1995 Survey of Virtual Reality Activity in the United Kingdom 1995 Abstract
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1995 Survey of Virtual Reality Activity in the United Kingdom 1995 Prepared for the Advisory Group on Computer Graphics by The Advanced Interfaces Group T.L.J. Howard, R.J. Hubbold, A.D. Murta, A.J. West Department of Computer Science University of Manchester M13 9PL Tel: 0161 275 6274; Fax: 0161 275 6236 email: [email protected] Abstract This report presents a summary of the ®ndings of a survey of current work on Virtual Reality in the U.K., conducted by the Advanced Interfaces Group be- tween March and November 1995. 1 Contents 1 Introduction 3 2 The scope of the term `Virtual Reality' 3 3 Survey results: Virtual Reality activity in the U.K. 4 : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 3.1 Desktop and immersive VR : 4 : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 3.2 Type of group : 4 : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 3.3 Number of personnel : 4 : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 3.4 Backgrounds of group workers : 5 : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 3.5 Time group has been active : 6 : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 3.6 Funding : 6 : : : : : : : : : : : : : : : : : : : : : : : : : : 3.7 Focus and applications of VR work : 6 : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 3.8 Perceived bene®ts of VR : 8 : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 3.9 Hardware and software used : 9 : : : : : : : : : : : : : : : : : : : : : : 3.10 Organisations with immersive VR facilities : 11 : : : : : : : : : : : : : : : : : : : : : : : 3.11 Importance of VR for the United Kingdom : 11 : : : : : : : : : : : : : : : : : : : : : : : : : : : 3.12 Promoting VR activity in the U.K. : 11 4 Conclusions 12 5 Acknowledgments 13 A List of respondents 14 B Resources to support VR workers 15 : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : B.1 Conferences : 15 : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : B.2 Journals : 15 : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : B.3 Organisations : 16 : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : B.4 Books : 16 : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : B.5 The Net : 17 C Details of each respondent 17 D References 54 E The Survey Questionnaire 55 2 1 Introduction In 1994, the U.K.'s Advisory Group on Computer Graphics (AGOCG) commissioned the Advanced In- terfaces Group at Manchester to conduct a survey into the state of the art in virtual reality in the U.K. The ®ndings were published as an AGOCG Technical Report [1]. This year, we were asked to update the results, to provide input for an AGOCG Workshop to be held in December 1995. As before, the survey was conducted by post, email, WWW and telephone, with notices placed in newslet- ters and distributed at conferences, and with numerous followups. This year, 58 responses were received ± a small increase on the 51 in 1994. Details of the respondents can be found in Appendix C. Many of them are the same groups who replied last year, but a few have dropped out (9) and some are new (16). To provide a comparison with the previous results, we have kept the questionnaire the same as before; a copy is included as Appendix E. This has permitted us to include last year's data alongside the new information, in our summaries and analysis of the responses. Whilst every effort was taken to make this survey as representative as possible of VR work currently being undertaken in the U.K., a number of companies, research groups and individuals, known to be working with VR, did not respond to repeated requests for information. The results presented should be viewed as representative of a large cross-section of the U.K. community that feels able or willing to discuss its activities. We would like to take this opportunity to express our thanks to all those who responded to the questionnaire. 2 The scope of the term `Virtual Reality' Virtual Reality is a term whose usage has become very widespread. In conducting this survey we have chosen not to limit its meaning, so that respondents are free to use it as they wish. As will be clear from the results presented later, it is a term which is used very loosely. However, in analysing the results we have felt it useful to distinguish at least the following two broad categories: Desktop VR and Virtual Environments. These usually refer to the use of a conventional computer monitor as the output device onto which the 3D environment is rendered. In some cases, stereo- scopic displays are used ± for example, stereo shutter glasses ± but at the low-end of the market this is generally not the case. Interaction is often by means of a 2D mouse, although 3D devices ± such as a dataglove, or 3D mouse ± may be used. Useful work developing underlying software can be carried out in this way. Immersive VR. Here, some kind of immersive display and tracking equipment is employed in order to create the psychological illusion of being inside the computer-generated environment, rather than viewing it from the outside through a screen. When appropriate means of input are provided, inter- action with the environment can also be directly experienced, greatly enhancing the psychological effect. There are two main ways in which this effect can be achieved: by using a head-mounted display (HMD); or by using a large-screen system, such as a video projector, which creates the illusion of immersion by ®lling the ®eld of view of the user. This is similar to the effect achieved in an IMAX or Omnimax cinema. It is important to realise that a desktop environment is different ± both in terms of the user's psychological responses and the system's HCI requirements ± from an immersive one. There is nothing which funda- mentally distinguishes desktop VR from conventional 3D graphics. It is the ability to perceive the envi- ronment from within, and to interact directly with it (direct manipulation in 3D space), which is the sig- 3 ni®cant new feature that immersive VR brings to human-computer interaction, and which distinguishes it from traditional 3D graphics, and thus from a desktop environment. In the published literature the term VR is usually synonymous with immersive VR as de®ned here. For example, if one looks at papers by academic researchers and industrial developers, it is the novel aspects of interaction within a world which are seen as the fundamentally new feature of VR interfaces, as distinct from more traditional graphical user interfaces. The engagement of human perceptual skills, and other aspects of psychology form an important part of this. Nonetheless, an informal observation is that the community is divided into two camps: those who view the immersive interface as the signi®cant innovation in VR; and those who regard the use of a 3D envi- ronment to be the signi®cant innovation to which an immersive interface can be tacked on fairly easily. 3 Survey results: Virtual Reality activity in the U.K. In this section we present an analysis of information received from respondents. We have included the equivalent information from the 1994 survey for comparison, and in each section we draw attention to any speci®c changes or interpretations we feel are notable. 3.1 Desktop and immersive VR Our analysis, based on equipment being used, shows that 37 (63%) of our respondents are working with desktop VR and 21 (37%) with immersive VR. These ®gures are quite close to those reported by the UK VR SIG, of whose 259 members (versus 178 in 1994) 66% were working with desktop VR, and 34% with immersive VR. 3.2 Type of group 1995 survey 1994 survey University 35 (47%) 30 (59%) Vendor/manufacturer 14 (12%) 6 (12%) Company research group 4 (12%) 6 (12%) Government agency 2 (7%) 1 (2%) Other 2 (3%) 0 (0%) End user 1 (2%) 0 (0%) Individual researcher 0 (5%) 1 (2%) The overall balance between sectors has not changed signi®cantly. University groups still predominate in the response to the survey, but there has been a small drop in these and an increase in the number of companies responding. 3.3 Number of personnel 1995 survey 1994 survey 1±5: 39 (62%) 38 (75%) 6±10: 17 (28%) 12 (24%) 11+: 7 (9%) 2 (1%) A notable feature is the increase in the number of larger groups, but in some cases students have been counted in the ®gures reported, so some caution is necessary in interpreting the responses. Unfortunately, and almost certainly because they had seen last year's report, several respondents did not state the actual 4 number of people engaged in their VR work, but instead gave the range (e.g. 5 ± 10). This is adequate for the table below, but does not allow us to compute correctly the total number of workers involved. If we use the median ®gures for ambiguous cases we get a total of 468, which is probably a reasonable estimate. However, it should be pointed out that 110 of these work for a single company, and a further 35 for a second, leaving 323 distributed over the remaining respondents. 3.4 Backgrounds of group workers (These are raw numbers, not percentages) 1995 survey 1994 survey Computer Science 49 41 Engineering 34 23 Psychology 18 11 Mathematics 10 6 Physics 8 6 Electrical/Electronic Engineering 9 11 Human factors/Ergonomics 9 4 Graphic design/Fine art 5 9 Vision science/Opthalmology 5 1 Arti®cial Intelligence 4 1 Sales/Marketing 4 3 Image science 3 0 Simulation 3 1 Geography/GIS 2 1 Acoustic/Audio engineering 2 2 Architecture 2 2 Computer-based learning 2 1 Control engineering 2 0 Military 2 1 Philosophy 2 2 Systems Design 2 1 Aerospace 1 0 Animation 1 0 Chemistry 1 0 Communication studies 1 1 History 1 1 Linguistics 1 2 Medicine 1 1 Medical physics 1 1 Operational research 1 0 Sociology 1 1 Theatre 1 1 Other 0 2 There has been a modest increase in the reported backgrounds of workers in VR which re¯ects an overall increase in the number of people. Computer Science, Engineering and Psychology are still easily the largest groupings.