Special Report
What’s Real About
Frederick P. Brooks, Jr. Virtual Reality? University of North Carolina at Chapel Hill
s usual with infant technologies, realiz- Europe. Every one of the component technologies has Aing the early dreams for virtual reality made big strides. Moreover, I found that there now exist (VR) and harnessing it to real work has taken longer some VR applications routinely operated for the results than the initial wild hype predicted. Now, finally, it’s they produce. As best I can determine, there were more happening. than 10 and fewer than 100 such installations as of In his great invited lecture in 1965, “The Ultimate Dis- March 1999; this count again excludes vehicle simula- play,” Ivan Sutherland laid out a vision1 (see the side- tors and entertainment applications. I think our tech- bar), which I paraphrase: nology has crossed over the pass—VR that used to almost work now barely works. VR is now really real. Don’t think of that thing as a screen, think of it as a window, a window through which one looks Why the exclusions? In the technology compari- into a virtual world. The challenge to computer son between 1994 and 1999, I exclude vehicle simula- graphics is to make that virtual world look real, tors and entertainment VR applications for different sound real, move and respond to interaction in reasons. real time, and even feel real. Vehicle simulators were developed much earlier and independently of the VR vision. Although they today This research program has driven provide the best VR experiences available, that excel- This personal assessment of the field ever since. lence did not arise from the development of VR tech- nologies nor does it represent the state of VR in general, the state of the VR art What is VR? For better or worse, because of specialized properties of the application. the label virtual reality stuck to this Entertainment I exclude for two other reasons. First, concludes that whereas VR particular branch of computer in entertainment the VR experience itself is the result graphics. I define a virtual reality sought rather than the insight or fruit resulting from almost worked in 1994, it experience as any in which the user is the experience. Second, because entertainment effectively immersed in a responsive exploits Coleridge’s “willing suspension of disbelief,”3 now really works. Real users virtual world. This implies user the fidelity demands are much lower than in other VR dynamic control of viewpoint. applications. routinely use production VR almost worked in 1994. Technologies applications. In 1994, I surveyed the field of VR in Four technologies are crucial for VR:4,5 a lecture that asked, “Is There Any Real Virtue in Virtual Reality?”2 My assessment then the visual (and aural and haptic) displays that was that VR almost worked—that our discipline stood immerse the user in the virtual world and that block on Mount Pisgah looking into the Promised Land, but out contradictory sensory impressions from the real that we were not yet there. There were lots of demos and world; pilot systems, but except for vehicle simulators and the graphics rendering system that generates, at 20 entertainment applications, VR was not yet in produc- to 30 frames per second, the ever-changing images; tion use doing real work. the tracking system that continually reports the posi- tion and orientation of the user’s head and limbs; and Net assessment—VR now barely works. This the database construction and maintenance system year I was invited to do an up-to-date assessment of VR, for building and maintaining detailed and realistic with funding to visit major centers in North America and models of the virtual world.
16 November/December 1999 0272-1716/99/$10.00 © 1999 IEEE Four auxiliary technologies are important, but not nearly so crucial: Sutherland’s 1965 Vision