu8@shelley.u.washington.edu>, WITH TRUE LOVE AS WITH GHOST
: EVERYONE SPEAKS OF THEM, BUT FEW HAVE SEEN writes:
|> 
|> 
|>    I resently went to the mall here in Richmond Kentucky and they had one
|>    set up, but they were useing it as a way to exercise. The company's
|>    name was ORBOTRON. The man wouldn't tell me were the comany was located bu
t
|>    he said the kits cost anywhere from 12,000 to 20,000 U.S. dollars.
|> 

US$12-20k ! Are these people nuts? I suspect a pretty decent one
could be thrown together for NZ$500-1000. Most of the 'spinning things'
I've seen looked very flash, using curved bits of metal in their
construction, but if one were to use ordinary straight tubing, (at
a consequently cheaper price) I expect that the system could be
built for far less than the above qouted company is retailing them
at. Something worth looking into...

Geoff Thomas                    geoffrey@cosc.canterbury.ac.nz
Computer Science Dept.
University of Canterbury
Private Bag                             +-------+
Christchurch                            | Oook! |
New Zealand                             +-------+
From: AKOSSOWSKY@TURBO.kean.edu (Andy Kossowsky)
Newsgroups: sci.virtual-worlds
Subject: Re: PHIL: Virtual vs. Artificial Reality
Date: 31 Dec 92 16:19:16 GMT
Article-I.D.: shelley.1ib65rINNr8h
Organization: University of Washington
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu




From: stgprao@st.unocal.COM (Richard Ottolini)
Subject: Re: PHIL: Virtual vs. Artificial Reality
Date: Tue, 29 Dec 1992 15:39:42 GMT
Organization: Unocal Corporation

...writes...

"Virtual Reality" is a semi-commercial term to distinguish VR from its
flight-simulator roots. The spokesman for this term- Jaron Lanier- was
more persuasive than competing terms such as artificial reality and
cyberspace, so the name was adopted.  He also trademarked the word
virtual in his company name and some of his products.  Purists may
distinguish differences between the various terms, but there is no
common agreement and lots of overlap.  I personally prefered the term
"artificial reality" or "computer-assisted artificial reality" to
empathsize we are mostly talking about a new technology.  I think the
world "virtual" is less precise in describing the field.

--- Reply by Andy Kossowsky :

Keep in mind, however, that the word "virtual" has established
itself in the computerese lexicon thanks to terms like:

Virtual Memory
Virtual Disks
Virtual DOS Machines
Virtual Terminals
Virtual Displays

Etc.
From: cyberoid@u.washington.edu (Bob Jacobson)
Newsgroups: sci.virtual-worlds
Subject: INDUSTRY: VR Labs Plans 3D Theater Demo at Trade Shows 12/21/92
Date: 31 Dec 92 20:54:07 GMT
Article-I.D.: shelley.1ib7obINNsbt
Organization: University of Washington
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu


Crossposted from clari.nb.computers


Newsbytes, a commercial newservice available over Clarinet (which is,
in turn, available via USENET sites which subscribe), reports that
Virtual Reality Laboratories says its planning a demonstration to
trade show attendees of a three-screen video theater in which users
can experience stereoptical three-dimensional views of landscapes.

The first demonstration of the 3D theater will be at Infocom in New
Orleans, Louisiana beginning January 14, 1993. Other trade show
appearances are planned as well, and the company says interested
parties can call for a schedule.

Contact: Susie Woeltjen, Virtual Reality Laboratories, tel
805-781-2253, fax 805-781- 2259; Public Contact 805-545-8515
From: diego@minerva.st.dsi.unimi.it (Diego Montefusco)
Newsgroups: sci.virtual-worlds
Subject: Re: TECH: Amiga VR?
Date: Wed, 6 Jan 93 19:37:17 CET
Organization: University of Washington
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu


In <9301050611.AA28813@ghost.dsi.unimi.it>, on Jan 4, you wrote:

> From: dream!Ray_Hines@bikini.cis.ufl.edu (Ray Hines)
> Subject: Re: TECH: Amiga VR?
> Date: 2 Jan 93 06:44:27 GMT
> Organization: DreamStates BBS & CyberNet HQ in G'ville, FL   1-904-331-4317
> 
> 
> 
> In a message dated Fri 2 Jan 93 18:58, Diego@minerva.st.dsi.unimi.it
> (diego) wrote:
> 
>  D> I am not saying WHICH machine is better for VR, I am just saying you
>  D> can take all the Toasters and Lightwaves, "plug'n'play", and all the
>  D> stories about the Amiga-inside-the-Virtuality-machine (true but it
>  D> doesn't render a pixel!) and throw them OUT-OF-THE-WINDOW.
> 
> The Amiga system described above is not ideal for VR in my opinion.
> It should just be equipped with different boards.  There's your new
> DVI graphics board which has 1024x1024 (or more?) resolution, 24 bit,
> and according to several folks, is faster than a Silicon Graphics
> workstation.  There's the Rambrandt (sic) card which supports up to
> 2048x2048 and has high speed processors on it. There's quite a few
> cards out there that can certainly make the Amiga fly with graphics,
> probably in real time (or at least near it).  There IS some software
> out there which suits VR work fine, in my opinion.  I am sure more
> will be developed especially now that the Amiga 4000 is out.  I
> recently had the opportunity to see one in person.  It was impressive.

Finally someone who seems to understand how the things work! You are 
RIGHT! if someone starts talking about graphics boards with graphics
processors on it I can't disagree. A 68040 CAN do a lot, I already said
this and I want to repeat it.
My flame wasn't against Amiga, it was again Amigans who don't understand
what VR is and go on talking about DVEs (Digital Video Effects, like the 
Toaster) and rendering packages.

Can you please tell us the name of the software which suits VR work fine?

> It had an animation in full color mode (this is the basic A4000 system
> without any enhancements) of you flying through the Grand Canyon.  It
> was so fast it was just a blur.  That's potential there.

Was it pre-computed and compressed or rendered in real-time? It seems to
me that THIS would make a great difference (BTW on the Amiga the play
of compressed animations - IFF ANIM files - is almost completely done via
the Blitter, not the CPU)...

> Sorry, my friend, I wouldn't throw the Amiga out the window.  That is,
> if you use the right hardware and software which you probably weren't
> aware of.

Infact if you read carefully what I left from my previous message (top of
this posting), I DIDN'T throw the Amiga out the window.

Diego
From: ml4477@csc.albany.edu (   Sting   )
Newsgroups: sci.virtual-worlds
Subject: TECH:  VR equipment.
Date: Tue, 5 Jan 93 21:23:52 GMT
Organization: University of NY at Albany
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu


        Where in the USA can I order/buy VR hardware such as the sega glasses,
the nintendo powerglove, and what ever other stuff is available.  I am starting
a VR project and would appreciate any help ?  Thanks alot.


--- 
  ___________________________________________________________________________
 /    **   ****                                    |     World Cup 1994      \
|    **   **  **   Marc A. Lefebvre                |        --USA--           |
|   **   **    **   Computer Science Department    |"He shoots ... he scores!"|
|  **   **  *   **   University of Albany          |--------------------------|
| *******  ********                                | "Don't Drink and Derive" |
|               "I'd rather be Windsurfing!"       `--------------------------|
|  ml4477@sarah.albany.edu      lefebvre@pbush.com     marc@nick.csh.rit.edu  |
 \___________________________________________________________________________/
From: dream!Ray_Hines@bikini.cis.ufl.edu (Ray Hines)
Newsgroups: sci.virtual-worlds
Subject: Re: NEED HELP: getting started
Date: 31 Dec 92 07:26:23 GMT
Article-I.D.: shelley.1ib6atINNr9n
Organization: DreamStates BBS & CyberNet HQ in G'ville, FL   1-904-331-4317
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Originator: hlab@stein.u.washington.edu



In a message dated Wed 30 Dec 92 13:19, Glick_jer@ccsua.ctstateu.edu wrote:

 G> I am new to the computer world, and VR world.  I'm planning on getting
 G> a 486 before the end of the year.  Is this suiable for VR?? I hear all
 G> of this stuff about amigas being better. 

It's really a matter of personal preference and what you want to do with VR
on your machine.  I use a high speed Amiga, some friends of mine use souped
up 486's.  I'm sure others out here can answer your questions better.  

-- Via DLG Pro v0.995

* IF replying by MAIL, please reply to the addresses listed below...
--__-----------------------------------------------------------------------
 / /\     Raymond Hines              Internet: Ray_Hines%dream.uucp@ufl.edu
/_/  \  DreamStates BBS                    or: dream!Ray_Hines@ufl.edu
\ \  /   1-904-331-4317                  UUCP: uflorida!dream!Ray_Hines
 \_\/ FidoNet 1:3601/30  DreamStates: An Amiga supporting Amiga, Mac, IBM!
From: dream!Ray_Hines@bikini.cis.ufl.edu (Ray Hines)
Newsgroups: sci.virtual-worlds
Subject: Re: TECH: Amiga VR?
Date: 2 Jan 93 06:44:27 GMT
Article-I.D.: shelley.1ib855INNsiu
Organization: DreamStates BBS & CyberNet HQ in G'ville, FL   1-904-331-4317
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu



In a message dated Fri 2 Jan 93 18:58, Diego@minerva.st.dsi.unimi.it
(diego) wrote:

 D> I am not saying WHICH machine is better for VR, I am just saying you
 D> can take all the Toasters and Lightwaves, "plug'n'play", and all the
 D> stories about the Amiga-inside-the-Virtuality-machine (true but it
 D> doesn't render a pixel!) and throw them OUT-OF-THE-WINDOW.

I'm not one of those who pronounce the Amiga as perfect for VR.  It's
more of an "to each his own" philosophy that I hold.  A certain
platform is ideal for a certain person.  Some people prefer Amigas.
Some, Macs.  Some IBMs.  Etc.
  
The Amiga system described above is not ideal for VR in my opinion.
It should just be equipped with different boards.  There's your new
DVI graphics board which has 1024x1024 (or more?) resolution, 24 bit,
and according to several folks, is faster than a Silicon Graphics
workstation.  There's the Rambrandt (sic) card which supports up to
2048x2048 and has high speed processors on it. There's quite a few
cards out there that can certainly make the Amiga fly with graphics,
probably in real time (or at least near it).  There IS some software
out there which suits VR work fine, in my opinion.  I am sure more
will be developed especially now that the Amiga 4000 is out.  I
recently had the opportunity to see one in person.  It was impressive.
It had an animation in full color mode (this is the basic A4000 system
without any enhancements) of you flying through the Grand Canyon.  It
was so fast it was just a blur.  That's potential there.

Sorry, my friend, I wouldn't throw the Amiga out the window.  That is,
if you use the right hardware and software which you probably weren't
aware of.

* IF replying by MAIL, please reply to the addresses listed below...
--__-----------------------------------------------------------------------
 / /\     Raymond Hines              Internet: Ray_Hines%dream.uucp@ufl.edu
/_/  \  DreamStates BBS                    or: dream!Ray_Hines@ufl.edu
\ \  /   1-904-331-4317                  UUCP: uflorida!dream!Ray_Hines
 \_\/ FidoNet 1:3601/30  DreamStates: An Amiga supporting Amiga, Mac, IBM!
From: clarinews@clarinet.com (UPI)
Newsgroups: sci.virtual-worlds
Subject: TECH: Sega promises 'virtual-reality' game in 1993
Date: 6 Jan 93 23:53:51 GMT
Article-I.D.: shelley.1iq94jINN642
Organization: University of Washington
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu



Clarinet, the online news service available from many USENET hosts,
reports that Sega said on Wednesday, January 6th, that it will start
shipping a ``virtual-reality'' attachment to its Genesis video-game
machine in time for the 1993 holiday selling season.  The company said
the Virtua Sega system would include technology that has been only
available for research strategy and training by NASA and the military.

``Virtua Sega delivers a feeling of total immersion into a completely
realistic 360-degree gaming world by utilizing three-dimensional,
stereo-optic vision and depth perception,'' the company said.  Sega
did not disclose details on the attachment or how much it will sell
for, other than saying it will be offered at a ``mass-consumer price
point.''....

``Virtua Sega is right over the technological horizon and Sega will
bring it to consumers in the fourth quarter of this year,'' said Tom
Kalinske, president and chief executive officer. ``Sega continues to
be the first in defining 'next level' technologies that offer great
values at a consumer price.''
From: griff@ccwf.cc.utexas.edu (yo'man)
Newsgroups: sci.virtual-worlds
Subject: Re: TECH: Amiga VR?
Date: 5 Jan 93 20:37:07 GMT
Organization: The University of Texas at Austin, Austin TX
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu



with all this discussion of amiga vs. ibm I just thought i'd spread the word
about the new atari falcon that's out (in Europe, US soon).  It's based on a 
16Mhz 68030 which admittedly is not high performance; but the clincher
is it has built in 2 channel 16 bit A/D and D/A hardware, complete w/ 
Motorola DSP56k.  The audio hardware will do your 3d audio system pretty nicely 
(I've built one on a 56k w/  2/3 the clock speed already), and since it has
coprocessor similar to the amiga, you could possibly squeeze quite a few
polygons per second.  

SRP:  $799.  We're not talking '486 power, but not bad price/perf ratio. 

If anyone wants more info on this system just send me a note.  Basically though
it seems to be a poor man's NeXT.


Andrew Wheeler
Applied Research Laboratories
University of Texas at Austin
From: etlprnw@etlxd30.ericsson.se (peter new xd/gke x.4621 )
Newsgroups: sci.virtual-worlds
Subject: INFO?: VRASP / Powerglove info
Date: Fri, 8 Jan 1993 13:35:07 GMT
Organization: Ericsson Telecom AB
NNTP-Posting-Host: stein.u.washington.edu
Originator: hlab@stein.u.washington.edu


Hi,

A little while ago I was looking to buy a powerglove and I got a reply
saying that I could get one from VRASP if I sent $30 plus $10 shipping
and $5 donation. Could someone give me some details on this ie.
who/what is VRASP ?, Who and where should I send an order too ? Are
Sega glasses also available this way ?  All help will be greatly
appreciated.

You can reply to this newsgroup or Email me. By the way, Im in the UK
and these things are hard to find here.

Cheers, Pete..