Virtual Reality Machine
03-Jan-92 00:36:22
Sb: #45050-Virtual Reality Machine
Fm: Wayne Cole 76370,621
To: John Pendergrass 76246,676
John, most of the autofocus things you mention are either I/R or sonic
based. Their sampling frequency is low (to keep cost down) and you
sometimes fake them out with motion. Response times are usually measured
in terms of seconds.
Your idea is great. But it also has significant technical challanges. Your
X-Specs wearer will undoubtedly move his head. Therefore, tracking the
head to hand distance/position is critical with a complex or dense object
(i.e lots o points). I'm sure there must be some other way to do it, but
on all the systems I've worked on, there were either gyros and
accelerometers to get angular and linear acceleration readings that are
double integrated and filtered along the way to get accurate and timely
(like 20 – 40 msec) position updates. Admittedly these systems had stricter
requirements (trying to put something the size of a house at a position +/-
20 meters of an exact postion in space 300 miles above the earth) but the
problem is not terribly different. It is more complicated since your hand
will be undergoing unknown trajectories to unknown positions instead of
flying a predetrmined path to a predetermined point. Basically you problem
is star wars – trying to knock out multiple warheads undergoing evasive
manuevers using a launcher that is not stationary. It's a non-trivial
progblem.
However, you may want to approach NASA with it. It would have a great
application for earth-bound training for zero-G construction, etc. They
might be willing to put some grant money out to study the problem and come
up with some possible design approaches. Course they'd probably opt for
some holographic display instead of a monitor!!
wmc