IICS Monthly Meeting: Virtual and Augmented Reality


This is an (edited) transcript of a segment of David Drascic's address to the Toronto Chapter of the International Interactive Communications Society's Wed 6 April 1994 meeting. This segment was broadcast around the world on the CBC radio program "As It Happens" on Wed 13 April 1994 as one of their "For the record" clips.


CBC Announcer BARBARA BUDD:
First, we all had to learn what reality was. That was bad enough. Then, off the science fiction B-film screen lunged "virtual reality", the high tech wizardry that allows us to experience someone else's world. Virtual reality is what the International Interactive Communications Society is all about. The society wants to explain its futuristic world to those of us who still think of the information highway as a paved road with a lot of signs along it. At the meeting of the Toronto chapter, afficionados explore some of the current studies being done in the world of virtual reality. Okay, so, helmets on? Here's David Drascic of the University of Toronto's Ergonomics in Teleoperation and Control Laboratory, addressing the Interactive Society, for the record:

DAVID DRASCIC:
... As far as education goes, there is the virtual physics lab, which was developed by the University of Houston and NASA where you can create various experiments in physics, all of which are well behaved. I heard one of the authors speaking about it, and he said that one of the problems with any kind of experiment done in high school is that you follow all of the directions and you do everything right, and it never turns out the way you want it to. He says that this is a problem in education, because then students don't really believe that the rules are true. So, what he wants to do is give them a virtual world which is well behaved, so that when you run these experiments you actually get the right results. This to me seems frightening from a philosophical point of view: are we trying to teach people that the equations are more real than real life? I think this could be one of the abuses of virtual reality.

On the other hand, if you are just using virtual reality as an educational tool, a chance to explore some of the rules that you've encountered as a supplement to real experimentation, then it could be okay, because (theoretically) it is cheap to create a new experiment, once you have all the technology in place and you've paid for it, that is. With virtual reality, it's easy to put everything together, it's easy to create complicated, impossible things that you couldn't actually create in real life.

There's also planetary exploration, where you can fly around and zoom in and explore the various planets. I saw a nice stereoscopic display of flying through the Great Trench on Mars, which was very exciting.


Another potential application of virtual reality is surgery simulation, being developed by a whole bunch of people. This is the latest idea: to create computer generated images and mix them in a with real body lying on a table, so that you can actually see the CAT-scan data super-imposed on the real object; so you can actually see the bones beneath the face, and the tumours beneath the skin. Will it work? I don't think so, not with this approach. They want to use a see-through stereoscopic display, using half-silvered mirrors to super-impose stereoscopic graphics on real objects. Unfortunately, there are many problems with this type of display: first, the optics for creating a good, undistorted stereoscopic image have not yet been developed. Second, as with any stereoscopic display, there is a conflict between the convergence of your eyes and the focussing action (accommodation) when viewing objects off the display surface. And for this particular type of Augmented Reality display, there is a mismatch in accommodation between the virtual images and the real ones. Maybe we'll see something like this 10 or 20 years down the road, perhaps, but not for the next little while.

[Silent cut to another segment of the talk]


The main application of virtual reality is entertainment. This is what will pay for it, this is what will drive it, this is where it is really going to get the most use.

These are two applications developed many years ago. (Well, not "many years ago"; "many years ago" in virtual reality means perhaps five.) "Virtual racketball", where I think they had a 2D display on their helmet, and they had a sensor that measured the position in space of the racket, and you played a game of ... maybe you remember "Pong"? The very first computer game? Basically, that's what you were playing, Pong. You have to be able to hit a bouncing ball. Because it's moving slowly you could actually do it without having too many calibration problems. To actually play a real game of racketball, however, you would have to have extemely good calibration between where your hand goes and what your eyes see. If you don't, people are not going to be able to do their job. Being able to create a VR simulator that has that kind of accuacy is still another 3 to 5 years down the road, I think.

The other think they had was what they called their "High Cycle", where you ride on a bicycle, and as you ride, the faster you go, the more quickly the scene moves. You can steer, and if you go fast enough your bicycle will take off and you can start flying through the air. [laughter from the audience]

People really really enjoy this sort of thing. It gives you a very vivid sense of whatever it is you are doing. It's very engaging. And it's a lot of fun.


BARBARA BUDD:
For the record, David Drascic, of the International Interactive Communications Society, speaking at the Toronto Chapter's monthly meeting.

(Time: 4 minutes 48 seconds)