From: John Wann Subject: Re: TECH: Sega HMD info Bernie Roehl cross-posted (from Allan Pratt) > Today (8/30/93) I experienced the Sega Genesis VR game. It > was in the context of a test conducted by Stanford Research > Institute (SRI) for Sega. It was great to hear that someone has actually seen this mythical head-mount. But now I would stress some caution on the interpretation of data about its (visual) performance. It is not the case that HMDs cause visual stress, but this may be produced through a combination of an HMD's physical characteristics and what is then displayed on the screens. If, as reported in this "peek", the software merely presents a typical battle-zone game in far-space where "The distance effects were never very convincing or useful", then we would predict that there may only be very minor stress placed on the visual system. - So the SRI testing may come up with null results (e.g. nothing much happens to vision). This does not mean, however, that such HMDs are safe for unrestricted home use. If an "asteroid" game is then released, where you steer through a maelstrom with chunks of virtual rock whizzing past your ears then the stress placed on the vergence system may be considerable (e.g. accommodation vs disparity cues). Hence any testing should not be based on what software is currently available, but through the full range of virtual space that it is possible to reproduce. If problems are observed it may then be possible to limit these by limiting the degree of disparity produced conflict in any future software development. These comments also apply to the effects of tracker lags. If the device has inherent lags in its peripherals, it is necessary to anticipate, or find sensible limits on the use of head motion in more advanced games. John Wann Edinburgh VR Project