| COMPUTER GRAPHICS: Current
& Future State of VR |
The
Current State |
| The
development of the CAVE in 1992 began what was
a decade of heightened expectations about the
promise of Virtual Reality (VR). The nineties
saw the development of the Virtual Reality Modeling
Language (VRML) and the proliferation of CAVE-like
systems throughout the world (there are were 100
such systems at last count). As the hype surrounding
VR died down, researchers realized that their
dreams of achieving true VR may be holding back
the potential of real time simulation. The efforts
of these researchers had created systems that
cost millions of dollars and were replete with
delicate adjustments requiring expert technical
knowledge to operate. Yet, unfortunately, their
achievements did not bring visualization technology
closer to ordinary people. Over the last several
years, the focus has moved away from monolithic
CAVE systems to inexpensive systems running on
commodity computers. This trend has brought visualization
technology closer to groups such as artists, scientists,
and designers.
At the same time, the software
used to run these systems has been moving from
the rarified arena of research labs onto the desktops
of ordinary people. Although many have called
VRML a disappointment, it was most certainly an
idea ahead of its time. Along with tools like
the Ygdrasil scripting language developed here
at UIC, non-technical users are increasingly using
tools that allow them to focus on the results
of their visualization needs instead of the details
of computer graphics. This trend can be seen in
the students earning Electronic Visualization
MFA degrees from the Art and Architecture school.
Only a few years ago these students had to learn
the arcane details of computer graphics in order
to create VR, whereas today, many of these students
are producing artworks in VR without a single
computer graphics class.
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The Future State
|
| Just
like the average computer literate person can
use a spreadsheet or word processing program,
over time, people will increasingly gain familiarity
with visualization tools. It is almost certain
that the future will see a ubiquitous program
such as Excel or Word for the development of real-time
interactive 3D content. Those in the VR community
have realized that immersing a user in a static
virtual world is not enough. Video games, with
their lower graphic fidelity, but superior interactive
qualities, have offered insight into what was
is really needed, advanced tools for creating
interaction whether it be animating humans and
objects, creating user interfaces, or developing
interactive storylines. Today, tools such as Macromedia
Director allow graphic designers to script interactivity
into their 2D content. The future will bring authoring
tools that allow
non-technical users to design interactive content
for virtual 3D environments with a similar ease.
Trends will continue to push
the separation between CAVE-like environments,
video game systems, and web-based 3D content towards
one another. As these
gaps close, ordinary people will increasingly
be creating interactive 3D content that can be
shown effortlessly on a myriad of multi-media
devices. Content will flow seamlessly from cell-phones
and handheld computers to large room-size projection
devices. In the future, VR will no longer be an
area of visualization unreachable by ordinary
people, it will merely be what happens when people
decide that they want to step directly into their
visualization.
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