P.D. Quick


VR ware Beware:
VR at Siggraph




My mission at this years Siggraph '95 in Los Angeles

was to see the latest VR offerings. Of course, I went

with a great deal of enthusiasm and visions of fully

immersive, fully interactive, forced feedback VR sys-

tems dancing in my head. I had seen all of the film and

television depictions of VR. And I had seen all of the

media hype about VR these past few years. Now I was

finally going to see what was really out there.



For the most part, I was disappointed. I was expecting to

be wowed by the VR products and entertainment offered

at the conference, but I wasn't. There were a few standouts

in the crowd though, and these few products seemed even

more impressive when compared to the rest. But new products

were only part of the VR offering at Siggraph -- there were a

number of informative courses, papers and panels that

offered some insights into the potential for VR as well as the

pitfalls of this infant industry. Among the highlights were

products by Virtual I/O, The Vivid Group and Multigen Inc.,

research projects at Georgia Institute of Technology, the

University of North Carolina Chapel Hill, and discussions

concerning haptic devices, physical interfaces and their

necessity in virtual environments, and the physiological and

psychological side effects of VR on users.



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