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Conference hydra::amiga_v1

Title:AMIGA NOTES
Notice:Join us in the *NEW* conference - HYDRA::AMIGA_V2
Moderator:HYDRA::MOORE
Created:Sat Apr 26 1986
Last Modified:Wed Feb 05 1992
Last Successful Update:Fri Jun 06 1997
Number of topics:5378
Total number of notes:38326

5291.0. ""Virtuality" Computer Game -- Amiga Inside" by KALI::PLOUFF (Owns that third brand computer) Thu Dec 19 1991 15:54

    Here is a description of Amigas "buried" in another interesting
    application.  This note and first two replies are pulled from Usenet. 
    Note that reply .2 is quite long.
    
    Don't know how relevant this is to us ordinary Amiga owners, except
    that most "virtual reality" research is done on very expensive setups,
    yet the first commercial application likely to see widespread use shows
    up on our favorite inexpensive platform.
    
    If conference readers see these games anywhere in the Hub or Bay areas,
    or near another DEC facility, please reply with the location and your
    impressions.
    
    Wes
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
From: [email protected] (Jay Dugger)
Newsgroups: sci.virtual-worlds
Subject: W Industries and the Amiga (LONG)
Date: 17 Dec 91 19:29:20 GMT
Organization: Reed College, Portland, OR
Lines: 71
 
    I recently saw this post in a comp.sys.amiga group.  Since it is  
    pertinent to the current thread and I've a few questions on it, I'm
    repro- ducing it here.
 
 
    After hearing rave reviews at a party of what was being called the
    first commercial virtual reality games, I left my wife early Sunday
    morning (but still had to keep custody of the kid) to be at the head of
    the line at a mall in San Francisco to try these things out.
 
    The machines consist of a person-sized platform with a ring at about
    waist level, a headset with speakers and stereo monitors, and a gun
    with two triggers - one for moving forward and one for shooting. 
    Inside there is a 35 MHz Amiga 3000 with a 100 MB hard drive and 535 MB
    CD.  Up   to 15 of these machines can be networked together.  The setup
    at the mall (Stonestown) had 3 working and one broken machines.  Next
    to each machine was a large TV monitor showing that players view.
 
    The game, which was described as "at Pong level" (compared to what
    they're planning, I guess), was a shoot-em-up where all the action
    takes place on three platforms in space.  The platforms are connected
    to one another in a line by stairways.  Each platform has some
    obstacles on it, such as pillars and cones (the graphics are all
    polygons).  Occasionally a pteradactyl will swoop down and, if you
    don't shoot him just as he opens his mouth to get you, whisk you away
    to great heights and drop you to yet another death.
 
    The metal ring puts out a magnetic field so movement of the headset,
    gun and your body height can be detected.  As you turn your head to one
    side, the scenery moves by quickly and smoothly.  The resolution and
    colors are standard Amiga (shoot, I didn't ask them if they were going
    to beef up the 3000s with '040s or graphics cards), but there's no time
    to complain :-) because you may get shot in the time it takes to form
    the words.  You raise your gun until it comes into view on the headset
    (else you can't aim it), and go huntin'.  The experience is very
    satisfying. You use your whole body as you turn to see who's behind
    you, raise your gun to aim, shoot, watch them splinter into many
    component pieces, then move on quickly in case there's someone at your
    back.  Yes!
 
    Apparently they're going to be installing these things not at video
    arcades, but at other locations such as night clubs.  There are already
    some installed at the Trocodero in London, and I understand they'll be
    installing them at DV8 here in SF.  The price to play is one dollar per
    minute (but the person who told me about DV8 said they'd be free there
    - it already costs $20 to get in).  A bargain. Spectrum Holobyte will
    be developing software (more virtual worlds), and it won't all be
    violence and gore.
 
    I wonder what kind of a load these things put on the net?  You can only
    fire one shot every three seconds, and the bullets travel like thrown
    rocks, so presumably each computer can keep its own track of all the
    bullets and players, which would reduce the traffic.  So, could ISDN
    handle it?  Can I have one at my house?
 
    I apologize for not bringing home a brochure to post from.  The ones
    I've seen don't say Amiga anywhere on them.  (But when they reboot a
    machine, there's WB 2.0, loud and clear.)
 
    Check it out if you get the opportunity.  It's worth the wait!
 
    Do these systems in fact run off Amiga 3000s?  I know that the  
    Battletech centers use Amigas to drive their secondary displays.  If W  
    Industries is using Amigas, then is there any connection between this
    game   and the Battletech Center?
 
    Thanks.
                Jay Dugger
                [email protected]
    
From: [email protected] (Eric Dietiker)
Newsgroups: comp.sys.amiga.misc
Subject: Re: Amigas in commercial virtual reality!
Date: 17 Dec 91 19:37:24 GMT
Organization: FXD/Telerate, Mountain View, CA
Lines: 20
 
    I have to correct a little misinformation I gave.  I thought, a bit
    naively as it turns out, that the Amiga handled all the work, including
    the graphics. When I mentioned this to a co-worker he laughed
    contemptuously and said, "Obviously you haven't been following the
    discussion on sci.virtual-worlds."
 
    There I found a wonderful article by Chris Hand ([email protected]),
    called "Report on presentation by W Industries."  The following bit of
    info is extracted from that report.
 
    "The computer -- actually an Amiga 3000 motherboard -- handles tracking
    of sensors, sound and music (from samples).  Rendering of graphical
    images is performed by two custom graphics boards (one per eye), using 
    TMS 34020/082 at 40Mflops.  Mr Rowley told us that the unit could
    render a maximum of 30,000 polygons/s at 20 screen updates per second."
 
Eric.
--
Eric Dietiker        ...!ames!fxgrp!eric    [email protected]
FXD/Telerate, Mountain View, CA     (415) 961-3303 x209
T.RTitleUserPersonal
Name
DateLines
5291.1Report from St. LouisKALI::PLOUFFOwns that third brand computerThu Dec 19 1991 15:5645
    From: [email protected] (Christopher Scott Macri)
    Newsgroups: sci.virtual-worlds
    Subject: W Industries Introduction to North America, a personal report.
    Date: 14 Dec 91 18:29:30 GMT
    
    Hi Bob,
 
    I hope you remember me, I am the overzealous undergrad from  Washington
    University in St. Louis who asked you a few months ago to come to the
    HIT Lab and look at VR up-close. Luckilly for me,    situations have
    changed since then. As luck would have it, the American Licence holder
    for the W Industries VR system is Horizon Entertainment, a division of
    Edison Brothers, headquartered in downtown Saint Louis. 
 
    I knew about the aquisition of the units months before but was  told to
    keep quiet on sci.v-w until it was formally introduced, which      
    occured about one month ago. From what I read on the newsgroup, It
    seems that the cat is out of the bag. I would now be happy to tell the
    newsgroup what I know and make myself available for futher information.
    Feel free to post this letter on the newsgroup.
 
    The units are called "Virtuality". If anyone saw the ABC "PrimeTime"
    segment a few months ago, the W Industries units are similar to the
    ones that were brought here (a sit-down unit, with two pedals, a
    steering wheel, an up-down joystick with a button, and an adjustible
    HMD). The software is variable, the game that I played was where I was
    a biped robot and I tried to blast my biped adversary (another player)
    within a square playing field. The other games available is "Laser
    Storm", which is the game that they  showed on "PrimeTime", and a
    driving game. The illusion was complete and  I would have played all
    day, if there weren't kids lined up around the       corner waiting to
    pay $3.00 for a 4 minute experience. Marketing surveys so far are very
    promising for all age groups and plans to put the units in bars (like
    Dave &  Busters and American Sprorts Grills). Hopefully, people won't
    be too drunk when they play, the experience is so convincing  that
    robot bipeds my lose their lunch when they are flying!
 
    I think the units sell for $65,000 but leasing is an option. If anybody
    requests further information, please don't hesitate to contact me.
 
    Sincerely,
 
    Chris Macri
    [email protected]
    (314)-863-2693  
5291.2Report from BritainKALI::PLOUFFOwns that third brand computerThu Dec 19 1991 15:56490
From: [email protected] (Chris Hand)
Newsgroups: sci.virtual-worlds
Subject: W Industries: A Report from Britain
Date: 14 Nov 91 15:24:17 GMT
 
 
                 Report on presentation by W Industries. 
               Leicester Polytechnic Branch Meeting of the  
               British Computer Society, 9th October 1991 
 
 
               Chris Hand, Department of Computing Science 
                   Leicester Polytechnic, Leicester, UK 
                             [email protected] 
 
                          (c) Chris Hand, 1991 
 
    Introduction 
 
    On October 9th 1991 Leicester Polytechnic was visited by two 
    representatives of W Industries, one of  the major forces in the UK's 
    rapidly growing Virtual Reality industry.  The talk was presented by  
    Terry  Rowley, Simulation Director of W Industries.  Also present was 
    Sales Executive Chris Yewdall who  answered some questions and ran the 
    demonstration at  the end of the presentation.  
 
 
    A Definition of Virtual Reality 
 
    Terry Rowley began the presentation by talking about our senses and 
    how we use them to interact with our immediate environment. 
 
    He followed this with a definition of VR as being the substitution of 
    sensory inputs.  He added that  this must be coherent to avoid 
    sickness.  The substitution of sensory inputs may be performed in  
    many ways;  visually, film or video are familiar media, while through 
    sound, the use of headphones   to create a sound image in space is 
    common. 
 
    Technology has also become available to provide input to the sense of  
    touch, through pneumatic   tactile gloves and force-feedback 
    techniques (eg. the steering wheel on a driving simulator).  Some 
    difficulties arise with the sense of touch, however.  For example how 
    do we simulate the  feeling of wetness when dipping our fingers into 
    virtual water.  The simulation of temperature is also a problem: how 
    do we make the temperature of the simulated water feel right? 
 
    Other senses are altogether more problematic.  Simulation of smells, 
    although quite possible, is difficult in an interactive environment 
    due to the need to dispose of smells that are no longer applicable in 
    the current situation.  More research needs to be done on smell - for 
    example discovering the Primary Elements of smell (analogous to Red, 
    Green and Blue in light) to allow us to create any smell necessary. 
 
    The sense of taste may also be hard to simulate, but even so: since  we
    usually swallow what we taste, would we actually want to taste a 
    virtual object?  
 
 
    History 
 
    Mr Rowley then went on to discuss some of the history of VR, and his 
    experiences with simulation technology. 
 
    He lead us from the early experiments with stereo film, wide-angle 
    screens, 3D glasses (and associated headaches - literally) to the 
    development of  Flight Simulators, in which he played a part during 
    his work at Marconi Radar Systems Ltd, England.  
 
    A range of visual simulation techniques were described, from using 
    film and anamorphic lenses to the use of a video camera suspended  over
    a model landscape.  This latter approach was very expensive to  make, 
    and had its problems in the fact that when the camera moved  nearer to
    the model the end-user's image became out of focus, whereas  in reality
    closer proximity results in greater clarity.  Other  problems with
    depth of field and the model landscapes melting under  strong lights or
    being gouged out by mis-navigated cameras meant that  this approach was
    costly and inconvenient. 
 
    Simulation techniques benefitted from the advent of computer generated 
    images, although in the earlier days these were of low resolution.   Mr
    Rowley showed slides of early military trainers that compromised  by
    providing simple silhouettes of aircraft rather than attempting to 
    display detailed images. 
 
    When increased computer power arrived in the 1970's and 80's, colour, 
    shading and texture became possible in real time.  In the 70's a  
    simulation system developed by Marconi (in Leicester) was capable of 
    rendering 5000 textured polygons/s in real time at a rate of 50Hz.  A 
    video clip taken directly from such a system showed a harrier jet  
    performing vertical take off, before disappearing smoothly into the 
    distance.  Such a system cost between 2 and 20 million pounds. 
 
    Mr Rowley pointed out that although these simulations were only 
    available to a few, it was during this time that much of the 
    groundwork was laid down and techniques developed that would be used 
    later. 
 
    Moving on to more recent times, we were told how such devices as the 
    TMS 34010/20 40Mflops graphics co-processor can be used to create 
    images at high speed, and how LCD colour screens can be used for 
    head-mounted displays (for example VPL eyephones and W Industries 
    headset).  Since such devices were capable of being mass-produced,  the
    result can be a large saving in the potential cost of realistic 
    simulation systems. 
 
 
    The Rise of W Industries 
 
    Terry Rowley next turned his attention to the history of the company 
    of which he is Simulation Director: W Industries of Leicester, UK. 
 
    The early work was due to Jonathan Waldern at Leicester Polytechnic, 
    who worked there with Professor Edmonds in the HCI research unit 
    (which later moved to Loughborough University). 
 
    A video clip from an early 80's episode of the BBC TV programme 
    "Tomorrow's World" showed some of the early work of Dr Waldern.  The 
    "Roaming Caterpillar" (as it was known) was shown being used by 
    presenter Maggie Philbin to examine a virtual room.  The display was  a
    large B/W monitor with handles on each side, supported by a  flexible
    arm on castors covered by a concertina of rubber (the  "caterpillar").
    The image displayed was a wire-frame view of the  "contents" of the
    (actually empty) room. The location of the monitor  was sensed by 3
    fixed speakers emitting audible clicks in a fixed  sequence, with the
    time taken to reach microphones being used to  calculate the distance. 
    It was also possible to detect the position  of the user's fingers by
    wearing tubes on them, with microphones and  wires attached to a
    control unit. By pinching her fingers together in  the right place, the
    presenter picked up the receiver of a virtual  telephone and left it
    suspended in space.  
 
    A stereoscopic view of the room was also possible by wearing a  head-
    mounted visor with a rotating shutter, a separate image being 
    presented to each eye on alternate frames of the video image. 
 
    Although slow at the time, this system allowed further 
    experimentation.  
 
    John Waldern was joined by Al Humrich - another colleague with
    expertise in graphics - and then Richard Holmes (an ex-Rolls Royce
    employee) and   Terry Rowley from Marconi. These four decided to put
    their money  where their mouths were, and in October 1987 founded W
    Industries. 
 
    Although the four had to start by constructing equipment in their 
    garages, by January 1989 they acquired and moved into their own 
    premises. They started with a head-mounted display, tethered at the 
    top, with handles on a small screen (LCD?).  This version didn't get 
    very far off the drawing board.   
 
    Their second HMD, another tethered system, was known as the  "giraffe". 
    This featured mechanical 2D head-tracking.  Some games  were written
    that used the device.  Mr Rowley showed a slide  featuring a white
    plastic unit, not entirely unlike a giraffe (!),  with the wearer
    reaching out into virtual space (despite the lack of  a hand-tracking
    device).  The legend on the side of the arm read   "W Industries 3d
    vids". 
 
    The fourth device to be built was much slimmer, featuring a magnetic 
    head-tracker and twin LCD screens.  It is of interest to note that  the
    head-mounted part of the device allowed for adjustment of inter-
    occular spacing.  At the time it was thought that the correct 
    adjustment of this distance to suit each viewer would be vital to the 
    stereoscopic effect.  Mr Rowley pointed out that it was later found 
    not to be so important, as long as the exit pupil of the optics was 
    made large enough. 
 
    The fifth head-mounted display/tracker is the current W industries 
    system as seen in many a smoke-filled publicity photograph (see later 
    for details).  
 
    In early 1989 W Industries received an award for "best emerging 
    technology" which brought a prize of GBP20,000 and, just as important, 
    a good deal of publicity.  They were approached by a large leisure 
    firm who bought 75% of their equity.  This gave the leisure firm 
    majority control, but the resulting input of 1 million pounds was 
    greatly needed.  
 
    In November 1990 the "Stand-Up" unit was launched at the Computer 
    Graphics 90 exhibition staged at London's Alexandra Palace.  At the 
    same time the parent company went into liquidation, but fortunately W 
    Industries had been sold just prior to this to another company, which 
    also owns the Wembley Stadium in London. 
 
    The "Sit-Down" unit was launched, at Wembley, in March 1991.  With 
    ever-gathering momentum, WI moved into their own premises of 22,000 
    square feet in an industrial park in Leicester in May 1991.  These 
    premises are still only partly occupied and are currently used for 
    development, assembly and testing of the units, known as  "Virtuality". 
 
 
    Inside the Virtuality System 
 
    The system comprises a User Interface (sensors, headset etc.), Host 
    Computer, Software and Console. 
 
    * User Interface 
    
    The key element of the user interface is the visor (or  "visette"). 
    This contains a sensor for 3-dimensional head  tracking, along with the
    colour TFT LCD screens which create  the stereo image.  The inputs to
    the screens are simply RGB  signals created by the graphics boards. 
    The screens provide a  resolution of 276 horizontal by 376 vertical
    pixels, with the  graininess of the image created being removed using a
    "spacial  convolver".  
  
    The screens are actually mounted on the sides of the user's  head, to
    avoid making the visor front-heavy (balancing of the  unit being very
    important since it has to be able to be used in  a Video Arcade
    environment: safety of users when moving the  head quickly from side to
    side is paramount).  This side- mounting technique means that the
    optical path has to be  folded, with the image passing through a
    collimating lens. 
  
    The headset also has a built-in microphone and quadraphonic  sound with
    2 speakers on each side of the head.  The sound  image in space is
    "vectored" by the host computer. 
 
    A headband is provided which is adjustable to allow the user to  fix
    the position of the unit relative to the top of the head,  to create
    the stereo graphical image correctly.  
 
    A clamp pulls down and fixes the unit on the head at the back:  no
    chin-strap is used for safety. The visor can be quickly  released in an
    emergency by simply tapping on the clamping bar.   This unit will,
    apparently, fit 90% of users. 
 
    With the possibility of 200 people per day using the visor,  hygiene is
    an important factor.  Bacteria, fungus and livestock  (eg. head lice)
    could all be a problem.  The Glass-reinforced  plastic headset unit is
    supplied with hygienic paper "wipes"  which can be used to clean it
    between users.  During health and  safety testing, the headset unit had
    passed non-transmission  tests with many bacteria and virii, including
    HIV.  When not in  use, the visor rests on a plastic "head" built onto
    the main  unit.  
  
    * Host Computer 
    
    Known as "Expality", this is a custom unit with a CD-ROM drive  and
    floppy disk.  Currently the CD-ROM contains only sound-effects and
    background scenes, while the floppy disks are used to transport the
    games software.
 
    Currently the CD-ROM contains 5 games; a  purchaser of the games unit
    must buy a separate key-disk for  each program they wish to run.  
 
    The computer -- actually an Amiga 3000 motherboard -- handles  tracking
    of sensors, sound and music (from samples).  Rendering  of graphical
    images is performed by two custom graphics boards  (one per eye), using 
    TMS 34020/082 at 40Mflops.  Mr Rowley  told us that the unit could
    render a maximum of 30,000  polygons/s at 20 screen updates per second. 
 
    * Console 
    
    This is simply a glass-reinforced plastic shell that protects  the user
    and the electronics from each other.  The driving game  shell looks
    like a car (it has a lift-up lid like a car bonnet  giving access to
    hardware). The stand-up unit has a cushioned  "bench" (the electronics
    are underneath) on which one sits to  strap on the visor/electronics. 
    A small unit carrying cabling  is tied round the waist and fits in the
    small of the back.  The  cables carry video and sensor signals to and
    from the headset. 
 
    * Software 
    
    W Industries call their programs "virtual experiences".  These  are
    developed on desktop workstations using the same hardware as  found in
    the virtuality unit itself.  The specification of each  game is
    reviewed by "Games Consultants".  The specification and  creation of
    these experiences includes 
 
        - Considering vehicle dynamics 
        - Network interaction (for team games) 
        - Creation of scenery and images (models are digitized 
          with video cameras from many angles) 
        - The roles and behaviour of "Actors", which may be 
          computer-generated or other players. 
 
    The software must have start/finish sequences to instruct a  (probably
    naive) user how to put on/take off headset etc. 
 
    Mr Rowley commented further on the developing VR market, suggesting 
    that the stand-up units would be suitable for CAD as well as 
    entertainment, although he doubted the present resolution would be 
    adequate for virtual medical surgery.  We were told that the stand-up 
    units are being sold to those educational and research institutions 
    that can afford them.  Furthermore, not much "real competition"  exists
    in this area since, according to Mr Rowley, WI had the first  real
    custom-made VR units on the market. 
 
    Next we were shown a WI promotional video.  Proclaiming "10 years of 
    development towards Virtual Reality", the video featured clips of two 
    women using sit-down units (with joy-sticks), followed by a 
    demonstration of the stand-up units by two males. 
 
    Other clips showed the data glove and "force feedback" glove being 
    used for Desktop CAD (ie. non-immersed).  Both these gloves can be 
    worn on the same hand simultaneously. 
 
    After some more nebulous promises about the "possibilities of Virtual 
    Reality", the video ended with the remark that W Industries' offering 
    represented a "Production VR system at PC prices".   
 
    In (non-virtual) reality, these prices turn out to be from GBP17,500.  
    A stand-up R&D system with full stereo and touch-glove would cost 
    GBP40,000. 
 
    When the video had ended, questions were taken.   
 
 
Questions and Answers 
 
Q.      Criticism that the present software (eg. driving game) 
        doesn't encourage the user to "look around" and so make 
        good use of 360 degree environment. 
A.      It was admitted that this was true to an extent, but a new 
        game due at the end of October 91 was mentioned.  This 
        features a  30-ft high slow-moving robot biped.  The user 
        controls this using a steering wheel and foot-pedals.  
        Other (networked) users can be shot using head-guided 
        laser beams.  We were told that this actively encourages 
        head-movement when tracking prey and when avoiding 
        ambushes.  But essentially these games are market-driven, 
        so if the users (or arcade owners) want a driving game, 
        they get one.  It was also mentioned that a hang-gliding 
        simulator was produced for the promotion of a new after-
        shave.  This encouraged looking around since more time is 
        available than in a high-speed racing game. 
 
Q.      What is the development time of the games software?  How 
        long to develop an application from scratch? 
A.      Utility software can be bought from WI for fast 
        development of a virtual environment. The general rate of 
        progress is very fast.  It was admitted that while a 
        Flight Simulator program had been written in 10 days, it 
        then required several months to get it "polished".  The 
        new Walker game was said to have taken around 2 months 
        from start of writing to reach the alpha version being 
        shipped to sample customers.   The final version would be 
        released 4 weeks after that. 
 
        The cost of a "custom experience" was put at GBP6-10,000.  
        An example is the hang-glider simulator created for the 
        after-shave company.  Routines were developed for the 
        simulation of seagulls that fly around the hang-glider 
        when the user reaches the sea.  It was pointed out that 
        this code can then be re-used -- the seagull routines were 
        later used in a modified form to create a Pterodactyl! 
 
Q.      What languages are used for software development? 
A.      There exists a high level "virtuality graphics system" 
        (actually libraries) used in-house.  Development takes 
        place in "C" or Amiga assembler.  
 
Q.      Has a new hardware base been considered? 
A.      Maybe. WI are looking at something that would allow a 
        possible increase in power of a factor of 10-100. 
 
Q.      Would this use custom hardware? 
A.      No -- it's cheaper to develop products using off-the-shelf 
        hardware. 
 
Q.      What is the time delay between user movement and display 
        update? 
A.      The electromagnetic tracker operates at 30 - 120MHz.  Any 
        delay is mostly due to the graphics chip (a 25MHz device 
        (?) using   a 33MHz clock).  Lag is 60 or 70ms.   
        Mr Rowley admits that one has to compromise over the 
        limitations of hardware in some situations. 
 
Q.      What compatibility is there with existing CAD systems?  
A.      A DXF file transfer facility is available.  
 
 
Q.      How many systems are being used in non-leisure 
        applications? 
A.      One organisation in France intends to use WI units with 
        Silicon Graphics workstations for computer-generated 
        puppetry.  In Italy systems are being used for the 
        rehabilitation of children after hand surgery, using 
        datagloves.  Another unit is being used by the University 
        of Delft in the Netherlands. 
 
Q.      Will a cheap "home version" be available? 
A.      Moves are afoot to run a version off a home computer.  W 
        Industries are "looking into it" 
 
    Demonstration 
 
    For the last 50 minutes of the evening Chris Yewdall supervised use of 
    the "stand-up" games unit they had brought along.  The rush to "have  a
    go" was overwhelming to say the least, and with the length of each 
    game being 3 minutes (this is hard-wired into the code!), progress 
    seemed slow.  While waiting, the eager crowd had chance to chat 
    further with Mr Yewdall.  
 
    WI apparently have a non-disclosure agreement with "a chip-set 
    manufacturer" regarding some new graphics chips to be used in the 
    future.  Yewdall said that WI were the first to put a TMS34020 in "a 
    product" and as such "ended up doing a lot of debugging" for TMS. 
 
    Mr Yewdall also said that WI are working closely with Matsushita who 
    supply the LCD screens: better resolution displays could be easily 
    substituted since the whole visor is a modular design, with the edge 
    connectors allowing quick replacement of devices. 
 
 
    Impressions 
 
    Due to lack of time I only had chance to use the head-unit briefly. 
    The colour and rendering seemed fairly smooth, with the frame rate 
    being quite adequate.  The main disappointment was the field of view: 
    at only 70 degrees the unit gives a feeling of looking down a tube.  
    Apparently the field of view is limited to 70 degrees by the 
    combination of screens and optics used: spreading the image any wider 
    would distort the image unacceptably.  
 
 
    Game Description 
 
    Several games have been introduced by WI for use with their sit-down 
    units in video arcades: these include a flight simulator and a  driving
    game.  The unit demonstrated after the presentation -- a  stand-up
    system including a "free" joy-stick -- can also be used for  games. 
    One of these is described below. 
 
    Having donned the visor and pressed both the joy-stick's trigger 
    buttons the game starts with one of its many digital samples: "Time  to
    Die" from Blade Runner.  The user "walks" (actually moves using  the
    joy-stick: not actually walking) around the play area, which is a  set
    of grey platforms suspended in outer space -- a suitable  background of
    stars is provided.  Staircases join lower platforms to  higher ones.   
 
    Looking at the joy-stick through the visor it appears as a gun. 
    Extending one's arm shows a virtual arm rendered in bright pink 
    polygons.  To add a competitive element, the platforms are patrolled 
    by a lean gun-slinger (looking like a renegade from the Dire Straits 
    "Money for nothing" video) who walks by and suddenly turns to shoot, 
    spinning and bending his knees as he fires.  Fortunately the bullet 
    moves slow enough to be able to avoid it, eg. by ducking. Standing on  
    one of the yellow triangles found at edge of a platform is equivalent 
    to calling the elevator: a tray hovers over from a nearby platform 
    making a PING sound when it arrives.  Walking onto the tray causes it 
    to return to its platform, taking the user with it. 
 
    The idea is to shoot the gun-slingers before they get you.  To add 
    further complication to this otherwise undemanding task, a more 
    sinister enemy awaits.  After firing 9 shots of the gun a ghoulish 
    voice announces: "Birdy's hungry!".  After the 10th shot, a large 
    green pterodactyl ("Birdy") flies overhead -- accompanied by wing-
    beating sounds -- and tries to grab the player.  If Birdy is shot at 
    the last minute at close range you will be successful.  Otherwise you 
    can expect to be picked up in Birdy's talons, carried to a virtual 
    height of 200ft above the platform and dropped on your head.  When 
    this happens, users see themselves falling from a third person's 
    viewpoint.  An interesting point about all WI games is that due to 
    worries about the psychological effects of "being killed" virtually  in
    the game, the user is taken to an out-of-body viewpoint to remind  them
    that they are not really there.  For example when a car crashes  in the
    driving game, the driver flies up in the air looking down at  the
    wreck.  They can then see the car piecing itself back together  before
    finally being flown back down into the driving seat to start  again. 
 
 
    Conclusions 
 
    An interesting and thought-provoking evening for all concerned.  A 
    testament to the amount of interest in this area is that a larger 
    venue had to be found at short notice to accomodate the number of 
    people attending.  It was evident during the presentation that this 
    industry is still at the embryonic stage, and that advances in 
    technology will soon bring usable VR systems within the grasp of many 
    of those who currently find the cost prohibitive.  By placing their 
    initial emphasis on entertainment-oriented mass-produced units, W 
    Industries will be one of the companies responsible for bringing VR  to
    the people. 
 
 
 
 
    ---- 
    My thanks go to Terry Rowley and Al Humrich of W Industries for
    ensuring that the information presented here is correct.
    
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Chris Hand, Lecturer           INTERNET: cph%[email protected]  
Dept of Computing Science         JANET: [email protected]
Leicester Polytechnic, LEICESTER, UK LE1 9BH      TEL: +44 533 551551 x8476