VR Dirt and Other Stuff
It seemed like no matter which VR class, paper or
panel I attended, and I attended several of them, the
same issues kept coming up: Concerns about the
physiological and psychological effects of VR systems
on users, the need for more useful interfaces, and the
desire to provide more sensuous feedback to users.
In fact, all of these issues came up during the panel on
"A National Research Agenda for Virtual Reality: Report
by the National Research Council Committee on VR
R&D" (NRCC). The panelists presented recommen-
dations made by the committee which have been pub-
lished in a new book, Virtual Reality: Scientific and
Technological Challenges.
Physiological
The physiological and psychological effects of VR
systems will be a deciding factor in the development
of VR as a useful technology. Symptoms such as eye
strain, motion sickness, sopite syndrome
and others
associated with prolonged use of HMD's must be ad-
dressed before VR can become a practical technology
and environment to use and work in. One panelist,
Randy Pausch of the University of Virginia, mentioned
a Sega VR HMD which was supposed to be released
but was never heard of again after Sega commissioned
a study of the effects of long term use of HMDs. No
news in this case may not necessarily be good news.
Reasearchers were unable to say conclusively whether
prolonged exposure to the HMD would not be harmful.
The researchers made no statements that it was harmful,
just that it was impossible to say it was harmless.
Pausch later suggested that these kinds of issues make
or break an industry and that if there was any threat of
lawsuits companies may be reluctant to invest in products
that may place them in jeopardy. To address these con-
cerns, the NRCC recommended further research into the
physiological and psychological side effects of VR.
Psychological
Although physiological side effects where addressed in
more detail at the conference, psychological side effects
of VR were mentioned and are discussed in the NRCC
publication. In the report, questions are posed regarding
the effects of extended exposure to VR systems on the
users sense of presence in their usual environment, on
the possibility of altering the mental model held of the
user's own body, and on attitudes toward social behaviors
such as sex, violence, and fantasy role playing. The report
seems to suggest that immersive experiences in VR may
have a greater impact than computer role playing games.
There have been reports of individuals giving up most of
their real lives and identities for these fantasies. There is
also some evidence that violent video games may be con-
nected to aggressive behavior in children. It is important
to remember that there is a great deal of research that needs
to be done before any of this can be substantiated and the
NRCC recommends that more research should be conducted
to examine the possibility of these side effects.
Interfaces
During several of the VR panels, projects were discussed
that incorporated the use of physical interfaces. Ian Angus
of Boeing Corporation presented a CAD system that incor-
porated a clipboard that is used as an input device. In his
presentation, he emphasized the benefit of using physical
devices to orient users in virtual environments. Physical
devices provide users with the ability to feel objects in these
environments as opposed to reaching out into an empty
space to push a button or bring up a menu. In this case,
the clipboard corresponded to a panel in the virtual environ-
ment which allowed access to menus and diagrams. Angus
pointed out that one of the limitations of his device was that
it was too small to view large diagrams. But this seemed
to be a problem that could be addressed through software
by adding features that allowed you to zoom into a specific
area of a diagram or by allowing you to change the size
relationship between the input device and the image display.
Randy Pausch also presented several projects developed at
the University of
Virginia Department of Computer
Science that incorporated unusual interfaces such as a tennis
ball and a toy bow and arrow. These were pretty amusing to
watch and the audience had a good laugh. But fun and games
aside, these projects illustrate the ease with which users can
relate to virtual environments when provided with tangible
interfaces.
Feedback
Haptic devices are the next big step in achieving more sen-
suous and vivid experiences in VR. To make virtual environ-
ments useful and far more enticing, sensory
output will
have to be provided to users. Aside from the PHANToM
there were few haptic devices used in VR systems presented
at any of the panels. This is probably due to the fact that a
large proportion of VR research is dedicated to visual and
audio feedback. To examine some of the current projects
being developed with haptics check out the Switch
Gateway
in this issue.