Certain trade names and company products are mentioned in the text or identified in an illustration in order to adequately specify the experimental procedure and equipment used. In no case does such identification imply recommendation or endorsement by the National Institute of Standards and Technology, nor does it imply that the products are necessarily the best available for the purpose. This work described was partially funded through the NIST Rapid Response Manufacturing (RRM) Intramural Project of the U.S. Government and is not subject to copyright.
For example a user could interact with a virtual lathe. The lathe, actually a computer graphics image, spins on the display screen and the user moves a virtual cutter with a 3D pointing device [Sun 92]. Additionally users can sit in the cab of a yet-to-be-built piece of equipment and survey the visual obstructions.
User interfaces, the ways in which we use computers, are in general a bane to many users. By and large, computers are too difficult to use, and a principal reason is poor user interfaces.
Technical experts, for example, a machinist or shop foreman, are forced to become computer experts, generally against their will, not because of an interest in computers but because of the obtuse nature of the computer program they need. Virtual environments offer the potential of placing the user inside the data. Rather than learning an obscure control language in order to operate a simulation one will be able to simply reach out and push the data around. Of course, the technologies of virtual environments are not quite ready for prime time, however it is also clear that steadily improving hardware and software will provide adequate performance at reasonable prices.
Augmented Reality is a term which refers to the ability to see through a computer generated display. The generated images are superimposed on top of reality. This is accomplished by projecting a computer image onto a half silvered mirror that the user looks through. This technique provides an effective and intuitive way of "annotating" reality. The Boeing team is using a head set configured for augmented reality, which they call a HUDset (Heads-Up, see-through, head-mounted Display).
The assembly of aircraft is a highly complex task that is difficult to automate. Many of the skills required demand dexterity not easily accomplished by robots. In addition, airplanes consist of many small-lot size parts and reprogramming robots for these quantities is an expensive prospect. To quote from Caudell and Mizell's paper [Caudell & Mizell 1992] "Someone once said that a Boeing 747 is not really an airplane, but five million parts flying in close formation." The illustration below shows how a pop-up annotation points out the location for a drilling operation. The annotation appears to float in the air on top of the actual drilling site.
The particular task being addressed by Boeing's AR system is the assembly of wire harnesses. To quote again from Caudell and Mizell's paper:
In particular, the team is able to perform visibility assessment of the new design. Engineers put on a helmet-mounted display and have a full 360 degrees of vision to see how the environment looks and to evaluate obstructions. A Silicon Graphics computer is used to generate the real time graphics display and to simulate the operation of the equipment. The engineers can "operate" the equipment and evaluate visual obstructions in a natural manner without having to build a physical prototype.
The Caterpillar team was awarded the 1993 NCSA Industrial Challenge Award for VR Use. The press release announcing the award stated:
The equipment used for the VR experiments are a VPL eyephone and dataglove running on a Silicon Graphics computer. The user puts all the equipment on and attempts the part insertion. The system checks for interference and collision between the part and the vehicle. The hope is to use the VR setup to evaluate the human ergonomics of various assembly operations. Eventually they plan to place some more motion trackers on the person to evaluate how much bending and stooping is necessary to complete the assembly.
The Matsushita VR Kitchen is significant because it one of the few examples of a VR system set up for public use that is not a game or in a research lab. The general public is invited to use the configuration.
During operation of a paper filling operation, a vector graphic display is superimposed on top of the real object. The toner cartridge is highlighted with dotted lines and the paper tray is highlighted with a textual callout.
In an attempt to address these issues two research and development projects are underway. The objectives of the Hubble Space Telescope Repair and Maintenance are:
A second demonstration project, Training for EVA (Extra Vehicular Activity) Payload Interaction has as its stated objective:
As was observed in the 1992 rescue of the STS-49 Intellsat satellite, the capture and manipulation of large objects in a weightless state is quite difficult. It is hoped that the use of virtual environments will give crew members an opportunity to develop and be trained on new procedures. According to Bowen Loftin, manager of the program, the initial demonstration proof-of-concept of a training environment will operate as follows:
Benefits using a distributed virtual environment are also anticipated. The Software Technology Branch is collaborating with the Marshall Space Flight Center to allow users at the two centers to share the same virtual environment. Using these techniques, joint training exercises could be conducted without the usual collocation constraints.

As an extension to the original virtual wind tunnel, NASA has continued development by examining feasibility of a distributed virtual windtunnel [Bryson, Gerald-Yamasaki 92]. In this prototype, several users can interact with the data being computed on a Convex C3240 computer and visualized on a Silicon Graphic computer workstation. With the resulting scenario two users can view the same flow visualization and each can observe the flow lines (rakes) injected by the other.
One of the significant barriers to the more rapid deployment of complete systems is a lack of standards. There are no interface guidelines for the operation of a motion tracker with a graphics generator or a spatial sound device. As far as VE specifically there are no standards for the representation of VEs which can be used by a variety of VE systems. Many of these issues have been addressed from the CAD domain with standards such as IGES [IGES]and STEP [ISO]; however, the real-time aspects of the data are not part of those standards. Simulation standards and networking protocols such as used in DARPA's SIMNET project [Pope 89], pay a great deal of attention to the networking protocols necessary for real time distributed simulation; however, the detail for the virtual world itself is somewhat lacking.
We can view the need for standards both from a model/world building point of view and from an interface/device point of view. The model/world building applications can draw from the experiences of the CAD domain, and the interface/device issues can draw from the open systems domain.
As far as manufacturing data specifically, the integration of manufacturing data with a virtual environment is no different than the integration of any other type of data with a virtual environment. From a conceptual point of view, however, manufacturing data does have one advantage over purely abstract data: it is usually associated with a physical object. The visualization of a mechanical part, and/or the processes acting on that part is somewhat easier to generate than visualizations of abstract concepts such as financial modeling or computational algorithms. This is not to minimize the difficulties of visualizing mechanical processes; however, the physical part does provide a conceptual metaphor that we can mentally grasp.
VE systems require a significant investment in hardware. In order to interface people (to computers, not each other), a wide variety of devices must be integrated into a system. A head-mounted display (HMD) requires miniature displays, a motion tracker requires some I/O to the host computer as does an audio system. There are currently no standards specifically geared towards VE. Device I/O is a major problem. Often for example, a sophisticated 3D motion tracker must be interfaced to the host computer through a slow serial RS-232 line.
The speed of low level device I/O is an important factor for VE systems. For example, the typical scenario consists of a user wearing an HMD with a position tracker. The position tracker must send information to the computer which must compute and render new scenes based on the position. If there is a significant lag between the time the user moves his head and the new scene is generated and displayed, the entire immersion effect is lost. Although many factors contribute the overall performance of a system, I/O is often a significant problem.
As demonstrated by the variety of case studies in this paper, there are a wide range of applications for this technology. Two types of applications in the manufacturing domain which appear to have great potential, particularly for rapid prototyping, are exemplified by the work at Caterpillar and Ford. Both applications involve a tight integration of the human into an environment. In the case of Caterpillar, the human is placed into a synthetic environment which represents the prototype of a not-yet-built piece of equipment. The user can observe obstructions and quickly see if there are potential problems with the design. In the Ford application, the motion of the human is the key area under study. In this work the question, "Is an assembly process humanly feasible?" is being studied. In both applications the design process and product development have been sped up by integrating the human being directly into the process.
Although these early applications are highly constrained they are still useful first steps. Decisions made in the design process are the costliest to correct. Virtual environment techniques can improve the design process by integrating human judgement at a far earlier stage of product design then previously possible. Inexpensive changes to the design and rapid prototyping using these environments should improve the quality and reduce the development time for new products.
Ascension - A Flock of Birds is a six degree of freedom motion tracking device which can be configured to track up to 30 receivers simultaneously. The unit consists of one transmitter and multiple receivers. The flock may be used in an operating range of approximately 10 feet.

Logitech 3D Mouse - The Logitech 3D Mouse functions as a standard 2D mouse or as a 3D mouse which can report position, and orientation (roll, pitch, and yaw). A triangular array of 3 ultrasonic speakers sends signals to a triangular set of microphones on the mouse that samples the signals at up to 50 times per second. The mouse and triangle communicate along a line of sight and both the mouse and triangle array are connected to a control unit.
Polhemus - Polhemus Systems offers a 3D position tracking systems based on low-frequency magnetic fields. Their FastTrak product is a widely used solution for reliable position tracking.
The Spaceball is a 3-D control device which looks like a billiard ball mounted on a short stick which can sit next to a computer. Inside the ball is a 6 degree of freedom sensor which can be used very effectively to position and orient object or to travel over some data terrain. Although not typically thought of as a 3D tracking device the Spaceball is very practical for the manipulation of objects in a conventional computing environment.

EXOS, Inc. has a high-precision exoskeleton device that is worn like a glove. The "Dexterous Hand Master" can track finger-joint angles with a high degree of resolution.

One critical element required to achieve immersion into a virtual environment is the ability to adjust a display while tracking the position of the head. The computer display must remain in front of your eyes, even when your head moves. This is why helmets and other display devices that move with you have come into existence.
CrystalEyes is a LCD based 3D display system. The user wears a set of LCD glasses powered by batteries, so that there are no wires. A transmitter which sits on top of the monitor of a workstation synchronizes the LCD shutter glasses with the computer display, generating 3D images.

A boom is a display device, a CRT, mounted on a support that counterbalances the weight of the display. Booms can be configured either as monocular or stereo devices. One of the principal advantages of booms is that they can support high resolution CRT's not typical of the Head Mounted Displays.
Fake Space Labs offers a number of booms which incorporate both high resolution CRT's and motion tracking. They can provide either black and white or color displays.

LEEP Systems offers the CYBERFACE3 system, a relatively low cost (~$10,000) boom type display system.

n-Vision, Inc. offers some of the highest quality head-mounted displays available. Their recent product is the Datavisor 9c which can display 1280x960 stereo color images. High resolution color CRTs are mounted in a helmet.

Virtual Research offers the Eyegen 3 which can display a medium resolution color images, mounted in a helmet. The Eyegen contains 2 medium resolution black and white CRT which are housed with spinning color wheels to generate the color.

Audio, associated in three dimensions with objects can add a great deal to the sensation of immersion. Devices that can produce effective aural environments are available from a number of sources, a sampling is listed below.
The Convolvotron is a PC based board, and is a serious tool for the study and manipulation of sound in 3D.
Crystal River Engineering
12350 Wards Ferry Road
Groveland, CA 95321
(209) 962-6382
A 3D audio device for high end workstations such as Silicon Graphics is the SoundCube by VSI.
Visual Synthesis, Inc.
4126 Addison Rd.
Fairfax, VA 22030
(703) 352-0258
Force feedback devices give the user the sensation feedback when their virtual pointer or hand "touches" a virtual object. The idea is to let the user know, for example, that their hand has grasped an object. This is an extremely immature technology when it comes to use in virtual environments, however, bulky devices for use in teleoperation and telerobotics are somewhat more mature and effective for particular remote applications.
Sarcos Inc. manufactures the Sarcos Dextrous arm, a force reflexive device in which you place your arm and another robotic arm moves in the same manner. Although it was designed for use in teleoperation applications it may be useful for virtual environment applications.
Sarcos Incorporated,
261 East 300 South, Suite 150
Salt Lake City, UT 84111
(801) 531-0559
Another interesting device is a glove with small air lines which provide pressure at appropriate times. The device can both sense and record pressure allowing objects to be "felt" according to a previously sampled pressure.
Airmuscle Ltd.
12 Orchard Close
Cranfield, Bedford
United Kingdom MK43 0HY
(44) 234-750-791
The following describes a number of software libraries and applications expressly designed for the development of virtual environments. Most are C or C++ libraries which can be integrated into custom applications and all support the various required input and output user interface devices.
Autodesk, developers of the AutoCAD series of products, has since May 1993 offered CDK, the Cyberspace Developers Kit. CDK consists of C++ class libraries designed to facilitate the development of virtual environments on 386 or 486 platforms. CDK includes support for a large number of peripherals including head-mounted displays, glove devices and position trackers. According to Richard Dym, general manager of Autodesk's Multimedia Division, "We at Autodesk view Virtual Reality as the logical next step in design automation, because it adds interactive 3D visualization and simulation capabilities to the drafting and design process." [Autodesk 1993] CDK lists for $2,495. For more information on Autodesk call 1-800-879-4233
SENSE8's WorldToolKit 2.0 is a set of C functions that is designed to run across a number of platforms including PC's and Silicon Graphics workstations. WorldToolKit contains support for most of the popular input and output devices
SENSE8,
4000 Bridgeway Suite 101,
Sausalito, CA 94965
(415) 331-6318
The MR toolkit is a university developed subroutine library available with source code that supports the development of virtual reality interfaces. MR provides support for the Polhemus and Ascension motion trackers, VPL DataGlove, VPL EyePhone. The current version of MR is callable from C and FORTRAN on SGI, RS6000, and DEC workstations. Unlike typical university projects, there is an extensive amount of documentation the code is actually documented.
MR is available at no cost for research purposes by sending email to:
mr-help@cs.ualberta.ca
The VREAM Virtual Reality Development System from VREAM, Inc. is a low cost PC based system. VREAM offers an application called the VREAM 3D World Editor and the VREAM Scripting Language as mechanism to build and edit virtual worlds. The 3D objects can be controlled and manipulated using the VREAM Runtime System and there is support for 3D motion trackers, glove, and helmet-mounted displays. VREAM lists for $795.
VREAM Inc.
2568 N. Clark St. #250
Chicago, IL 60614
(312) 477-0425
An excellent book introducing all of the relevant technologies that are used to create virtual reality systems. Best of all the hype so often found in the press is left out. This is a serious collection of useful information and background on VR.
A collection of good papers about multimedia design including several relevant to the individual technologies that go into VR systems. These include haptic feedback, sound and novel metaphors.
Provides some good background on the origins and early "classic" works in VR. Tends to drift into the more philosophical and idiosyncratic views of the author but is still worthwhile.
Primarily a book about a new metaphor for thinking about user interfaces, that is applicable to VR. Includes a section specifically about VR and discusses, in several places, how VR and user interaction are related.
A bimonthly newsletter of up to date VR industry information. ($129/year, six issues)
A quarterly refereed journal of high quality articles.
Newsletter of current events and happening in the VR world. Good coverage of conferences and a section devoted to VR in Europe.
A comprehensive reference of virtually everything and anything having relevance to the VR industry. Is sold as a loose leaf collection of pages, which unfortunately does not contain an index. $129 and a IBM-PC electronic version is available for $95. Quarterly updates for $25 ea.