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Virtual Reality

Research Directions and Future Trend


Ivan Sutherland at the console of the TX-2
- Sketchpad Project, MIT, 1963  
In 1963, his Ph.D. thesis, "Sketchpad: A Man-machine Graphical Communications 
System," used the lightpen to create engineering drawings directly on the CRT.
 
 
Few Technologies in recent years have evoked such fiery discussions in the
technical community, and fewer still have sparked such passionate involvement of
the humanities and the cultural sector. --- Carl Machover.
 
VR: The quality of the experience is crucial. To stimulate creativity and
productivity, the virtual experience must be credible. The "reality" must
both react to the human participants in physically and perceptually appropriate
ways, and confirm to their personal cognitive representations of the microworld
in which they are engrossed. --- Carl Machover CG&A 1994.
 
The Sate of VR
Five phases in the development cycle (Gartner Group), Chap 9, page 438
1. Technology trigger
2. Peak of inflated expectations  (Visibility is highest)
3. Trough of disillusionment  (visibility relatively low)
4. Slope of enlightenment
5. Plateau of productivity
 
 

Author: NTU CMLAB

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