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- Newsgroups: sci.virtual-worlds
- Path: sparky!uunet!charon.amdahl.com!pacbell.com!sgiblab!zaphod.mps.ohio-state.edu!saimiri.primate.wisc.edu!usenet.coe.montana.edu!news.u.washington.edu!stein.u.washington.edu!hlab
- From: "John Curtis, Hort+Research CRI, Hamilton, NZ"
- Subject: Re: SCI: More Vr and Psychology
- Message-ID: <1992Nov17.013339.14653@u.washington.edu>
- Originator: hlab@stein.u.washington.edu
- Sender: news@u.washington.edu (USENET News System)
- Organization: University of Washington
- Date: Mon, 16 Nov 1992 23:48:34 GMT
- Approved: cyberoid@milton.u.washington.edu
- Lines: 25
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- akossowsky@turbo.kean.edu said:
-
- >>Underwater, your mask magnifies images and give a sense of tunnel
- >>vision simalar to the lack of peripheral vision in an HMD. Add that
- >>to the fact that you can 'fly' around objects from all directions, and
- >>the effect is very 'VR' indeed!
-
- Yeah - I noticed that too [while I was fortunate enough to be
- snorkling off Hawaii on my way home after the Meckler conference ;-) ]
-
- It was a rather uncanny experience that was difficult to differentiate
- from VR (until you snag your knee on some coral - that could be
- simulated too I suppose). At the Meckler exhibition I "submerged" in
- an underwater demo running on (I think) SGi's Reality Engine, that
- incorporated a boom-mounted HMD. You could swim around fish, rocks
- and a porsche that happened to be driving underwater (you don't ask
- questions in virtual space). The bonus was not having virtual
- sunburn.
-
- The main similarities are definitely in "floating" in 3D space, and
- having to physically turn your head all the time to see anything
- interesting. Reality, however, currently has a much better resolution
- and frame rate than simulation (surprise surprise).
-