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Subject: Kahaner Report: Virtual Reality & Software Technology, 8/94 Singapore
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  [Dr. David Kahaner is a numerical analyst on sabbatical to the 
   Office of Naval Research-Asia (ONR Asia) in Tokyo from NIST.  The 
   following is the professional opinion of David Kahaner and in no 
   way has the blessing of the US Government or any agency of it.  All 
   information is dated and of limited life time.  This disclaimer should 
   be noted on ANY attribution.]

  [Copies of previous reports written by Kahaner can be obtained using
   anonymous FTP from host cs.arizona.edu, directory japan/kahaner.reports.]

From: 
 Dr. David K. Kahaner
 US Office of Naval Research Asia
 (From outside US):  23-17, 7-chome, Roppongi, Minato-ku, Tokyo 106 Japan
 (From within  US):  Unit 45002, APO AP 96337-0007
  Tel: +81 3 3401-8924, Fax: +81 3 3403-9670
  Email: kahaner@cs.titech.ac.jp
Re: Virtual Reality & Software Technology, 8/94 Singapore
10/04/04 (MM/DD/YY)
This file is named "vrst.94"

ABSTRACT. Summary of the conference, Virtual Reality & Software
Technology (VRST'94), held at the Institute for Systems Science (ISS),
Singapore, 22-26 August 1994, is presented. This report contains text
and general comments on the conference. An accompanying report
(vrst-abs.94) contains abstracts of the papers that were presented.

This report was prepared jointly with Dr. Thomas Davis of the USAROSR
Tokyo office (Email: daviste@emh.yokota.af.mil). I am also grateful for
comments from Dr. Tim Poston at ISS (Email: tim@iss.nus.sg) and Dr Hugh
L. Applewhite of Piltdown Inc, (Email: hugha@teleport.com), which have
been included.

Virtual Reality Software and Technology '94

Event Organization and Background.

Virtual Reality Software and Technology '94 (VRST '94), which is
intended as the first in a series of annual VR conferences, was
conducted at the Institute of Systems Science (ISS) of the National
University of Singapore on 23-26 August, 1994. VRST '94 was co-sponsored
by ISS and the Association for Computing Machinery's Special Interest
Group for Computer-Human Interaction (ACM/SIGCHI). The General Chair for
the conference was Dr. Juzar Motiwalla, Director ISS. His contact
information, along with that of Dr. Steve Feiner from Columbia
University, who served as co-chair of the Program Committee, appears
below.

        Dr. Juzar Motiwalla
        Director, Institute of Systems Science
        National University of Singapore 
        Heng Mui Keng Terrace,  Kent Ridge, Singapore 0511
         Tel: +65 772-2075; Fax: +65 775-0938
         Email: JUZAR@ISS.NUS.SG

        Dr. Steve Feiner 
        Associate Professor, Department of Computer Science
        Columbia University, New York, NY 10027
         Tel: (212) 939-7083
         Email: FEINER@CS.COLUMBIA.EDU


The VRST '94 technical program is summarized below. As noted there, the
first day of the event (Tuesday morning, 23 August) was devoted to a
collection of parallel tutorial sessions. The primary conference
technical program began the following morning (Wednesday, 24 August)
with the program co-chair opening remarks, guest speech and keynote
address. The remainder of the conference technical program consisted of
paper, demonstration/video and panel sessions. Abstracts of all
presented papers are also attached along with as author contact
information.  For copies of papers contact the authors directly or Dr
Motiwalla at ISS. A Proceedings of the conference was published by
     
    World Scientific Publishing
    PO Box 128, Farrer Road, Singapore 9128
      ISBN 981-02-1867-2
   (G.Singh, S.Feiner, D.Thalmann, ed)

About 120 conference registrants distributed as follows.
      Singapore      67
      Japan          11
      USA             9
      UK              7
      Germany         5
      Korea           4
      Sweden          2
      Canada          2
      India           2
      Netherlands     1
      Switzerland     1
      Belgium         1
      Thailand        1
      Spain           1
      Austria         1
      
Participation would have been greater, but a large IEEE conference was
also being held in Singapore at the same time.

As noted above, VRST '94 is intended as the first in a series of annual 
virtual reality workshops. During the opening session, Tokyo and 
Switzerland were announced as the venues for VRST '95 and VRST '96 
respectively, however no specific dates were established for either 
event.  

>From Dr Hugh L. Applewhite...
Piltdown, Inc.
4470 SW Hall Blvd, M/S 154
Beaverton, OR 97005 USA   
  Tel: 503.641.8575, Email: hugha@teleport.com

In general, it was a productive meeting.  There were enough people 
representing sufficiently diverse areas that it wasn't three days of 
esoterica, but rather a general sweep across the set of VR disciplines.  
And there were experts in most of the areas, so that it didn't turn into 
a 'wouldn't it be nice if ...' gabfest, unburdened by any facts or 
figures.  A nice balance, I think.  

Position tracking, a subject of perennial complaint, played a minor role.  
The practical reason for this is that most VR applications have been 
designed to take place within quite restricted working volumes.  Short 
cables and interaction metaphors such as walk-in-place (Slater, Usoh & 
Steed) and hand gestures (Wexelblat; Quek) ensure that existing magnetic 
and ultrasonic trackers are adequate to the task.  Nevertheless, many 
participants wistfully looked forward to the development of more capable 
large-volume trackers.  

Particularly interesting was the widespread agreement between both 
application developers and tracker designers that the 'ultimate' tracker 
is a combination of a short-range, accurate technique (e.g.  ultrasonic) 
and a large-volume, untethered system (inertial).  Two tracker designers 
presented systems: E. Foxlin *showed* a relatively small (7 cm cube) that 
is light enough for head tracking.  H. Applewhite presented a new 
ultrasonic phase coherent approach that promises absolute positioning as 
well as high data rates.  


>From Prof Timothy Poston....
Institute of Systems Science
National University of Singapore
Heng Mui Keng Terrace, Kent Ridge, Singapore 0511
 Email: TIM@ISS.NUS.SG

As its title suggests, VR Software and Technology '94 was concentrated 
strongly on concrete work towards bringing out the goals of VR, rather 
than discussion of its psychological aspects.  Regrettably but 
unsurprisingly, this produced a heavy gender imbalance; of the two 
scheduled talks by women, the more technical (on a fuzzy logic analysis 
of human motion) was pre-empted by a honeymoon, and delivered by a male 
stand-in.  The other concerned schemata for interactive drama, in general 
as well as in VR.  

The other imbalance common in VR meetings, between Asia and the North 
Atlantic, was much better addressed by the siting of VRST'94 in 
Singapore.  About a third of the presentations (counting either by 
country of origin, or location of lab) were from Asia, in contrast to the 
very thin Asian presence common in US meetings in VR.  The single 
presentation of VR as an already-functioning element of commerce, in 
fact, was Nomura's talk on a kitchen (and now house) planning system.  A 
major point of interest there was the retreat from the use of a head 
mounted display, and even from stereo: the new system uses a curved semi-
surround screen, big enough that the problems of coexistence in a virtual 
space -- much discussed at the meeting -- can be solved simply by putting 
married potential customers together in the middle of it.  This lacks the 
futuristic appeal of the total-immersionist approaches suggested from 
experimental laboratories, but it will make serious money for Matsushita, 
in a practical context.  The same will not be true of head mounted 
immersion until the field of view is that of the archers who won the 
battle of Agincourt, rather than the narrow helmet slot of the French 
knights who lost it.  (Could there be a game here?  Jousting is the only 
sport where real vision is blinkered enough to be easily modelled in a 
1994 electronic helmet.) 

Much of the work presented involved particular 3D interfaces, but none 
addressed the general issues of 3D interface design; how should the 
choice of tools and actions be made clean, intuitive, and unfatiguing in 
long sessions?  It may be that through the current helmet slot, no 
interface can achieve this; at a conference that included a system for 
constructing behavioral circuits by walking yards between the nodes, it 
was easy to doubt that the VR community would yet recognize an interface 
that did.  

For me the most interesting talks were those that addressed the myriad 
technical problems of VR, whether matters that should be handled 
transparently (like tracking or collision detection, which the user only 
notices when they fail) or how very specific tasks in virtual space are 
being achieved -- the star here being Steve Bryson's boom-displayed 
virtual wind tunnel at NASA.  This uses resources that other participants 
can only dream of (Cray computation, a gigabyte of RAM, one Reality 
Engine per eye for the display...), pressing the envelope everywhere with 
tightly optimized code, and achieves results not possible without the 
virtual environment.  That must be the real test of VR; mere immersion in 
an unreal environment can be achieved far more cheaply by chemical means 
or anaerobic exercise.  "The point, however, is to change it." 

[Poston and colleagues' work on "reach in" VR technologies might be of 
particular interest in areas related to precision manufacturing. I felt 
that this was one of the more interesting original contributions from 
Singapore at this conference, DKK.] 


Technical Program Synopsis.

The VRST '94 technical program included a full day (Tuesday, 23 August)
devoted to virtual reality tutorial sessions. The tutorials were
conducted in parallel with one full day and four one half day programs.
The titles, instructors and durations of the tutorial sessions are
listed below. Tutorial number 2, titled Three Dimensional Graphics
Hardware, was cancelled at the conference site, but all others were
conducted as scheduled.

Tutorial 1 (Full Day): Introduction to Virtual Reality Design

Steve Bryson, NASA Ames, USA
Steven Feiner, Columbia University, USA
Tutorial 2 (Half Day): Three Dimensional Graphics Hardware (Cancelled)
Tai-cker Chiueh, State University of New York, Stony Brook, USA

Tutorial 3 (Half Day): dVise - Using the Virtual Design Environment(tm)
with your Existing CAD Models
Pierre duPont, Division Limited, UK

Tutorial 4 (Half Day): Geometrical Modeling and Animation for VR
Mark Green, University of Alberta, Canada

Tutorial 5 (Half Day): Graphical and Acoustical Rendering for VR
Peter Astheimer and Stephan Muller, Fraunhofer-Institute for
Computer Graphics, Germany

The full day tutorial, titled Introduction to Virtual Reality Design and
conducted by Bryson and Feiner, was a very comprehensive survey of the
field. It included sessions on interface technology, human factors,
performance issues, architectures and case studies. The emphasis
throught was on state of the art developments. The course handout
material consists of some 84 pages of viewgraph hardcopy (two per page).

The main conference program began on Wednesday morning, 24 August with an 
opening speech by Radm. Teo Chee Hean, Singapore Minister of State for 
Finance and Communications. Adm. Hean addressed the conference in the 
context of virtual reality as a component of Singapore's Information 
Technology national research and development objectives. He indicated 
that Singapore considers information technology to be a key to its long 
term competitiveness and intends to vigorously pursue international 
linkage opportunities such as VRST '94 in the future. The Minister cited 
several examples of the use of VR in Singapore, including architecural 
walkthroughs of the Performing Arts Center using WaveVisions, a product 
partially developed at the National Computer Board's Information 
Technology Institute and also via collaborations with ISS. He also cited 
use of VR at the Singapore General Hospital for  surgery preparation, at 
the Ministry of Defence and the Port of Singapore for training of 
military personnel and operations staff such as crane operators.  
Repeatedly, I have heard Singaporean speakers emphasize that the country 
cannot afford to devote its limited resources to opportunities that will 
not offer significant payback, and the Minister made the same comments 
here. He specifically mentioned five thrusts related to Information 
Technology R&D, and I have attached those remarks below.  

"First, anchor IT R&D to support IT2000. IT2000 is the IT response to the 
Government's vision articulated in "The Next Lap". IT2000 aims to 
transform Singapore into an Intelligent Island where IT is pervasively 
used in both businesses and homes. Business competitiveness would be 
greatly enhanced by IT and so will the quality of life enjoyed by every 
Singaporeen. IT R&D is important to help make this vision a reality.  
Many technological breakthroughs have already been made in laboratories 
worldwide. The challenge to bring forth a new generation of leading IT
applications and break this bottleneck from laboratories to real
applications must be made a priority. The IT2000 effort will offer
tremendous opportunities to experiment and use new technologies for
advanced applications.

"Second, focus on market driven IR R&D. IT R&D efforts must co-evolvewith 
application needs. There is increasing pressure favouring application 
driven R&D. The early experience of lead users of new R&D ideas can help 
guide and influence research direction and new product.innovation. In the 
IT2000 study carried out by the National ComputerBoard, over 60 strategic 
sector wide applications were identified to help support our nation 
building efforts. One example is CORENET to link the construction and real 
estate sector in Singapore. This collection of sector-wide driven 
applications can provide a good starting point for identifying impactful 
projects to spur national development. Apart from contributing to national 
competitiveness and better quality of life,these applications can also be 
resold and contribute to national wealth.

"Third, Intensify efforts to develop new competencies. Certain key
technologies may dominate the industry. When such critical technologies
are identified, new programs must be quickly developed to build up core
competencies in them. For example, the digital media revolution is
changing the IT Industry as we know it today. It is therefore imperative
that new initiatives are quickly implemented to build competency in
exploiting digital technologies. I am pleased to note that as a start, a
Singapore Digital Media Consortium, comprising four local companies,
namely, Aztech Systems, Creative Technology, IPC and iMedia Singapore,and 
three local research institutes, has already been formed to work on
upstream digital media R&D. Research collaborators will include the
renowned Media Lab from the Massachusetts Institute of Technology.

"Fourth, Invest In training. In atiticipation of the Industry needs for
the new digital media industry and information superhighways, more
preactive training must be developed and introduced. The tertiary
institutions must ensure that new graduates are equipped with the core
skills needed to support advanced IT innovations. Equally important, the
pool of existing IT professionals must be continually re-trained in new
technologies and be kept abreast of IT-developments worldwide.

"Finally, capltalize on international linkages. As a small nation, we do
not have the resources to effectively undertake all the IT R&Dchallenges 
identified. Therefore, we must work with intertiationalpartners and 
leverage on their capabilities and resources to helpsupport our IT 
aspirations. The collaboration with internationallyrenowned R&D centres 
would help transfer much needed skills andexpertise to the country. 
Singapore also adopts a liberal policy wheretalented individuals from 
abroad can easily settle here to participatein high value added 
activities.

"I am glad to note that the National Computer Board and the National
Science and Technology Board are working closely together to implement
these thrusts and create a vibrant IT R&D environment in Singapore. I am
told that discussions are already underway to implement many of the
initiatives identified.

"The implementation of the IT2000 master plan would generate many
opportunities for new technologies to be used. Virtual Realitytechnology 
is already making an impact here and I am sure the demand forit will 
continue to grow. To all VR evangelists who are attending thisconference, 
I hope that you will have useful discussions and find newways of using 
the technology meaningfully."

The next event on the conference agenda was the keynote address (an
abstract is attached below), delivered by Michael Deering from Sun
Microsystems. A central theme of his address was a concern that the VR
research communuity might allow expectations to exceed what can be
delivered. He noted that about a decade ago the Artifical Intelligence
community allowed something of the sort to happen to its discipline,
with adverse consequences. Other key points in his address were that (1)
successful commercialization of VR will require somethingh on the order
of a $10K system which provides about 1.5 times productivity improvement
at about 2hrs/day utilization and allows a 2 year capital recovery
period, and (2) that the VR research community needs to quickly answer
the question "What is the killer application?"

The remainder of the conference technical program was divided into a
series of paper, panel and demonstration/video sessions. Abstracts of
all presented papers, demonstrations/videos and panel session opening
remarks, collected by session title are available in the companion
report "vrst-abs.94".

------------------------------END OF REPORT------------------------------



