From: mbernat@gel.ulaval.ca (Marc Bernatchez) Subject: Re: INDUSTRY: Successful VR Apps Date: Tue, 03 Dec 96 15:37:12 GMT Organization: Laval University >My question: Does anybody really use VR for real work? >In other words, I'm interested in hearing what people consider >examples of "Successful VR applications". Specifically, I am looking >for examples of applications that have been implemented in a virtual >environment that have demonstrated some measure of success >(commercial, solved a problem that couldn't be solved otherwise, etc). > <...deletion...> > - Architectural walkthrough (such as the work here at UNC) > - Phobia treatment via exposure therapy (like the work at Georgia Tech) > - Scientific visualization (NASA's virtual windtunnel, UNC's > nanomanipulator project) > - Marketing (virtual showrooms) Yes, there are some very successful applications in these branches of development. Especially the ones at NASA. I don't know if the wind tunnel is commercially used but it's well done. Yet a best example of success, their desktop VR system they used to fix the Hubble telescope. It really saved the day. They had forgot a flaw in the design and found it soon enough with the VR simulation. Without it, they could have shipped a flawed fixing apparatus to the sky and find the problem only when swapping the mirror elements on the telescope...hard to begin fixing such precision devices with the astronaut suit! There is also the design of the 777 Boeing plane that was built a bit every where on the planet by separate teams... their only link was a CAD/pseudo-VR(don't know how much VR it was) system that let them virtually put it all in one piece all along the development time. Car manufacturer uses VR to build virtual prototypes of the car body to test the ergonomics and visibility inside the car by example. A prototype may cost several 100 000$. It's always fun to be able to build over 10 prototypes and iterate until you aren't satisfied by the design. In VR, it doesn't cost that much each time. They only build the final prototype car body (the final mould). I'll add my own VR system to the list even if it's not as major as these above. We have realized a VR simulation (desktop based also) that let engineer walk in a lab room where they can experiment on a VR representation of a real lab setup. They can do the same manipulations, setting parameters on the instruments (scopes, waveform generator and so on). I'm sure Linda Jacobson can add to the list if she read this ;-) >I'm most interested in hearing about immersive virtual environment >applications using head-mounted displays or Booms (my personal bias), >but I'd also be interested in hearing about "Cave" and "fishtank VR" >type applications as well. These technologies are still much in labs development. Most major successful VR system aren't using these fancy visualization method yet. The CAVE may be used a bit though. Most current successful VR systems are desktop based. Some may use HMDs but in a limited way (depending if the visual resolution is important or not in the application... and it usualy is). >In forming your response please indicate how much you think the >"success" of the application is due to being in a virtual environment >(immersion, direct manipulation, etc.) and how much is just due to >real-time interactive graphics (i.e. it would have worked just as well >sitting in front of a conventional computer monitor, forget all the >fancy tracking, displays, and input devices). Also, what is keeping >the "near misses" from being "direct hits"? Cost? Quality of the >technology? Wrong applications? For the Hubble repair...definite yes, the VR part of the system was necessary and saved a lot of money. For the 777, the VR part was also pretty necessary. Try to build a jumbo jet class airplane with an under the millimeter precision given you have spread teams all over the planet working on their side. The VR side of it is helping a lot car manufacturer in their design. They can fly through the car before it's been concretely made and "see" what it will be like to be in this given car. Our own system is still in development but we have already got good comments about it. It has been found to be easier to do complex lab manipulation in that VR environment than in the real life lab setup. The VR GUI I have designed also greatly help people interact in such worlds. An other benefit of such a VR lab is that you can actually provide more content than in the real life situation. I can show dynamically updated theoretical graphs along with the rest of the lab setup. In VR it's no problem, I can make that graph float in air above an instrument...I couldn't with the real thing. So you see, there is a lot more done with VR than we think. It's still very young as a technology or science even, but it's coming with giant steps. The 3D accelerator cards and other such technologies are entering the mass market arena and it won't be long before we can build VR system that are efficient and cheap. Later Marc Bernatchez | E-mail: mbernat@gel.ulaval.ca C.O.P.L. (local plt-00307) |============================================ Dep. Genie electrique | http://www.gel.ulaval.ca/~mbernat Universite LAVAL | http://www.imaginative.com/VResources Quebec, Canada |============================================ G1K 7P4 | Virtual Reality is the future of computers ==========================================================================