Virtual Reality by Bradley L. Jones Indianapolis PC Users Group Virtual reality is just beginning to make its mark on the world. It is something that many people think is a myth. Many other people think it is just a science fiction addict's dream of the ultimate fantasy. Others think that it is just a new technology to be applied to the arcades and not to be taken seriously in business. It was recently stated in the New York Times that "Virtual reality is becoming a reality." Virtual reality is no longer becoming a reality -- it is a reality -- and it will be even more so in the future. Random House defines reality as "the state or quality of being real" and "resemblance to what is real." Virtual is defined as "being such in force or effect, though not actually or expressly such." Putting the two together does not give an easy-to-understand definition; however it is correct. Virtual reality is simply something that is "almost real." Virtual reality systems are computer systems that allow for the creation of virtual reality worlds. (Virtual reality worlds are worlds which a person can interact within.) There are two different categories of virtual reality systems, Desktop and Real. Desktop virtual reality is the less-expensive form. It is also the more prevalent form in use today. It allows a user to interact with a simulated computer world by looking at a computer monitor and manipulating peripherals. Such peripherals may include track balls, mice (2D and 3D), joysticks, foot peddles, spaceballs, and gloves. It will not use devices such as the helmets typically associated with virtual reality. The prime use of desktop virtual reality today is in computer aided design and manufacturing (CAD/CAM). By using desktop virtual reality, designers can create three dimensional objects on their computer screen. These objects can then be manipulated using the glove as if the object were being held. By turning the gloved hand, the object on the screen can be turned or moved. The second category of virtual reality, Real, is just coming into existence. Real virtual reality is associated with immersion, and thus is also known as immersion virtual reality. Immersion is a common term that adapts easily to virtual reality. Immersion simply means to be totally absorbed, or to be immersed. The act of going into a virtual reality world is called immersion. This means the real world is totally blocked out. For example, a virtual reality Indy Car application would recreate the Indianapolis Motor Speedway, the car, and the audience. If the participant looked around he would see the track, the other drivers, the clouds in the sky. He could listen to the audience cheer, or the rumbling of the engine. If a car would crash behind him, he would hear the sound from behind. In real virtual reality, similar to desktop virtual reality, peripherals are used; however, in order to create the total immersion, a helmet is used. It is the real form of virtual reality that is going to bring new businesses into existence in the near future. Cost was a major factor in preventing companies from developing for virtual reality. Within the last few years, the price of developing virtual reality systems has dropped tremendously. In 1990, the cost to setup a system was around 200,000 dollars. In 1992 the cost dropped to about 20,000 dollars largely due to the introduction of high speed microprocessors. In 1993 it will be half that, to about 10,000. Alan Hald, vice chairman of MicroAge Inc., predicts the cost of a virtual reality system to be about 695 dollars by 1997. This cost would allow for an adequate home experience, while still allowing it manufacturers to obtain a profit. As microchips like the 80486 and Pentium become available, the power and cost will continue to drop while the abilities increase. Kevin Teixeira is quoted in the Washington Post as saying, "It [virtual reality] is going to explode, and the fundamental questions are going to be what are you going to do with it, not how are we going to do it." Kevin is the project manager at Intel Corporation in charge of virtual reality. There are a number of businesses in existence today that are based on immersion virtual reality. The most commercial use is by a company called W Industries in Leicester, U.K. W Industries has created a system called Virtuality. Virtuality is an arcade game that shows the potential of the technology. There are two different Virtuality systems. One is a sit-down version, the other a stand-up version. In these games, which are now all across the United States, a player can participate with others in various events. By donning the helmet and grasping a joystick at the end of a wire, the players are thrust into another world. With the helmet on, he can look in any direction and see what is there. If there are multiple players using the system, they can even see the other people -- or at least their virtual counterparts. Using the peripherals, each player can move around in the world and interact with the others. Other less commercial virtual reality systems in use today can also be found. There is currently a desktop system being used by brokers to help them better play the stock market. In this system, the broker can see the different stocks on his screen as graphics. Stocks that are doing well are shown in blue, stocks that are not doing well are in red. By using a spaceball (a palm sized ball that has features similar to a mouse) and pointing a wand, the broker can manipulate actual stocks. Another use of real virtual reality is an immersion system in Japan. A Japanese store, Matsushita Electric Works, is using an immersion system to help its clients see what their remodeled kitchen will look like. By putting the client into the virtual kitchen, they can see what cabinets and appliances will work best in their house. The store also takes advantage of not needing to stock all of their appliances within the showroom. Instead, they have all of them in the virtual environment. With the increased power available to microcomputers with the 80486 and the Pentium, virtual reality is receiving a boost. As microcomputers continue to provide more power, virtual reality will become even more real and thus more practical.