Distributed Virtual Reality:
applications for education, entertainment and industry

By Carl E Loeffler

Abstract

This text addresses virtual reality and how can it be networked to support multiple-user immersion environments, joined over long distance. The sites are networked using low band modem-to-modem over telephone lines, the Internet, and high bandwidth telecommunications. The major contribution is a discussion of the networked virtual reality projects produced at the STUDIO for Creative Inquiry, Carnegie Mellon University. The project team has designed and constructed the Networked Virtual Art Museum, an art museum, which joins telecommunications and virtual reality. And, other distributed virtual reality applications, including a virtual city, a Virtual Design and Teleconferencing Station, theVirtual Show Room, and a Virtual Test Track, among other projects. The conclusion forecasts a not so distant future where education, entertainment and industry will employ networked immersion environments.

Introduction
The Networked Virtual Art Museum
Visual art and architecture
World building
Telecommunications
Artificial intelligence
Groupware and communication protocol
Cost analysis
The Museum
The Fun House
New directions
The Virtual City
Teleconferencing and design
Connectivity
More connectivity
Conclusion
References
Acknowledgements

Introduction

The promise of virtual reality has captured our imagination; networks will render it accessible. There can be little doubt that networked immersion environments, cyberspace, artificial or virtual reality, or whatever you want to call it will evolve into one of the greatest ventures to ever come forward. Virtual reality will draw from and affect the entire spectrum of culture, science, and commerce, including education, entertainment, and industry. It will be multi-national, and will introduce new hybrids of experience for which descriptors presently do not exist.

Earlier in this text, Gibson, Benedikt, and Tokoro are cited. At first reading they might appear to be divergent tracks, but welding them together contributes significantly toward the framing of a 'matrix,' a 'computer-sustained, computer-generated, multi-dimensional, artificial, or virtual reality,' that is 'widely distributed, ubiquitous, open-ended, and ever changing.' They also suggest three essential areas of recent cultural and technical development:

While this could read as science fiction, extensive research is already being conducted in networked or distributed virtual reality. It currently constitutes a very small industry, but one with great potential for growth. Our research in virtual reality at the STUDIO for Creative Inquiry at Carnegie Mellon University (CMU) investigates this field, and relevant applications within it.

The Networked Virtual Art Museum

Perhaps it is useful to report on one project at the STUDIO in greater detail. The project is the Networked Virtual Art Museum, which joins telecommunications and virtual reality through the design and development of multiple-user immersion environments, networked over long distance. The essential areas investigated through the project include world-building software, visual art and architecture, telecommunications, computer programming, human interface design, and artificial intelligence, communication protocol, and cost analysis.

Visual art and architecture

The fusion of disciplines is the basis for collaborative authorship of virtual worlds. The construction of the virtual museum involves the participation of visual artists, architects, computer aided design teams, computer programmers, musicians and recording specialists as well as other disciplines.

World building

The project serves as a testing site for world building software and associated hardware (4). The programming teams have added considerably to the functions of the software tested. Public releases are in planning.

Telecommunications

Critical to the project is the development and implementation of networking approaches, including modem-to-modem, server, and high bandwidth connectivity. Telecommunications specialists collaborate with the design team to resolve problems of connectivity in immersion environments. Project achievements in this area are discussed in greater detail below.

Artificial intelligence

The application of artificial intelligence, in the form of agents (or guides) and smart objects, is an essential area of development. The inclusion of investigators in the areas of interface design, smart objects, and artificial intelligence is a major component.

Groupware and communication protocol

The project documents multi-user interaction and groupware performance, establishes protocols within networked immersion environments, and suggests standards. The contribution of communication specialists addresses aspects of documentation and standardization.

Cost analysis

Other planned study addresses the practical nature of networked immersion environments, investigates the effectiveness of information access for the end user, and profiles the end user experience. The project involves the participation of cost analysis specialists and formulates a practical cost basis for networked immersion environments.

The project team has designed and constructed a multi-national art museum in immersion based virtual reality. The construction of the museum involves a developing grid of participants located in remote geographical locations. Nodes are networked using modem-to-modem telephone lines, the Internet, and eventually high bandwidth telecommunications.

Each participating node will have the option to interact with the virtual environment and contribute to its shape and content. Participants are invited to create additions or galleries, install works, or commission researchers and artists to originate new works for the museum. Tool rooms will be available, so one can construct additional objects and functions to existing worlds, or build entire new ones. Further, guest curators will have the opportunity to organize special exhibitions, explore advanced concepts, and investigate critical theory pertaining to virtual reality and cultural expression.

The Museum

The design of the museum centers on a main lobby from which one can access adjoining wings or galleries. Several exhibitions are completed, while others are under construction. The first exhibition to be conceived and completed, is Fun House, based on the traditional fun house found in amusement parks. The museum also contains the Archaeopteryx, conceived by Fred Truck and based on the Ornithopter, a flying machine designed by Leonardo da Vinci. Imagine flying a machine designed by one of the worlds greatest inventors. The team is also collaborating with Lynn Holden, a specialist in Egyptian culture, to complete Virtual Ancient Egypt, an educational application based on classic temples mapped to scale. The gallery exhibitions mentioned are being constructed at CMU. However, we are anticipating other additions conceived and constructed by participating nodes in Australia, Canada, Japan, and Scandinavia.

Now that the framework of the museum project has been described, perhaps it is useful to discuss the essential points of one application.

The Fun House

Webster's Dictionary, 1992

For the first installation in the Networked Virtual Art Museum, a Fun House was designed. While making metaphorical reference to the 'fun house' found throughout traditional amusement parks, the application is an investigation of interaction and perception employing networked, immersion based virtual reality. It was this world which was utilized during the first long range demonstration conducted between Carnegie Mellon University and Munich, Germany, in September 1992. A more recent demonstration, featuring a different virtual world, was conducted between CMU and Tokyo, sponsored by the International Conference on Artificial Reality and Tele-existence, July 1993, Japan.

The fun house metaphor is particularly applicable as a container for virtual experience. Upon entering a fun house, one is acutely aware of being cast into a different world. And one's senses are amused and assaulted by a number of devices - trick mirrors, fantasy characters, manipulation of gravity, spatial disorientation, mazes and sound, for example. In the virtual Fun House, various traditional devices are adapted and some new ones are offered.

Key attributes to be found in the Fun House include:

New directions

Following the Fun House, a number of applications for Ford Motor Company, were designed, and discussed in detail below. However, while working on the applications, the project team became increasingly interested in approaching the immersion environment as a site where things can be constructed or created. For Ford, virtual reality was to be utilized as a virtual design studio, but what are other approaches?

Currently under design are three applications for a public institution or educational setting; they are also network capable: the Music Room, Construction Room, and Painting Room. These are friendly and intuitive environments which require little learning curve to utilize. Instructions are bilingual, in Spanish and English, and the environment is co-habited by small agents or 'beasons' that are programmed with a low level artificial intelligence. There are guides to the various interactive objects, and they demonstrate how the environment functions by literal illustration. In the Music Room they run around and make contact with the instruments, and thus play music. Users can see which instruments produce what sounds and how to perform them. Intuitive controls are available for navigating around in the room.

The Music Room contains three basic instruments. The largest is a large six note keyboard attached to a wall. This instrument plays a pentatonic scale in three voices - orchestra, choir, and percussion. It is performed by touching the keys, or by simply waving ones hand within close proximity. The other instruments are a drum and shakers.

The Construction Room is designed for young children. It contains building blocks which can be assembled to construct objects, sort of a virtual Lego set. In this case, there is a nearly infinite supply of blocks, and one can enter into some of the objects created, such as a house. The 'beasons' co-inhabit this site as well, bounce merrily on the blocks, and illustrate how to stack them.

The Painting Studio is quite literal - a site for making paintings or graffiti. The user can select from a number of 'brush' effects, and choose colors.

As of this writing, negotiations are underway to present these three applications are in design stages, and intended for a public science museum setting, networked with other facilities. They are also designed for use by school districts and other institutions.

The Virtual City

Another application currently under design is a virtual city. Inspired in part by the Music Room type applications, the city is an actual city, inhabited by a multitude of participants, and each with their own purposes. Imagine a virtual city complete with private spaces or domiciles, parks, stores, entertainment centers. As much as a grand social experiment, it also is a far reaching graphical user interface (GUI) for electronic home shopping and entertainment. Precedent for such an application as the city is Habitat, a commercial online service available from Fujitsu in Japan, which features two dimensional applications, and currently has 10,000 subscribers.

The concept of a city project was previously discussed, among the team. However, the conception of it accelerated, when approached by a film production company to produce a virtual set for a commercially distributed motion picture. The set would of course be a city, and from that point the virtual city began to quickly formulate.

The salient points of the virtual city include:

The idea of a distributed application based on the notion of an inhabited city, is fascinating. Traversing the city and encountering other inhabitants will be a startling experience.

Teleconferencing and design

The last area of investigation includes distributed virtual reality as an interface for teleconferencing and design. The range of possible applications is broad, but education and industry are obvious examples.

Education can benefit with regard to long distance learning, and the industry can gain from a higher level of video teleconferencing. This raises the question, what is the advantage of distributed virtual reality over video teleconferencing. And the answer is, the relationship to the subject.

In a teleconferencing session employing distributed virtual reality, multiple participants can share a dynamic relationship with their subject. For example, imagine a team of automobile designers discussing options via video teleconferencing. To look at the subject, they might program a pre-recorded videotape, highlighting the desired aspects.

In contrast, for the Ford Motor Company a distributed Virtual Showroom and Virtual Test Track was designed. During this teleconference, the participants can actually traverse around the car. Open doors, hood and trunk. Test drive it. And in detailed applications, examine specific, even minute parts in detail.

While the Ford showroom and driving applications were produced from from a consumer standpoint, it has become increasingly apparent that they could bring benefit to teleconferencing sessions. Their key advantage, is the dynamic relationship with the subject. Of course the subject need not be automobiles, and applications can be developed to serve a wide range of interests.

Also produced was a proof of concept demonstration of a Virtual Design Station, re-inforcing the actuality to approach virtual reality as a site to build things. Design is used broadly here, inclusive of other multi-media.

The following are salient aspects of a design studio which would employ distributed virtual reality:

The advantages of, distributed design stations are numerous, but an essential point is economy. The other key point is human experience. Teams located in remote sites and benefit from a collective design experience.

Connectivity

The basis for distributed virtual reality is a function of telecommunications. Two or more sites are joined by an operating system, which can employ a number of telecommunication delivery services

The project is at the forefront of the investigation of connected immersion environments. Presently a single point to point link, employing low band (9600 baud) modems is supported. The demonstration between CMU and Munich mentioned earlier, proved to be a great success, and the update delay between the two cities was imperceptible. Servers and broadband telecommunications are in planning, as discussed below.

Select functions for point to point include:

More connectivity

As of this writing, the team has begun the programming of a distributed client-server code. Here multiple users can share an immersion environment by interfacing with a node. The following are the points of in investigation.

The next phase of the project will be in support of broadband communication. And to further facilitate this phase, a consortium has recently been developed with associates located in Japan, Scandinavia, and the United States. Over the following years the members will conduct technology transfers and testbed projects. Actual applications are scheduled for development. Members of the consortium will collaborate to produce basic elements of connectivity for distributed simulations from client-server systems over the internet to broadband ATM, cross platform graphical user interfaces and executables.

Conclusion

The widely distributed models point toward the 'Matrix' which Gibson so often references in Neuromancer. Imagine the bulletin board model applied to networked virtual reality. In addition to various worlds, rooms with tools will be available. Here participants can construct other virtual objects, including entire other worlds. Imagine a networked immersion environment, capable of supporting multiple users, with each having the possibility to change the existing virtual world or construct a new one. The promise of constructing virtual worlds while within an immersion environment is open ended. And it can be extended to any number of educational, entertainment and industrial purposes.

Distributed virtual reality has a history and has been given many different forms, shaped by varied intentions. It also has the promise of a future, marking the advancing edge of a new industry.

References

[1] Gibson, W. Neuromancer. New York, Ace, 1984, p 5.

[2] Benedikt, M. Preface, Collected Abstracts for The First Conference on Cyberspace. Austin, University of Texas, 1990, p i.

[3] Tokoro, M. Toward Computing Systems for the 2000's. Technical Reports. Tokyo, Sony Computer Science Laboratory, 1990.5-1992.5, p 17-23.

[4] For further information, WorldToolKit, Sense8 Corporation, Sausalito, California. WorldToolKit is computer program for the creation of virtual reality applications.

Acknowledgements

Gratefully acknowledged for their support and interest are: STUDIO for Creative Inquiry, Carnegie Mellon University; Ascension Technology Corporation; Distributed Simulations Research Consortium, Sense8 Corporation; and Virtual Research, Inc.