From: draperjv@ornl.gov (John V. Draper) Subject: Re: DESIGN: Definitions for Virtual Reality Systems Date: December 28, 1995 Tony, A worthwhile endeavor and an excellent start. Some comments follow. At 02:43 PM 12/27/95 +1100, Tony Healy wrote: > >Definitions for Virtual Reality Systems >======================================= >I distinguish three parts of a system - how we view something, what we are >viewing and how the resulting 2D imagery is presented to us. I seek to >include related systems, such as film, into this system of definitions to >help differentiate between them when required. At some point, the fourth part needs to be added: how we act in the synthetic environment. >Mirror World: > >A representation of an actual world, such as a patient undergoing surgery at >a remote location, presented in a telepresence system for the user to take >actions in. The mirror world will be slaved to the actual world, so that >actions the user takes in the mirror world will be executed in the actual >world. Mirror worlds include the worlds in telepresence systems only. Would this also include a 3D animation of a real world, constructed from integrating world models with real-time sensing? The previous definition seemed to give a sense of exclusivity vis a vis graphic animations. (On second reading, I don't think that the definitions contain this exclusivity; I leave the question in to see what you think about this.) >Depth simulation using perspective views: > >Creating the illusion of depth by correctly incorporating perspective in the >generated views of a scene. Most virtual reality systems do this. I think the use of "perspective" is too limiting. There are many mono-image cues to depth, including perspective, interposition, surface texture, etc. Perhaps "Depth simulation using single views" or "Depth simulation using mono-image views" would serve better. >Depth simulation using stereoscopic viewing: > >Creating the illusion of depth by correctly generating the different views >from the left and right eyes. Most virtual reality systems do this if they >are designed to be viewed using headsets. However if they weren't, then some >headsets will display the same image to the left and right eyes. I think "correctly" is too limiting because it implies matching inter-camera separation in the virtural world to the inter-ocular separation of the user. Hyperstereopsis may sometimes be used to enhance distance estimations, for example. >Stereoscopic viewing using single screen: > >Presenting left and right eye views by having the user wear glasses with >different filters in each eye, or by rapidly alternating views on the single >screen. This is not considered a powerful way of presenting stereoscopic >views, but needs to be defined to distinguish it from conventional >stereoscopic viewing. In what sense is this method less powerful than headsets? In what sense is it different? >Stereoscopic viewing using dual screens: > >Presenting left and right eye views, one each to a screen. This is the way >stereoscopic views are normally presented. Normally the two screens are >eyepieces in a headset. I think the references to what is "normal" imply a judgement. Perhaps you could say "frequently" instead. John Draper Oak Ridge National Laboratory