Position Papers
Prior to the Computer Science and Telecommunications Board's October 1996 workshop on modeling and simulation, participants were asked to submit a one- to three-page position paper that responded to three questions:
1. How do you see your particular industry segment evolving over the next decade (i.e., how will markets and products evolve)?
2. What technological advances are necessary to enable the progress outlined in your answer to question 1? What are the primary research challenges?
3. Are you aware of complementary efforts in the entertainment or defense sectors that might be applicable to your interests? If so, please describe them.
This appendix reproduces a number of these position papers. The papers examine technologies of interest to the entertainment industry and the U.S. Department of Defense, as well as some of the barriers to collaboration. Several of the papers are cited in the body of the report; substantial portions of some have also been incorporated there.
VRML: Future of the Collaborative 3D Internet
INTRODUCTION
VRML (virtual reality modeling language) is the three-dimensional computer graphics interchange file specification that has become the standard for Internet-based simulations. It is being used in many industries, and the momentum of the standard and industry acceptance continues to grow at a fast pace. Most of the major software and hardware corporations are now starting serious efforts to build core VRML technologies directly into business applications, scientific and engineering tools, software development tools, and entertainment applications.
One of the most significant developments in the history of VRML was its adoption by Silicon Graphics Inc. (SGI), Netscape, and Microsoft during 1995-1996. This broad level of industry acceptance continues to challenge the VRML community to provide an official international standard so that wide adoption will be possible. Given that creation of VRML came from a unique and open consensus-based process, its future depends on continued innovation in the directions of true distributed simulations as well as efforts to keep the standards process moving forward.
Over the past two years the development of a standard for distributing 3D computer graphics and simulations over the Internet has taken the quick path from idea to reality. In 1994 a few San Francisco cyberspace artisans (Mark Pesce, Tony Parisi, and Gavin Bell) combined their efforts to start the VRML effort. Their intention was to create a standard that would enable artists and designers to deliver a new kind of content to the browsable Internet.
In mid-1995 VRML version 1.0 emerged as the first attempt at this standard. After an open Internet vote, VRML 1.0 was to be based on Silicon Graphics' popular Open Inventor technology. VRML was widely evaluated as unique and progressive but still not useable. At this point broad industry support for VRML was coalescing in an effort to kick-start a new industry. Complimentary efforts were also underway to deliver both audio and video over the Internet. The general feeling was that soon the broad acceptance of distributed multimedia on the Internet was a real possibility and that VRML would emerge as the 3D standard.
After completion of the VRML 1.0 standard, the VRML Architecture Group (VAG) was established at SIGGRAPH 1995 and consisted of eight Internet and 3D simulation experts. In early 1996 VAG issued a request for proposals on the second round of VRML development. The call was answered by six industry leaders. Through an open vote SGI emerged as the winner with its Moving Worlds proposal. By this time over 100 companies had publicly endorsed VRML, and many of them were working on core technologies, browsers, authoring tools, and content. At SIGGRAPH 1996 VAG issued the final VRML 2.0 specification and made a number of other significant announcements.
To help maintain VRML as a standard, VAG made several concrete moves. First, it started the process of creating the VRML Consortium, a nonprofit organization devoted to VRML standard development, conformance, and education. Second, VAG announced that the International Standards Organization (ISO) would adopt VRML and the consensus-based standardization process as its starting place for an international 3D metafile format.
Based on the current state of technology, it is now obvious that distributed 3D simulations are clearly possible for a wide audience. Distributed simulation is the broad term that defines 3D applications that communicate by standards-based communications protocols. Military training, collaborative design, and multiuser chat are examples of such applications.
Widespread adoption of this technology depends on the following key technology factors: platforms, rendering, multimedia, and connectivity. Today, the most popular platforms for accessing the Internet are desktop machinesnamely, Windows 95/NT and the Macintosh PowerPC family. These operating systems are running on computing platforms powerful enough to display complex 3D-rendered scenes. The tools are readily available as well, thanks to Microsoft's DirectX media integration API's and ActiveX Internet controls as well as Netscape's Live3D and LiveConnect developer platforms. These software tools, combined with powerful desktop processors, make it easy for software developers to create VRML technologies and products.
Another key aspect of development is the tight integration of multimedia into these platforms. Hollywood and the video games industry see the desktop PC as the next major platform for delivery of multimedia content. This means VRML technology development will be accessible to developers of all types of integrated Internet-based media.
The final key is development of open-protocol communications standards suited for Internet use. Currently, the military uses distributed interactive simulation (DIS) as the communications protocol for training applications and has been successful to date. The integration of DIS with Internet technology is key but not the entire solution. DIS was developed only for military applications. Its broader acceptance by industry is dependent on significant changes to its infrastructure, including the simulation model, numerical representation, integration with VRML, and dependence on Department of Defense initiatives.
Another complementary area of interest is multiuser VRML spaces. These applications are the next step in on-line human-to-human communication and are enabled by the Internet and VRML. Several companies have products that let individuals directly interact with others. In these on-line worlds each person views a fully interactive 3D VRML world, including moving graphical avatars that are the virtual representations of their human counterparts. Some of these applications also include real-time voice that is syncopated with movements of the avatar's eyes and mouth. It is very compelling to communicate with someone and only be able to see their virtual representation.
Several companies and organizations are now starting to collaborate on a standard for VRML-based avatars. These groups are now in the formative stages and are being published by fairly small companies. The first avatar standard will roll out later in 1996.
VRML technology and content development in 1996-1997 will focus on several areas. On the standards front, the VRML Consortium and ISO will continue to broaden acceptance of VRML. The VRML Consortium will have its first official meetings in late 1996. Creating the organization and filling it with technical, creative, process-oriented people will be a goal. The VAG will continue to serve as the focus for standards-based VRML work until the consortium is self-sustaining. Also during 1997, ISO will officially adopt VRML as the only international 3D metafile format for the Internet. Once the VRML Consortium is operational, the focus of activities will be on continued development of the VRML specification and the creation of working groups.
On the software and hardware development fronts many advances will be made. VRML 2.0 browsers will emerge and will integrate directly into the popular HTML-based browsers. Manufacturers of three-dimensional hardware accelerators will add features that directly support basic VRML graphics. Tool manufacturers, such as polygonal modelers and scene creation tools, will incorporate VRML read-and-write capabilities. Integration of DIS and other distributed simulation communications protocols will quickly help content authors build multiuser capabilities into their worlds. Finally, content developers will enjoy the flood of new modeling and programming tools.
Given all of these advances there are still three immediate technical areas that need to be addressed before VRML becomes widely adopted: common scripting language, external API, and binary file format. Currently, these areas are quite controversial, but it is clear within the VRML community that solutions to the problems are within reach.
http://vag.vrml.orgOfficial home of the VRML spec and the VAG
http://www.sdsc.edu/vrmlVery comprehensive list of VRML resources
http://www.intervista.comPopular VRML browser
http://www.microsoft.com/ie/ie3/Popular VRML browser
http://www.sgi.com/cosmoPopular VRML browser
http://home.netscape.com/eng/live3dPopular VRML browser
http://www.blacksun.comMultiuser 3D application
http://www.onlive.comMultiuser application with real-time voice
http://www.dimensionx.comJava-based VRML tools
http://www.ktx.comVRML tools
INTRODUCTION
If the National Aeronautics and Space Administration's VIEW laboratory marks the beginning of the virtual reality (VR) industry, the industry is just about to pass its 10-year mark. There is a rule of thumb stating that it takes about 20 years for a new technology to find its way into the mainstream economy. Applied here, this means 10 years before VR is in the mainstream economy. This prediction seems completely reasonable, or even pessimistic. Consumers can currently purchase VR headsets with integrated tracking for less than $800. A handful of automotive manufacturers and aerospace contractors use VR on an ongoing basis to solve design and engineering problems. However, early adopters are incorporating the technology into their work and lives. They face all of the frustrations and challenges typically associated with being on the cutting edge. The next 10 years will see the VR industry evolve in a straightforward and boring fashionearly adopters will have paved the way for easy use by the mainstream.
This evolution will require a fundamental shift in the way VR technology is viewed and used. The technology must cease to stand apart; it needs to become an invisible part of a user's lifestyle and work habits. This requires progress on two basic fronts: First, the technology must be integrated into the user's physical environment. Second, it must be integrated into the user's software environment.
For mainstream users to benefit from VR technologies, the technologies must become pervasive. They must extend throughout our industries and lives. They must diligently work for their users and quietly become part of their lifestyle. The facsimile machine is an example of a technology that has accomplished this.
Walkmen, dishwashers, televisionsAll these have become pervasive by thoroughly changing the way people do things. A person does not talk about using a walkman, or a dishwasher, or a television. If anything, a person discusses the content or end result as opposed to the actual device. "I heard a good song," "The dishes are clean," "Did you see that stupid show last night?"
There is little question that three-dimensional (3D) graphics and simulation are on the way to becoming pervasive. In industry the design process is being transformed to demand 3D models and simulations. This Christmas consumers will be choosing between the Sony or Nintendo platforms with 3D graphics capability being assumed.
However, the VR industry must evolve to provide such 3D systems with immersive interfaces that multiply the utility and effect of the 3D graphics. Currently, most 3D graphics are shown on a 2D screen and manipulated via a 2D mouse. These interfaces effectively remove much of the value present in the 3D environments. The VR industry must maintain the utility and comfort present in a user's natural ability to perceive and manipulate 3D environments and objects.
For VR to become a pervasive tool, it must become integrated into both the user's physical and software environments. Seamless integration with a user's physical environment is not simple because immersive interfaces tend to immersethat is, they surround and envelop the user. This can easily intrude on a user's physical and mental environment. The VR industry needs to minimize this intrusion to the point where immersive interfaces are as natural to use as a telephone or mouse. It is interesting to note that both these examples are not inherently natural, but both have been integrated into users' workspaces and lifestyles.
To achieve a natural interface, paradigms that transcend the standard goggles-and-gloves paradigm need to be pursued. The fact that people collaborate, multitask, and eat while they work are down-to-earth aspects that must be considered in the design of immersive tools.
Equally challenging is the integration of these new interfaces in the software environment. Application software packages have typically been written for 2D screens and interfaces. As a result, most immersive interfaces are poor retrofits onto existing packages that were never designed to incorporate them. This lack of integration severely cripples the utility of immersive interfaces.
This integration is probably best achieved by starting with a "top down/bottom up" design approach on a number of key applications. For example, the entertainment industry could use an immersive set design and preview system, while the Defense Department would benefit from a simulation-based design and modeling system that fully utilizes a human's ability to think, design, and manipulate 3D space.
The U.S. armed forces have created the most advanced training
systems in the world. Some segments of the armed forces, however,
are facing true training shortfalls for the first time in decades. These
training deficiencies are being caused by worldwide deployments. U.S. Air
Force active duty and reserve squadrons, for example, have experienced a
reduction in training sorties of up to 25 percent. This reduction is a
direct result of deployments in support of contingency operations over Iraq
and Bosnia. Pilots are most proficient and able to fight when they are
first deployed to these areas. As the deployment wears on, with little or
no training opportunities, pilot proficiency slips. The same problem is
occurring in other combat arms as the trend to use U.S. forces in
peace-keeping roles accelerates. Since conducting realistic training is
impossible on most of these missions, simulators provide the only
realistic training alternative. Unfortunately, most of the simulators in use
today are very expensive, are limited to single-crew training, and are not
deployable.
Emerging commercial simulation technology, however, may provide a near-term solution to this military training problem. Some fighter pilot skills, for example, cannot be practiced in simulation, regardless of the fidelity. The most important (and perishable) skills, however, can be honed by very-low-cost simulators. The computer game Falcon 4.0 is an example of a commercial product that is shattering the fidelity threshold and providing a model for very-low-cost simulation. There are several key components to Falcon 4.0 that allow this type of breakthrough. Falcon 4.0 features "SIMNET-like" networking protocols that create a large man-in-the-loop environment. These features of Falcon 4.0 provide the basic building blocks for producing a simulator that will be low in cost and deployable and that will provide pilots with team training opportunities. In the near term this capability will be enhanced with the development of commercial head-mounted displays and voice recognition systems.
DOD Modeling and Simulation Overview and
Opportunities for Collaboration Between the
Defense and Entertainment Industries
The U.S. Department of Defense (DOD) is building a robust
modeling and simulation (M&S) capability to evaluate weapons system
requirements and courses of actions; to reduce the time line, risk, and cost
of complex weapons system development; to conduct training; and for
realistic mission rehearsal. Part One of this paper provides a description
of the current and envisioned application of M&S in the training,
analysis, and acquisition support functional areas. It also summarizes the
plan that is in place to help achieve DOD's M&S vision. Part Two is a list
of technology areas that DOD believes have a potential for
collaborative development with the entertainment industry.
Vision and Application
The foundation for the above set of DOD M&S capabilities will be the development of a common technical framework to maximize interoperability among simulations and the reuse of simulation components. The cornerstone of the common technical framework (CTF), the High-level Architecture (HLA), has just been adopted as DOD-wide policy. Together with the other elements of the CTF, data standards, and a common understanding (or conceptual model) of the real world, the HLA will enable DOD to use and combine simulations in as-yet unimagined ways. Establishment of a commercial standard will follow as applications spread to training for natural disaster response, weather and crop forecasting, and a host of other business and social problems.
Common services and tools also will be provided to simulation developers to further reduce the cost and time required to build high-fidelity representations of real-world systems and processes. Realistic simulations, interacting with actual war-fighting systems, will enable combatants to rehearse missions and "train as we fight." Virtual prototypes developed in a collaborative design environment using the new integrated product and process development concept will be evaluated and perfected with the help of real war fighters before physical realizations are ever constructed. DOD will enforce recently approved policies and procedures for the verification, validation, and accreditation of models and simulations to ensure accuracy, thereby enhancing the credibility of simulation results.
The advanced M&S capability envisioned by DOD will be a rapidly configured mix of computer simulations, actual war-fighting systems, and weapons systems simulators geographically distributed and networked and involving tens of thousands of entities to support training, analysis, and acquisition. Not only is there a desire to quickly scale the size and mix of simulations, but DOD also is pursuing the capability whereby both groups and individuals can interact equally well with a synthetic environment. The major challenge in providing scalability, as well as the group and individual experience, is achieving consistency and coherence of both time and space.
Other areas of ongoing research in DOD that show promising results are the accurate representation of human behavior, systems, and the natural environment (air, space, land, sea, weather, and battle effects). DOD's efforts are focused on just-in-time generation of integrated and consistent environmental data to support realistic mission rehearsals anywhere in the world, including inaccessible or operationally dangerous locations. Investments in the rapid extraction of land and water surfaces, features existing on those surfaces, and features derived from ocean, air, and space grided fields have begun to yield results. The goal is to develop a capability to generate feature-integrated surfaces that require minimal editing and model-based software for feature extraction. Achieving this will, for example, ensure that weather fronts that bring rain or snow change the characteristics of the ground so that transit rate is affected and the associated wind patterns move trees, create waves, and alter dispersal patterns of smoke and dust. The resulting realism will add significantly to training, analysis, and acquisition. These effects, when coupled with dial-up capability to create custom correlated conditions, can provide year-round training.
Training
Warriors of every rank will use M&S to challenge their skills at the tactical, operational, or strategic level through the use of realistic synthetic environments for a full range of missions, to include peacekeeping and providing humanitarian aide. Huge exercises, combining forces from all services in carefully planned combined operations, will engage in realistic training without risking injury, environmental damage, or costly equipment damage. Simulation will enable leaders to train at scales not possible in any arena short of full-scale combat operations, using weapons that would be unsafe on conventional live ranges. Simulation will be used to evaluate the readiness of our armed forces as well.
The active duty and reserve components of all forces will be able to operate together in synthetic environments without costly and time-consuming travel to live training grounds. In computer-based training, both the friendly and opposition forces, or computer-generated forces (CGFs), are highly aggregated into large command echelons and carry out the orders resulting from staff planning and decision making. CGFs fall into two categories: (1) semiautomated forces (SAFs), which require some direct human involvement to make tactical decisions and control the activities of the aggregated force, and (2) automated forces, which are associated with autonomous agent (AA) technology. AAs are in early development phases and will find extensive applications in M&S as the technology matures.
There is now a diverse and active interest throughout the DOD M&S community, academia, and the software industry in the development of CGFs and AAs. The Defense Advanced Research Projects Agency is sponsoring the development of Modular Semi-Automated Forces for the Synthetic Theater of War program, which includes both intelligent forces and command forces. This effort also involves development of the command and control simulation interface language. It is designed for communications between and among simulated command entities, small units, and virtual platforms. The services, more specifically the Army's Close Combat Tactical Trainer program, is now developing opposing forces and blue forces to be completed in 1997. The British Ministry of Defence also is developing similar capabilities using command agent technology in a program called Command Agent Support for Unit Movement Facility. Academic and industrial interest in this technology has led to the First International Conference on Autonomous Agents, which will take place in Marina del Rey, California, on February 5-8, 1997.
Analysis
M&S will provide DOD with a powerful set of tools to systematically analyze alternative force structures. Analysts and planners will design virtual joint forces, fight an imaginary foe, reconfigure the mix of forces, and fight the battle numerous times in order to learn how best to shape future task forces. Not only will simulation shape future force structure, but it will also be used to evaluate and optimize the course of action in response to events that occur worldwide.
M&S representations will enable planners to design the most effective logistics pipelines to supply the warriors of the future, whether they are facing conventional combat missions or operations other than war.
Acquisition
Operating in the same virtual environments, virtual prototypes will enable acquisition executives to determine the right mix of system capability and affordability prior to entering production. Fighting synthetic battles repeatedly while inserting new systems or different components will help determine the right investment and modernization strategy for our future armed forces. Models and simulations will reduce the time, resources, and risks of the acquisition process and will increase the quality of the systems produced.
M&S will allow testers to create realistic test and evaluation procedures without the expense and danger of live exercises. "Dry runs" of live operational tests will minimize the risks to people, machines, and testing ranges.
M&S will enhance information sharing among designers, manufacturers, logisticians, testers, and end users, shortening the system development cycle and improving the Integrated Product Team development processes.
The DOD M&S Master Plan (MSMP) is a corporate plan to achieve DOD's vision. Its first objective is the establishment of a common technical framework, anchored by the HLA. The HLA has been defined and adopted as the standard simulation architecture for all DOD simulations. Development continues on the other elements of the CTF, and DOD's investment strategy for M&S is focused on achieving the vision.
The second objective of the MSMP is to provide timely and authoritative representations of the natural environment. To this end, Executive Agents (EAs) have been established to coordinate development in their respective areas of oceans, aerospace, and terrain. EAs have also begun to explore potential commercial marketplaces for their databases.
The remaining objectives address representation of systems, human behavior, and establishing a robust infrastructure to meet the needs of simulation developers and end users. The infrastructure will include resource repositoriesvirtual librariesand a help desk for users.
The final objective of the plan is to share the benefits of M&S. DOD must educate potential users about the benefits of employing M&S. To that end, an extensive study is under way to quantify objective data on the cost-effectiveness and efficiency of M&S in training, analysis, and acquisition applications throughout DOD. Extensive anecdotal data exist, but no concerted effort to demonstrate the return on investment has been done.
Although the vision for M&S described previously is focused on meeting the needs of the military, implementing the vision requires the development and exploitation of technologies that also have application to the entertainment industry. The following partial list of technologies was identified by members of the DOD M&S community as areas where cooperative development with the entertainment industry will have the greatest benefit to both communities.
Virtual presence is the subjective sense of being physically present in one environment when actually present in another environment (Sheridan, 1992). Researchers in virtual reality (VR) have hypothesized the importance of inducing a feeling of presence in individuals experiencing virtual environments if they are to perform their intended tasks effectively. Creating this sense of presence is not well understood at this time, but among its potential benefits may be (1) providing the specific cues required for task performance, (2) motivation to perform to the best of one's abilities, and (3) providing an overall experience similar enough to the real world that it effectively allows suspension of disbelief while at the same time the synthetic environment elicits the conditioned or desired response while in the real world.
Visual Stimulus
This is the primary means to foster presence in most of today's simulators. However, because of an insufficient consideration of the impact of granularity, texture, and style in graphics rendering, the inherent capability of the available hardware is not utilized to the greatest effect. One potential area of collaboration could be to investigate the concepts of visual stimulus requirements and the various design approaches to improve graphics-rendering devices to satisfy these requirements.
Hearing and 3D Sound
DOD has initiated numerous efforts to improve the production of 3D sound techniques, but it has not yet been effectively used in military simulations. Providing more realistic sound to a synthetic environment can have two potential benefits for training: (1) providing more realistic sound cues and (2) providing a more realistic aural environment that enhances realism.
Olfactory Stimulus
Smell can contribute to task performance in certain situations and can contribute to the full sense of presence in the synthetic environment. There are certain distinctive smells that serve as cues for task initiation. A smoldering electrical fire can be used to trigger certain concerns by individuals participating in a training simulator. In addition, smells such as hydraulic fluid can enhance the synthetic environment to the extent of creating a sense of enhanced danger.
Vibrotactile and Electrotactile Displays
Another sense that can be involved to create an enhanced synthetic environment is touch and feel. Current simulator design has concentrated on moving the entire training platform while often ignoring the importance of surface temperature and vibration in creating a realistic environment.
Coherent Stimuli
One area that has not received much research is the required coherent application of the above-listed stimulations to create an enhanced synthetic environment. Although each stimulation may be valid in isolation, the real challenge is the correct level and intensity of combined stimulations.
Virtual Environment Representation
This area includes technologies that emphasize the representation of individuals and the interactions among virtual and live participants in an individual or group experience.
Representation of Human Figures
While methods are evolving for creating computer-generated representations of human figures that are anthropometrically valid, in general these methods are computationally complex while at the same time stylishly rigid. Approaches for automated modeling of human figures that result in more natural representations that are more computationally efficient is a topic of great interest in a number of disciplines, including medicine. The need is to determine the minimum essential information required to provide a representation of human actions that are sufficiently realistic for both communities. Animation of human figures, including speech, running, and facial expressions, still requires significant development.
Human Body Tracking
Research has begun on methods for tracking and capturing the motion of humans that support real-time interaction with both virtual and constructive simulations.
Virtual Backgrounds
Creation of a full virtual environment requires generating the natural and/or cultural features of the background in which the interaction takes place. Specific areas of research include automating the production of background environments and efficient representations in scalable databases.
Most of the research in virtual presence has been single person oriented (e.g., head-mounted displays and tracking systems, hand and foot controls). DOD has a direct interest and experience in developing the group or team training experience, which is also of interest to the entertainment industry. DOD would like to enhance its capability for an entire group to interact with a virtual environment and each other without the need for unique individual hardware devices.
The DOD vision is to apply M&S to the full range of military applications, including training, analysis, and acquisition. The vision can only be met if the technology defined above is readily available, of low cost, and operationally valid. It is the desire of DOD to explore technologies with the entertainment industry that are relevant to modeling and simulation. These technologies may include animation, graphical imaging, data communication and storage, architectures, and human immersion. DOD believes research in collaboration with the entertainment industry will provide mutual benefit to both communities.
Sheridan, T.B. 1992. Telerobotics, Automation, and Human Supervisory Control. MIT Press, Cambridge, Mass.
Nintendo 64, the first truly interactive three-dimensional video
game machine, provides a level of experiences that has not generally been
available outside the traditional simulation and training community. It
does so at a price point that allows virtually every household to own one.
The implications of the technology embedded in the machine for all types
of training and simulation are tremendous. Not only does it provide a
low-cost ubiquitous platform, but it also portends a future where even
more powerful and realistic machines will be pervasive.
Silicon Graphics, relying on 15 years of experience, was able to utilize state-of-the-art semiconductor technology to achieve a low-cost, high-performance, high-volume product for Nintendo. The chips utilized were among the first logic chips to be produced using 0.35-micron technology. This represents a fundamental change in the way technology is driven. In the past, advanced technologies were first used to produce low-volume, high-cost systems principally for military use. These seed applications provided the opportunity to make the technology viable economically. Over time the technology moved down in product price point until eventually it appeared in consumer devices.
All of this has now changed. Today, with fabrication facilities costing over $1 billion, large-scale markets must exist to justify the expense of construction. Although DRAM [dynamic random access memory] has long been the primary justification for new fabrications, the cyclical nature of demand requires that other applications need to exist to balance capacity utilization. Video games are the largest market for consumption of advanced semiconductor technologies; their public acceptance is orders of magnitude higher than that of traditional computer products. In its first six months, 2.7 million units are expected to be sold, increasing to a total of 5 million within the first nine months.
In the video game market it is possible to get an advanced product like this out at a price point that is acceptable to the consumer only because it is possible to subsidize hardware with software. The hardware is brought to market with a very low margin throughout the chain from manufacture to distribution. Much like a CD player, the box has no intrinsic value to the consumer; it is simply a necessary expense in order to enjoy the game. Over the product life it is typical for each platform to average 10 games. This provides the return on investment to the manufacturer as well as a living for the content providers.
This is a great development for kids who want to play games, but what implications does it have for other markets? It is instructive to look at some of the similarities to the requirements that are traditionally associated with the military market. Typical military programs have stressed advanced technology. After all, competitiveness is the cornerstone of any military development. The video game business is a war for the consumer pocketbook. Because of the requirement for competitive advantage, both applications are up-front and capital intensive. Long-term product stability also is important for both markets. In this respect, video games are unusual for a consumer product. Each hardware unit in the field must play every game cartridge the same as every other machine. Maintenance of the design for a 10-year period is accepted.
So we can see that there are many characteristics of video game hardware that match up with typical military requirements. How could this type of hardware be put to use? In the field of training and simulation the military has long led the way. With increasing sophistication of weaponry and the political sensitivities associated with the type of actions encountered in today's world, military preparedness is more necessary than ever. Simulation also provides the cost-effectiveness required by today's budget realities. Nevertheless, practical training equipment, although decreasing in price, has not yet become ubiquitous. This type of video game platform now makes that possible.
The question before this group is, How can the military take advantage of this commercially developed technology? One immediate answer is that training cartridges can be developed for the actual home game platform. This requires the setting up of some sort of development rights with the game platform manufacturer. This is actually a very practical method for training applications where the home game hardware is sufficient to achieve the training objective. In the case where input devices must be similar to actual operational hardware or where systems must be embedded into operational equipment, one must go beyond the box available at the toy store.
Some of these requirements can be met by physically reconfiguring the hardware and developing the appropriate accessories. In other cases, where requirements may exceed the capabilities of the home game box, more powerful systems can be built utilizing the same components.
Generally, a semiconductor process yields a speed range of parts that can vary in horsepower by 50 percent or more. In the case of a product like Nintendo64, because of the requirement for high volume and low cost, all devices must work in the target system. This means that through speed grading much more powerful components can be obtained. By using these components and more robust system configurations it is possible to satisfy more demanding requirements. Since the semiconductor process used to manufacture these state-of-the-art devices is itself quite new, it is a natural that as the process matures a shift of yield to higher-speed parts will result. This is a quite common phenomenon in the DRAM business.
So what is the issue that prevents this type of technology from being utilized by the military? The military can accomplish tremendous projects during times of war or national emergency, but during peace time the design and procurement cycle moves at a snail's pace. I recently talked to a customera military system integratorabout designing a graphic function for use in a new vehicle. He was concerned that he might prototype with something that would not be cost-effective in implementation. I asked him: "Well, how far out is production?" The answer was that production would start in six to seven years. I told him there wasn't anything on Earth with regard to electronics that would not be cost-effective in six years if it exists today.
How can the military deal with this situation?
1. It can think long term. We have to have a vision of what kind of technology we will want to be using 5 to 10 years from now. We have to be practical. There are far too many "futurists" on the speaking circuit whose ideas are either too far out in time or lack any understanding of the infrastructure required to provide a whole solution. Nevertheless, a long-term vision is a necessity.
2. It can focus. Focus on specific objectives of large scale. This provides volume, which is necessary to entice companies to commit resources. However, don't get trapped into trying to define a universal device that meets all needs for everyone. The desired product must be simple to describe and easily understood by everyone involved.
3. It can make commitments. No company with shareholders is going to make a major investment of its resources for something that might happen. The military must realize that despite everyone's good intentions some of these commitments will result in failure. Monitoring of progress and conditions is required, but this needs to be at arm's length.
4. It can cut the red tape. Companies need to be able to do what is business as usual to them. Requirements need to be clearly communicated and feasibility agreed. After that, get out of the way and focus on results rather than procedures.
5. It can put the infrastructure in place. No solution will succeed unless the proper infrastructure is put in place on the customer side. There needs to be honesty in the assessment of how fast infrastructure changes can be accomplished, and these must mesh with the time scale of the project.
In closing, there is no limit to where technology can go. The limits lie in our ability to apply technology. The reason that entertainment markets are able to apply technology successfully is that major commitments are made for specific focused objectives of large magnitude. This provides lucrative opportunities for technology companies to provide new solutions.
Collaborative Challenges:
Understanding Cultural Differences
There is a broad cultural chasm between the U.S. Department of
Defense (DOD) and the entertainment/computer industry. This chasm
can present a serious obstacle to successful collaboration. Processes and
attitudes will have to be created or modified if collaboration is going
to succeed between the two groups.
In the context of modeling and simulation, DOD can be characterized by varied and often competing interests, funding that is renewed annually, and extremely hierarchical and time-consuming approval and review processes.
Varied and competing interests. Three domains of simulation competing for funding (ACR, RDA, TEMO); uncertainty and competition between DARPA, RDECs, STRICOM, and major commands like SSDC for primacy in development and program management of new simulation activities.
Funding uncertainty. Annual budget processes, effects of changing military and civilian leadership on priorities; for example, Army Modeling and Simulation organizations (MISMA, AMSO, DUSA/OR, M&S GOWG) and National Rotorcraft Technology Center funding profile.
Need for coordination across commands and agencies to get approval and requirements for periodic reviews at multiple levels; examples in ACTD processes, Soldier System development. Long duration of projectsone year to get consensus, two years until funding; examples in Louisiana Maneuvers, Battlefield Visualization.
In comparison, the commercial entertainment/computer industry can be characterized by short project horizons, more stable funding, relatively flat heirarchies for approval, and more informal and spontaneous review processes.
Product horizons are one to three years from concept to product on the shelf; an example is the Nintendo 64.
Once a company approves a project for development and production, funding is programmed and maintained generally for the duration of the effort and is not subject to the whims of elected representatives.
Flatter hierarchies and more informal reviews, resulting from total quality management or reengineering and closer scrutiny of value-added functions; less internal regulation.
Recommendations for successful collaboration:
1. Create an advisory board with power to sponsor and recommend collaborative and cooperative efforts. Publish annual report with positive results and with opportunities that were neglected. Include lessons learned about positive and negative collaborative results.
2. Exchange liaisons. Create positions that are geographically proximate for providing effective coordination and for seeking opportunitiesa few that work for advisory board, more that work for specific participants, both DOD and non-DOD.
3. Allow decisions at the lowest levels. Minimize hierarchical reviews. Nonproductive time for most participants. Use advisory board liaisons.
4. Understand and use existing cooperative mechanismscooperative research and development agreements, cooperative agreements, and other transactions. Involve a congressional staff in advisory panel to help shape future mechanisms.
Advanced modeling and simulations for games, entertainment,
manufacturing, education, the U.S. Department of Defense, finance, and
other applications will grow with the development of integrated media
systems incorporating software and hardware development at many levels.
Integrated media systems will powerfully impact all fields of inquiry and
technology. Integrated media systems of the future will seamlessly
combine digital video, digital audio, computer animation, text, and graphics
into common displays in such a way as to allow for mixed media creation,
dissemination, and interactive access in real time. Prodigious national
and international resources are currently being marshaled for integrated
media technologies' research, development, infrastructure installation, product
creation and commercialization, public performance, and training.
According to a recent projection, multimedia and creative technologies will represent
a new total market of $40 billion by the year 2000 and $65 billion by the
year 2010.
The beckoning opportunity is to accelerate progress in this new discipline by revolutionizing our access to information sources, easing the effort required to author original works, and transforming our capacity to augment and enhance the productivity of human creative endeavors. The corresponding challenge is to first recognize the impact of these dramatic changes on the very nature of our teaching tools, manufacturing methods, defense systems, health care systems, and entertainment/art forms and to then exert sufficient positive leadership to assure maximum benefit. At the University of Southern California we are pursuing a large-scale program that is relevant to the goals of utilizing entertainment-oriented technology. We have established a Center for Integrated Media Systems, which is directed by Max Nikias, for research, development, and teaching in advanced systems for multimedia applications, including entertainment. This research has recently received one of four Engineering Research Center awards this year from the National Science Foundation, the proposal ranking first out of 117 proposals.
There are three major areas of importance with opportunities for research and development: interfaces, communications, and databases. These are discussed below. The next generation of integrated media systems in the augmented reality, interactive multimedia, heterogeneous computing, distributed database, wireless communication, and high-speed network environments will impact every facet of our lives. Access to a wealth of diverse and distributed information resources will be possible from within an individualized "information framework." Interactive media will enable new paradigms for education, training, manufacturing, and entertainment that provide worldsreal, augmented, and fantasyfor people to experience, learn through, and interact with. Design-based industries will develop products through virtual design systems that integrate software applications and manage both the design process and the design data, as well as incorporate input from intended consumers, designers, production engineers, quality assurance and quality control specialists, cost analysts, and manufacturing engineers.
Computer interfaces are unidirectional and inefficient. A significant bottleneck has emerged at the creator-computer and computer-consumer interfaces owing to an increasing mismatch between computational and display power, on the one hand, and human-computer input/output (I/O) on the other. Simply put, highly visually and aurally oriented human beings are constrained to interact with an assistant that cannot see, hear, or speak. The human-computer interface has evolved over four decades from plug boards, lights, punch cards, and text printers to postscript laser printers, mouse-based window systems, and primitive head-mounted displays. The trend has clearly been toward interaction modes that are more intuitive, enabling people to communicate more effectively to and through computer systems. Today, enhanced video and audio capabilities fuel the explosive success of both multimedia-equipped studio-grade workstations (the creator-computer interface) and personal computers (the computer-consumer interface), as particularly evidenced by the trend toward truly interactive media applications.
Technological advances in the area of human-computer interfaces are necessary to achieve a new level of even richer and more perceptive interfaces that are characterized by the immersion of the user/participant in highly communicative multisensory interactions. These advances must span both visual and aural interface technologies. Input to the computer can be enhanced by means of smart cameras for environmental awareness and expression recognition and with robust speech recognition for extended natural language interactions. Immersivision methods for panoramic scene reprojection and novel approaches to three-dimensional (3D) displays enrich the presentation of graphic output. The computer's sense of the environment is enhanced through smart-camera-based tracking technology, which in turn is pivotal for both augmented reality applications and the synthesis of an accurate 3D aural environment through immersive sound reproduction. Furthermore, the coupling of these technologies with advances in wireless networks and distributed databases will allow the integration of mobile workstations (personal data assistants) with tracked head-up displays for application in augmented office, classroom, factory, and cockpit environments.
Real-time distribution and storage of multimedia information is expensive. Even with compression, which can only be employed in certain applications, digital video and audio can consume large portions of database storage and network bandwidth. Access to even currently available network bandwidth is limited by workstation I/O design bottlenecks. A need therefore exists for both high-bandwidth interconnections and interfaces and real-time artifact-free compression and decompression algorithms.
Over the past decade, user demands on networks and databases have escalated from the bandwidth and storage requirements characteristic of text to those characteristic of both images and real-time production-quality video and audio. As integrated media systems evolve to incorporate the advanced interfaces described above, they will impose even greater demands on high-speed wired and wireless communications networks. These enhanced visual and aural interfaces, as well as real-time digital video servers, integrated media databases, and distributed processing systems will require the effective and efficient image and data compression methods, multi-gigabit-per-second (Gbps) fiber-optic networks, and high-bandwidth wireless networks developed in this thrust. Two cases illustrate how the need for such delivery fabrics arises depending on the number of connected users. In today's manufacturing environments with hundreds of untethered workers, or in video-on-demand networks with thousands of consumers, each person requires on the order of 20 Mbps of bandwidth over wireless or wired networks to receive compressed video and graphics. On the other hand, in today's video production environment with dozens of users, each requires about 270 Mbps for D1 digital video. A shared network is an efficient means for distributing data in both of these cases. One challenge for such a system with multi-Gbps (2 to 50 Gbps) aggregate throughput is to seamlessly support multiple data types such as D1, MPEG, text, and graphics. In addition, the interconnection and delivery fabric must be capable of satisfying future standards, such as video quality that is significantly superior to that of D1 or high-definition television. The research challenge in this area is focused on the development of technologies for shared integrated media networks.
An effective methodology for managing large integrated media databases does not exist. Integrated media databases of the future will contain terabytes of information. Information relevant to a given need will likely reside in a collection of interconnected heterogeneous and distributed knowledge bases. Techniques for locally organizing, browsing, discovering, and querying such integrated media repositories are needed. Furthermore, many applications demand seamless synchronous access to multiple audio and video threads from distributed digital databases, a capability that does not currently exist.
Advanced human-computer interfaces and enhanced wired and wireless media interconnection and delivery networks cannot function effectively without access to dramatically scaled-up databases that can seamlessly manage multiple media types. Hence, the central integrated media-systems-related issue that must be addressed during the next decade is the storage, indexing, structuring, manipulating, and "discovery" of integrated multimedia information units (MIUs) that include structured data values (strings and numbers), text, images, audio, and video. The key research focus in this area centers on managing multimedia information units in the context of a highly distributed and interconnected network of information collections and repositories. Current data and knowledge management technology that addresses collections of formatted data and text is inadequate to meet the needs of video and audio information, as well as the mixture of modalities in MIUs. Furthermore, the highly distributed and interconnected nature of the emerging information superhighway accentuates the need for techniques that enable multimedia information sharing. The research challenge in this area involves the development of mechanisms that address four critical aspects of distributed multimedia information management: (1) multimedia information content representation and extraction; (2) multimedia database networking: discovery, filtering, query, sharing; (3) storage of and access to continuous media data types; and (4) visual presentation of information across cultures.
We are developing collaborations with other efforts, including related research activity at Howard University and the University of South Carolina. The South Carolina program has initiated development of a "virtual testbed," which is a top-down, mission-oriented approach emphasizing simulation of complete electrical systems on U.S. Navy ships using advanced visualization techniques. This program is under the direction of Professor Roger Dougal.
At the University of Southern California we have developed an industrial partnership with over 50 companies that are literally a cross-section of industry working to develop and apply the new technology. In entertainment we have formed a panel of entertainment professionals who will foster collaboration with the Hollywood industry that will be strongly impacted by multimedia simulations and modeling. The professionals are a cross-section of the industry, including actors, directors, film editors, audio engineers, computer network experts, writers, and others, including investors. Over the next few years we will be working to provide an academic venue for this technology to be researched, viewed, and understood, with emphasis on entertainment applications. The panel on entertainment applications will be meeting with industrial partners of the center at USC in a review that will occur in November of 1996.
The Future of Internet Games
Latency is a major barrier to fast-action Internet games. Game
developers can either hope the problem goes away or adopt new game
architectures that work around it. There is compelling evidence that the
problem will never go away and that the hardware will never improve to
the point that developers can afford to treat the Internet like a local
area network (LAN). Sandcastle offers an alternative, a software solution
that enables fast-action Internet games.
High latency is incompatible with the client/server and lockstep designs that current LAN games use. A response time of 33 milliseconds (ms) has been the industry standard for over 20 years, and even with premium on-line services, Internet performance is nowhere near that level. In fact, it cannot reach that level. In fiber, light takes 54 ms to travel roundtrip between New York and San Francisco. Networking experts agree that the Internet's latency will plateau between 100 and 130 ms cross country (Figure D.1).
Fast-action client/server and lockstep games are no fun at this speed. A player trying to dodge a bullet will feel either frustrated, because the response time is too slow for him to dodge, or cheated, because the program displays his character such that it appears he has dodged when he has not. Punches a player could land will miss; opponents a player could tackle will evade. Without responsiveness, fast-action games are not fun.
The solution is to move to a distributed architecture. In a distributed game, each player controls a character on his local machine, so it responds to his actions instantly, with no latency. The new challenge is then to synchronize the game state on all the machines and to coordinate interactions among objects that different players control.
In Figure D.2 the big circle is a server or multicast router in a building. The small circles are machines in people's homes. X, Y, and Z represent objects controlled by users from their own homes. Proxies not shown in these figures display the objects on every machine. The X, Y, and Z letters represent the point of control of each object.

In the lockstep architecture, each machine broadcasts its user
input to the other machines and advances one simulation cycle when it
has received a complete set of user input from all participating machines.
Since advancing a cycle requires complete exchange of user input,
the responsiveness is limited by the speed of the worst communications
latency of any machine. In the client/server architecture, each
machine independently sends its user input or action request to the server in
order to perform an action in the simulation. Controlling an object from
a client machine still entails a roundtrip delay, but the responsiveness
of any individual client machine is not affected by the
communications speed of the other machines. In a distributed architecture, machines
control objects locally and broadcast the results of actions to other
machines, which receive the information with some time delay. Each machine
has immediate responsiveness controlling its own objects but must
synchronize interactions between its own objects and objects controlled by
remote machines.

In both the lockstep and client/server architectures,
responsiveness is limited by the roundtrip communication latency to the server,
which will always be too long for fast-action games. Controlling objects
locally and synchronizing interactions between them is the only solution.
The shift from a central architecture to a distributed architecture
transforms the latency problem into a synchronization problem.
Methods of solving the latency and synchronization problems fall into three categories, represented in Table D.1.
At the lowest level, the first approach attempts to improve the speed of the network to reduce the latency problem by brute force, instead of adopting a distributed architecture. This approach will always have slow reactions because of the speed of light and network overhead, so it will be limited to domains like Quake, where players don't have a true opportunity to dodge bullets.
The second approach follows a software technology called distributed interactive simulation developed for military simulations. This approach accommodates the delay in which information is received from other participants by "dead-reckoning" or predicting the actions of the other participants to bring all objects displayed on a machine into the same time frame. Because predicting only works for predictable and continuously moving objects, such as planes and tanks, it does not apply to domains of rich human interaction like playing Nintendo's Mario 64 or playing catch with a ball over the Internet.
The third approach, synchronization, leverages off of the other two technologies, but more importantly it picks up where the other technologies reach their fundamental limitations. Information from remote machines will always be received with a time delay, and many actions cannot be predicted. Thus, remote objects must be shown in time delay. If a user has no interactions with remote objects, he cannot tell that he is seeing those objects "in the past"; but if he does interact with them, those interactions must accommodate the time difference. Synchronization technologies are a set of software networking components that enable interactions between objects in different time frames.
Sandcastle is developing synchronization technologies that give users the impression that the network has zero latency, or immediate responsiveness. Specifically, the technologies address the problems of interacting with shared objects, like throwing a football between users, and interacting directly with objects controlled by remote machines, as in a fighting game or a race.
Our view is that the latency problems of central processing are fundamental. Over time, the demands for high responsiveness will drive an inevitable shift in programming paradigms from central processing to distributed processing. As this shift occurs, the technologies and tools that address the critical problems of real-time distributed applications will become increasingly important. We believe that these contributions are the beginnings of a foundation not just for games and chat environments but for all of twenty-first century interactive entertainment.
As the Computer Science and Telecommunications Board (CSTB)
of the National Research Council assesses research priorities for
defense and entertainment simulation, it must be mindful of the significant
differences in objectives, risk and reward environment, and business
traditions and customs, especially with respect to proprietary
intellectual property, that characterize these two simulation industries.
Defense simulation programs focus on the solution of problems, the production of operational skills through training, the support of combat development test and evaluation, or the resolution of complex engineering optimization questions as a part of design and development. How well a defense simulation achieves its mission is usually determined by how its designers tailor the technology to address the problem of interest. Entertainment simulations, on the other hand, are a medium for the delivery of recreational experiences; the measure of success is not a matter of problem solution or production of information or skill but rather is determined largely by how exciting and enjoyable the experience is for the paying customer. The "fun quotient" of an entertainment simulation is predominantly a matter of art rather than technology; the technical side of the system must be capable of presenting the "story," but the perceived value of the experience hinges largely on the quality of the creative element.
Defense simulations are developed to a specification that defines the nature of the virtual world and the expectations of the customer for behaviors to be executed within it. As long as the product meets the specification, the development is deemed a success. Developers are compensated on the basis of their development cost plus a modest margin whose magnitude is negotiated in accordance with guidelines reflecting whether the customer or the developer takes on the development risk. There is no end-user specification to be met for an entertainment simulation. The developer must identify a market need, formulate a creative concept that addresses that need, and then back his intuition by investing his own money to field the concept. Maybe the marketplace will accept the concept; maybe it will reject it. For the most part, the market has been disappointed to date. If the simulation sells, it is priced in accordance with what the market will bear in view of competition, useful economic life, perceived value, return on investment, and so forth. What the market will bear may or may not be enough to recover development costs and to realize an attractive margin.
When the government contracts for research and development, both the client and the contractor generally acknowledge that the product of the effort belongs at least in part to the client. In the best case (from the contractor's point of view), the developer may share in the right to future exploitation of what is produced; however, the government belongs to all of us, and the government's equity in the ideas and technology is part of the public domain. In the entertainment world, proprietary intellectual property is the principal stock in trade, and ownership of the right to future exploitation is the primary asset resulting from the investment in a project. The customer buys the right to exhibit the product but never the right to the underlying proprietary intellectual property. Technological and creative innovations are important contributors to the asset value of the enterprise. To the extent that they can be protected, they will not be willingly given away.
These contrasts, particularly the last point, create an interesting challenge for the CSTB in its quest to encourage open collaboration between defense and entertainment simulation developers. There is such a difference in the operational norms between these two industry segments that the resulting cultural barrier has been successfully breeched in only very few instances. One might expect that there also is a divergence of views as to how the industry and its technology will evolve in the coming decade.
On the defense side, the next few years will see continuing efforts to develop and disseminate technologies for more effective application of simulations to military and civil problems. These will include:
Increased emphasis on large-scale simulations of military activity at the joint and coalition levels.
Increased dependence on simulation technology to offset cuts in OpTempo, to conduct distributed planning and rehearsal, and to provide visualization for distributed command and control.
Increased ubiquity of simulation, so that players will be able to join distributed virtual activities from any place and at any time.
Increased capability for scalabilityfrom combat theater to foxholewith appropriate level of detail to support activity at either extreme.
Improved ability to represent the behaviors of forces by computer-driven virtual entities to include complex concept formulation, planning, and reasoning activities in addition to simple drills.
Increased availability of communication bandwidth to accommodate more simultaneous players, accommodate demand for more tightly coupled and reactive simulation processes, to realistically stress players, and to realistically simulate "fast" processes.
Increased availability of tools for economical "rapid prototyping."
In the entertainment simulation world, return on investment is a key consideration. Research and development will focus on achieving value in the perception of the end customer. The need to impress end customers whose experience base is grounded in television and the real world will focus the competition at the highest levels of fidelity consistent with economic pricing. Pressure will continue to increase the performance and reduce the cost of leading-edge technologies so that each new generation of a product stimulates new demand and creates a competitive edge over its predecessor.
A conflict can be expected to develop between advocates of open standards and guardians of proprietary intellectual property. The substantial barrier to entry represented by development investment and the reduction of same that common standards promote will be cited by both groups as justification for promoting or avoiding the adoption of technologies common to competitive development teams. Ultimately, competition will refocus on the creative aspects of entertainment simulations, as developers realize that economy and speed in bringing an idea to market are greater factors in economic success than proprietary technology.
Entertainment developers suffer an approach-avoidance conflict over the accelerating pace of technological innovations, both because of the diminishing economic half-life of a development investment and the chaos in the competitive environment that the continuing avalanche of new capabilities will create. Even savvy buyers will become dizzy and indecisive as great products are eclipsed by pending spectacular ones.
What are some of the research priorities that will fuel the evolution suggested here? (1) Continuing geometric advancement in computing power, especially in the special-purpose hardware that creates imagery, with an accompanying dramatic reduction in price per performance. We can look ahead to the availability of photorealistic interactive systems at a price affordable by every householde.g., the cost of a television set. (2) Dramatic improvements in the capability to display virtual environments to human senses: very-high-resolution visual displays; true spatial sound; and tactile displays that communicate surface qualities (friction), resilience, and thermal characteristics (heat capacity).
There has recently been an increased focus on simulating and
modeling the individual soldier within the synthetic, or virtual, battlefield.
The U.S. Department of Defense (DOD) has approved a Defense
Technology Objective (DTO) for Individual Combatant Simulation (ICS). The
ICS DTO is currently supported by an Army Science and Technology
Objective (STO) for ICS. This is a joint STO between the Simulation,
Training and Instrumentation Command (STRICOM) and the Army Research
Laboratory, coordinated with the Natick Research and Engineering
Directorate. The program intends to procure and demonstrate technologies
for creating real-time simulations to immerse the individual soldier and
allow for interaction in a synthetic environment. The cost-effectiveness
of networked virtual reality devices will be determined using a
multisite distributed laboratory consistent with DOD's High-level Architecture.
The STRICOM Engineering Directorate is working closely with
the Project Manager for Distributed Interactive Simulation (DIS) on the
Dismounted Warrior Network project, which will take advantage of
several technology-based efforts to provide an engineering proof of principle
for immersing an individual into a synthetic environment.
The products that will evolve within DOD include the definition of a systems architecture to support the requirements for ICS as well as platforms and simulations that will support low-cost capabilities for mission rehearsal, materiel development, and training of individual soldiers and marines. There also is potential application of these technologies to training and rehearsal for the Federal Bureau of Investigation and the law enforcement industry.
The technological advances required and the technological challenges include low-cost solutions for:
Visualization of human articulation in real-time networked environments,
High-fidelity fully immersive systems,
Interoperability between different fidelity simulators,
Expansion of computer-generated forces for intelligent individual soldier interaction and decision making,
Integration of high-resolution terrain databases with immersive simulations instrumentation of the individual for high-precision engagement data collection capability within buildings,
Rapidly generated terrain databases to support mission planning and rehearsal while en route to a conflict, and
Accurate simulation of weapons systems in real-time computer-generated environments.
Regarding complementary efforts in the entertainment or defense sectors that might be applicable to my own interests, I am aware of the motion-capture techniques used by the entertainment industry, primarily for game development and motion picture special effects. One such product is being used for the STRICOM Dismounted Soldier Simulation (DSS) system, under contract to Veda Inc. DSS uses a wireless optical tracking system developed by the Biomechanics Corporation for Acclaim Entertainment. The technology has been integrated into a real-time DIS environment. The untethered soldier, outfitted with a set of optical markers and wireless helmet-mounted display, moves about freely in a real-world motion-capture area, while position and orientation data are gathered and sent to a DIS network via tracking cameras and image-processing computers. Fully articulated human motion rotations and translations are sent out to the DIS network using entity state and data protocol data units. Issues such as network bandwidth limitation and system latency have been analyzed.
Other potential products being developed by STRICOM have application to the entertainment industry. The Omni-Directional Treadmill is an example of a locomotion simulator that allows an individual to walk and run in a virtual world. As the user moves on the treadmill, his view of the computer-generated world changes, immersing him into the virtual environment. The Army may use this technology, for example, to rehearse for a mission by walking through a hostile environment beforehand. It is anticipated that additional technologies developed by the entertainment industry can be leveraged to support DOD requirements for individual combatant simulation.
Predicted Evolution of Virtual Reality
As this report indicates, virtual reality (VR) technology has
many promising applications in both the simulation and entertainment arenas.
VR technology is already being used for simulation, and, as the cost
decreases, its many potential applications will likely lead to widespread
use of VR, especially in the home for entertainment.
Unfortunately, a phenomenon exists that may pose a threat to the ultimate usability of this new technology. That phenomenon is referred to as "simulator sickness" and it is a well-documented effect of simulator exposure (Reason and Brand, 1975; Kennedy and Frank, 1983; Kennedy et al., 1989; Casali, 1986). Simulator sickness is similar to motion sickness but can occur without actual physical motion. The cardinal signs resemble those of motion sickness: vomiting, nausea, pallor, and cold sweating. Other symptoms include drowsiness, confusion, difficulty concentrating, fullness of head, blurred vision, and eye strain. Along with the potential discomfort to the individual, there are several operational consequences of simulator sickness: decreased simulator use, compromised training, and ground and flight safety (Crowley, 1987). There are additional effects of simulator exposure: delayed flashbacks and aftereffects (a sudden onset of symptoms) (Baltzley et al., 1989); shifts in dark focus (the physiological resting position of accommodation) (Fowlkes et al., 1993); eye strain (Mon-Williams et al., 1993); and performance changes (Kennedy et al., 1993).
One potentially critical effect of simulator exposure is postural disequilibrium, referred to as ataxia. Baltzley et al. (1989) suggested that unsteadiness and ataxia are the greatest threats to safety because there have been reports of such posteffects lasting longer than 6 hours and, in some cases, longer than 12 hours. Clearly, occurrence of ataxia has the potential for disastrous consequences.
Recent research (Kolasinski, 1996; Knerr et al., 1993; Regan, 1993) has documented that simulator sickness can also occur in conjunction with VR exposure. The potential consequences of such sicknessparticularly with widespread use of VR technologyraise important safety and legal issues for both manufacturers and users alike. Thus, simulator sickness (including effects such as ataxia) as it occurs with VR exposure must be understood if the technology is to make its predicted progress over the next decade. To meet this goal, the primary research challenges will be to thoroughly investigate the phenomenon.
Fortunately, simulator sickness in a virtual environment (VE)or "cybersickness," as it is calledneed not be regarded as an entirely new phenomenon. As already noted, simulator sickness is related to motion sickness, a phenomenon for which a body of literature exists (Reason and Brand, 1975). In addition, a body of literature exists for simulator sickness occurring in military flight simulators and, to a lesser degree, other simulators such as driving simulators (Crampton, 1990). Thus, VR researchers need not entirely reinvent the wheel but can and should draw on the existing literature, at least in the initial stages of investigation.
Much of the sickness literature that may be applicable to VEs is reviewed by Kolasinski (1995). In this report, three major categories of factors that may be related to simulator sickness as it occurs in a VE were identified: factors related to the individual using the system, factors related to the task performed in the VE, and factors related to the VR system itself. Although simulator sickness is not a new phenomenon, a VE may differ in several important respects from the typical simulator. For example, depending on how a VE is defined, such a system is likely to involve some form of direct sensory input, probably through a head-mounted display (HMD), at least. Such devices may pose unique concerns, and current research efforts (Mon-Williams et al., 1993) are examining the effects of HMD use on the visual system. Thus, although research into sickness occurring in VEs can draw on previous simulator sickness research, new research must be conducted specifically in VEs in order to address sickness issues unique to the VR setting. Very little research exists on sickness as it occurs in conjunction with VR exposure. Furthermore, with few exceptions (Regan and Price, 1994), the majority of VR studies currently reported in the literature were not designed to specifically investigate sickness. Instead, most studies investigated the use of VR systems, with sickness examined only as an aside.
Kolasinski (1996) represents one of the first experimental investigations of simulator sickness as it occurs in VEs. The primary focus was to investigate the prediction of sickness based on characteristics associated with an individual using a VR system, but the occurrence of ataxia following exposure also was investigated. This research established that sickness did, in fact, occur. In some cases it was severeone participant vomitedand/or involved lingering or delayed effects. Ataxia, however, was not found.
This latter findingthat ataxia did not occur even though sickness didsupports findings presented by Kennedy et al. (1995), who found that, with repeated exposure to a simulator, sickness decreases over time but ataxia increases. Although their finding has implications for repeated use of VR technology, the finding of Kolasinski (1996) raises some specific issues of importance to the future application of VR technology. Ataxia is a well-documented effect of simulator exposure (Kellogg and Gillingham, 1986; Kennedy et al., 1993), and previous research has suggested that ataxia may also occur in conjunction with VR exposure. Rolland et al. (1995) found degradation in hand-eye coordination and errors in pointing accuracy following the wearing of a see-through HMDresults that demonstrate that negative aftereffects are indeed possible. There have also been anecdotal observations of individuals demonstrating significant ataxia following a 30-minute VR exposure (K.M. Stanney, personal communication, April 9, 1996). Finally, recent research (Kennedy et al., 1996) has concretely established the occurrence of ataxia following VR exposure.
The VE used in conjunction with the anecdotal observations referred to above was a maze, the traversal of which involved both forward and left/right-represented movements. On the other hand, the task employed in Kolasinski (1996)the computer game Ascentinvolved represented movements primarily in the forward direction only. This suggests that the kinematics of the task performed in the VE may have an important effect on the occurrence of ataxia. For example, VR applications involving limited represented movementsuch as teleoperation or simple gamesmay pose limited risks of ataxia, whereas applications involving a high degree of represented movementsuch as highly dynamic gamesmay pose greater risks of ataxia. Clearly, this unresolved issue is a critical one that must be investigated further.
Research on simulator sickness in VEs should also look at one area that has been neglected in the military simulator environment. Although studies indicate that sickness can occur, littleif anyresearch has investigated whether such sickness has an impact on training effectiveness. Given the great emphasis often afforded to the use of VR technology for training and education, investigation of the effects of sickness on training effectiveness is an important research issue whose time has come.
As is clear from the above discussion and the references therein, a plethora of complementary effortsboth past and present researchexist in the area of simulator sickness. Most of these efforts are directed toward military simulators. Leaders in such research include the Systems Effectiveness Division of Essex Corporation and the Spatial Orientation Systems Department at the Naval Aeromedical Research Laboratory (http://www.accel.namrl.navy.mil).
However, as noted, research specific to VEs also must be conducted to address the phenomenon specifically as it occurs in VR systems. VR research is being conducted in many laboratories around the globe, several of which are also interested in the investigation of simulator sickness. Such laboratories include the Human Interface Technology Laboratory at the University of Washington (http://www.hitl.washington.edu) and the Ashton Graybiel Spatial Orientation Laboratory at Brandeis University (http://www.bio.brandeis.edu/pages/faculty/dizio.html). There are also many laboratories in the United Kingdom conducting VR research. The major VR researchers there have established a group known as the UK Virtual Reality Special Interest Group (http://www.crg.cs.nott.ac.uk/ukvrsig/), made up of representatives from both industry and academia, which aims to provide a communications network for all VR researchers and users in the United Kingdom. Some of the member laboratories, such as the Virtual Environment Laboratory at the University of Edinburgh (http://hagg.psy.ed.ac.uk/), also are interested in investigation of the effects of VR exposure.
A final major contributor to the investigation of simulator sickness in VEs is the Simulator Systems Research Unit (SSRU) of the U.S. Army Research Institute (http://www-ari.army.mil/ssru.htm). SSRU is investigating the use of VEs for the training of dismounted infantry (Lampton et al., 1994a) for the ultimate goal of integrating the dismounted soldier into large-scale networked simulations. As part of its research effort, SSRU also is dedicated to investigation of the occurrence of sickness in VEs (Lampton et al., 1994b).
Baltzley, D.R., R.S. Kennedy, K.S. Berbaum, M.G. Lilienthal, and D.W. Gower. 1989. "The Time Course of Postflight Simulator Sickness Symptoms," Aviation, Space, and Environmental Medicine 60(11):1043-1048.
Casali, J.G. 1986. Vehicular Simulation-induced Sickness, Volume 1: An Overview. IEOR Technical Report No. 8501, NTSC TR 86-010. Naval Training Systems Center, Orlando, Fla.
Crampton, G. (ed.). 1990. Motion and Space Sickness. CRC Press, Boca Raton, Fla.
Crowley, J.S. 1987. "Simulator Sickness: A Problem for Army Aviation," Aviation, Space, and Environmental Medicine 58(4):355-357.
Fowlkes, J.E., R.S. Kennedy, L.J. Hettinger, and D.L. Harm. 1993. "Changes in the Dark Focus of Accommodation Associated with Simulator Sickness," Aviation, Space, and Environmental Medicine 64(7):612-618.
Kellogg, R.S., and K.K. Gillingham. 1986. "United States Air Force Experience with Simulator Sickness, Research and Training," in Proceedings of the 30th Annual Meeting of the Human Factors Society 1:427-429.
Kennedy, R.S., and L.H. Frank. 1983. "A Review of Motion Sickness with Special Reference to Simulator Sickness," paper presented at the National Research Council Committee on Human Factors Workshop on Simulator Sickness, September 26-28, Naval Post-Graduate School, Monterey, Calif.
Kennedy, R.S., J.E. Fowlkes, and M.G. Lilienthal. 1993. "Postural and Performance Changes Following Exposures to Flight Simulators," Aviation, Space, and Environmental Medicine 64(10):912-920.
Kennedy, R.S., M.B. Jones, K.M. Stanney, A.D. Ritter, and J.M. Drexler. 1996. "Human Factors Safety Testing for Virtual Environment Mission-operation Training," Contract No. NAS9-19482.
Kennedy, R.S., D.S. Lanham, J.M. Drexler, and M.G. Lilienthal. 1995. "A Method for Certification That Aftereffects of Virtual Reality Exposures Have Dissipated: Preliminary Findings," pp. 263-270 in A.C. Bittner and P.C. Champney (eds.), Advances in Industrial Ergonomics Safety VII. Taylor and Francis, London.
Kennedy, R.S., M.G. Lilienthal, K.S. Berbaum, D.R. Baltzley, and M.E. McCauley. 1989. "Simulator Sickness in U.S. Navy Flight Simulators," Aviation, Space, and Environmental Medicine 60(1):10-16.
Knerr, B.W., D.R. Lampton, J.P. Bliss, J.M. Moshell, and B.S. Blau. 1993. "Human Performance in Virtual Environments: Initial Experiments," Proceedings of the 29th International Applied Military Psychology Symposium. Wolfson College, Cambridge, U.K.
Kolasinski, E.M. 1995. "Simulator Sickness in Virtual Environments," ARI Technical Report 1027. U.S. Army Research Institute for the Behavioral and Social Sciences, Alexandria, Va.; available on-line at http://www-ari.army.mil/ssru.htm. Also available by anonymous ftp at ftp.hitl.washington.edu/pub/scivw/publications/SimSick.rtf.
Kolasinski, E.M. 1996. "Prediction of Simulator Sickness in a Virtual Environment," Dissertation Abstracts International, 57-03. University Microfilms No. 96-21485. Available on-line at http://www.hitl.washington.edu/scivw/kolasinski/.
Lampton, D.R., B.W. Knerr, S.L. Goldberg, J.P. Bliss, J.M. Moshell, and B.S. Blau. 1994a. "The Virtual Environment Performance Assessment Battery (VEPAB): Development and Evaluation," Presence 3(2):145-157.
Lampton, D.R., E.M. Kolasinski, B.W. Knerr, J.P. Bliss, J.H. Bailey, and B.G. Witmer. 1994b. "Side Effects and Aftereffects of Immersion in Virtual Environments," Proceedings of the 38st Annual Meeting of the Human Factors and Ergonomics Society, Vol. 2, pp. 1154-1157.
Mon-Williams, M.A., J.P. Wann, S.K. Rushton, and R. Ackerley. 1993. "Real Problems with Virtual Worlds," Ophthalmic and Physiological Optics 13:435-436.
Reason, J.T., and J.J. Brand. 1975. Motion Sickness. Academic Press, London.
Regan, E.C. 1993. "Side-effects of Immersion Virtual Reality," paper presented at the International Applied Military Psychology Symposium, July 26-29.
Regan, E.C., and K.R. Price. 1994. "The Frequency of Occurrence and Severity of Side-effects of Immersion Virtual Reality," Aviation, Space, and Environmental Medicine 65(6):527-530.
Rolland, J.P., F.A. Biocca, T. Barlow, and A. Kancherla. 1995. "Quantification of Adaptation to Virtual-eye Location in See-thru Head-mounted Displays," Proceedings of the Virtual Reality Annual International Symposium 1995. IEEE Computer Society Press, Los Alamitos, Calif., pp. 56-66.
Flights of Fantasy: An Oxymoron
Defense and Entertainment
The lure is engrossingincredible defense technology being
converted to the best entertainment this side of watching war on CNN.
Visions of long lines of want-to-be war fighters can be seen making
entertainment operators salivate at the thought of bulging bank accounts based
on skyrocketing cash flow per square foot. Fantasy or a potential winner?
Just a dream. Entertainment is a business, and war fighting is
about execution in combat. There is no congruence in commercial
business models and military mission statements. Out-of-home entertainment is
a social experience, while winning on the battlefield is about doctrine,
planning, leadership, and team effectiveness. Defense is also about
leveraging technology to superior advantage in war. Yet in entertainment,
technology is a lever to increase play rates and draw in the context of
social environment. The often-heard chorus is that defense technology has
applications in many sectors and the entertainment industry may be one.
Yet, for example, in three-dimensional technology the conversion
has largely taken place and the fuel of innovation is not Department of
Defense (DOD) reuse but entrepreneurs seeking to get rich as they
spend venture capitalists' money in new start-ups. DOD can help the
entertainment industry by having more movie theaters on military bases.
Advances in software and computer technology are making
possible complex simulations based on affordable and reusable modeling
components. Businesses will soon be able to realize increases in
productivity through the widespread employment of simulations as aids for
decision making and training. As a result, the commercial marketplace will
increase for generic simulation techniques, simulation infrastructure,
and off-the-shelf components for applications in financial industries,
manufacturing, industrial process control, biotechnology, health care,
communication and information systems, and entertainment.
The entertainment industry has brought simulation technology and synthetic environments into the media mainstream. However, development of the software to enable such simulations is a manpower-intensive endeavor and thus is costly. Industry has the opportunity to exploit current U.S. Department of Defense (DOD) research and simulation technologies to bring products to market faster and at lower cost. Industry can leverage DOD joint standards and modeling and simulation (M&S) initiatives such as the DOD High-level Architecture, distributed interactive simulation (DIS), joint simulation system (JSIMS), the joint warfare simulation (JWARS), and the joint modeling and simulation system (JMASS). The joint M&S standards provide execution frameworks and emphasize models based on interoperability, reuse, portability, distributed operation, scalability, broad applicability, technological evolvability, and maximum feasible use of commercial off-the-shelf software. A potential high-payoff defense simulation technology is desktop M&Ssimulation brought to the personal computer on the desktop of the engineer, analyst, and decision maker. Desktop M&S technology could be the basis for future video games, Internet games, or location-based attractions.
As entertainment simulations become increasing complex, the industry will face some of the same challenges faced by DOD in military simulations. As a result, DOD and industry could benefit from technology sharing in such areas as:
Extensible architectural frameworks for tools and models that support a "plug-and-play" concept;
The ability to geographically distribute simulations across a heterogeneous computer network;
Simulation development tools to support creation of model components that comply with architectural standards;
Multiple language support: a user can specify the target source language (C, C++, Objective C, Ada, Java, etc.) to ease the transition to Internet-based entertainment; and
Object-based technologies to allow component reuse in different products and on different platforms.
It is current DOD policy to use commercial off-the-shelf software whenever it meets DOD requirements. The DOD joint standards are designed as open systems architectures that support commercial off-the-shelf software and tools. The commercial sector has been very successful in developing two- and three-dimensional visualization software and in creating virtual reality applications. Such tools are more affordably and efficiently created by industry and can be maintained at low cost by a broad customer base.
Under a collaborative M&S marketplace concept, industry could build commercial and entertainment simulations based on DOD frameworks and reusable components and supplement them with advanced visualization technology and animation. DOD could employ these commercial products as needed to meet individual organizational requirements. Broad DOD and military service requirements could be satisfied by core joint M&S and supplemented by multiple commercial tools and capabilities from the collaborative M&S marketplace. DOD has insufficient resources to purchase DOD-wide licenses for the multiplicity of unique and individual products required for all DOD and service organizations. Instead, the collaborative M&S marketplace becomes a new outlet for commercial application developers where the DOD field organizations buy the exact product they need. Companies will have a new arena for sales of commercial products (tools and eventually even model parts) compatible with DOD joint standards. The best of DOD and commercial technology would be available to both sectors.
The Military and Entertainment:
Historical Approaches and Common Ground
The military and the entertainment industries have come to their
respective uses of technology from very different directions and
motivations. The military has typically started with an existing need: for
training people how to fly an airplane, for example, or for
better communications. The military has then been extremely successful in
creating the technology that will meet those needsthus producing the
better-trained, or better-informed, individual. The creation of a
technology is driven by need. The entertainment industry, on the other hand,
has typically started with existing technology but has been very good at
creating a need within the audience that will bring the people into
the arcade, the theme park, or other venue. The need, be it for an
experience that continues the story of a popular film or a way to move people
around a park, comes after the technology that supports it.
It is immediately apparent that there is a great deal of common ground in these two approaches. The military and entertainment industries have been complementary for longer than one might realize. There is a sign on an airplane simulator invented by Edwin Link in 1930 at the U.S. Air Force Armament Museum in Pensacola, Florida, that states that it was originally designed as an entertainment device. This "Blue Box" was sold to amusement parks until 1934, when Link, a pilot himself, met with the Army Air Corp to sell the Corp on the concept of pilot training with his device. The rest is history. The key here is that people enjoy interesting and satisfying experiences, whether for job enhancement or personal enrichment. For the military, the experiences provided by the technology were directly applicable to better performance in the mission of the job. They worked because they were interesting and pleasurable, as well as realistic, ways of learning the task at hand. For entertainment audiences, the motivation is more self-centered and aimed at enhancing one's personal time. These "civilian" experiences are motivated by several desires: thrill seeking, escape from one's everyday world, social interaction, or self-betterment (physical or mental).
What the military did in accepting Edwin Link's idea to use his entertainment device as a trainer has been echoed in more recent times by the appropriation of military technology by the entertainment industry. The common ground is an invention or an idea that lends itself to multiple uses. Where do these ideas comes from? Many of them come from a fertile environment for thinking and creating. For years the military has utilized just this kind of environment within the academic walls of university research labs to help develop some of its more cutting-edge ideas. By investing in these groups, the military has allowed ideas to ferment in diverse locations with heterogeneous teams of people. Over the decades, it has received a very nice return on its investments. Until recently, however, very few entertainment companies had taken advantage of the potential of these same research settings.
In 1991 I proposed to my research laboratory, the Institute for Simulation and Training (IST) at the University of Central Florida, a new initiative designed to bring together entertainment companies with what I saw as the related research we were doing for the government in virtual reality technology. Working with a theme park design professional, Chris Stapleton, as my partner to determine areas of common interest, we set about to bring the entertainment industry to a working familiarity with the latest in digital research, in a project we dubbed "Operation Entertainment." Dozens of entertainment professionals came to IST over the next three years; we brought them in for endless demonstrations of what we were doing and intense discussions of how the work could apply to their profession. While we were never able to convince them to invest money in our laboratory, there were many seeds planted and several successes. One was when we advised Doug Trumbull on computer technology and connected him with an Orlando business from which he purchased the equipment to start up his company to produce the Luxor project. The second was in the creation of "Toy Scouts," which are discussed in the following paragraph. Many of the ideas developed through the history of Operation Entertainment have pointed the way to where the entertainment industry might go if it were to invest in the research labs that are already out there. Japanese companies have been doing so with the largest labs and the entertainment giants are starting to follow suit. There are many more labs out there as well that could prove extremely useful as the technology develops, and since many of them are already involved in military research as well, there is a great potential to maximize this research so that it benefits both groups. This is truly the best and most promising common ground. But exactly how can this type of collaboration be accomplished? Entertainment companies certainly don't have the dollars to invest in research the way the government does. This is, for the most part, true, but there are new ways we can think about collaboration and mutual discoveries.
One example is embodied in my work with a group at the Institute for Simulation and Training's Visual Research Laboratory that we called the "Toy Scouts." This was a group of undergraduate computer science and art students who met on Friday nights to see what they could do with the treasure chest of military "toys" that existed in our research laboratory. Guided by volunteer researchers in the lab, and with the outside advice of some local entertainment experts who would periodically visit, the students developed truly innovative full-body immersive games using virtual reality technology. One of the games was called "Nose Ball." In Nose Ball you used your nose as the paddle that controlled the ball in a three-dimensional breakout game. Because it was in the center of your stereoscopic vision, it was a perfect aiming device. Nose Ball was also a full-body physical workout. In the four years of the Scout activity, approximately a dozen new full-body immersive games were developed, with many clever and innovative ways to interface with the technology. These students, with their raw energy and fresh approaches, came up with ideas that might not have occurred to the more seasoned professional. The students benefited educationally from the expertise of the researchers they worked next to, and the researchers were often able to look at things with fresh eyes because of their close proximity to the Scouts. The entertainment industry was able to get new ideas from this work, and it became a wonderfully synergistic approach and experience to all involved.
The military has long partnered with the academic research community as an integral part of the discovery and implementation process for bringing new technology and techniques to a state of usefulness. The above example of the Toy Scouts is only one suggestion of how the military and entertainment industries can find common ground in academic research laboratories. The entertainment industry could sponsor such groups around the country at military research laboratories, and both groups could reap the rewards. No doubt there are many more ways that can be imagined; if only a fraction of them are implemented, the benefits might amaze us all.
The Evolution of Entertainment: Who's in Charge?
In the entertainment realm the audience is starting to become
more and more sophisticated. Reversing a decades-old decline that has
continually devolved an audience into ever-more-passive beings, today's
audiences are eager and hungry for more direct participation. Fueled
partly by home video games, and partly by the Internet, participants want
more and more control over the experiences they are being offered.
Video games appeal because the player is in control; one achieves a sense
of satisfaction by reaching ever higher levels at one's own pace. The
Internet is engaging in large part because it empowers the user to be a
producer as well as a consumer. The entertainment industry, by
contrast, driven as it is by economics of throughput and ticket prices, wants
neither producers or controllers as its perfect audience. A passive
audience allows for the most control over the numbers and timing of the
attractions. However, the result of this is boredom: while the attractions
grow ever-more grandiose and able to accommodate ever-larger crowds,
the audience tires quickly and does not come back for repeated plays.
The people do not feel themselves an active part of the experience. The
audience has the ultimate controlit speaks with its time and its wallet.
The entertainment industry will find it more difficult to continue in the
old proven formulas of canned events that an audience is driven,
flown, walked, or bumped through.
The next decade will see a trend toward what audiences demandmore control and empowerment. This will happen in several ways. The first is through more individual and unique play experiences, the second through more team play experiences, and the third through more spectator experiences. A few words on each are in order.
Individual play experiences appeal to our need for a self-directed experience, even if done in a social setting. They need to progress beyond individual home or arcade video games and extend the level of interactivity far beyond simple repetitious button punching.
This area was one I worked in for several years at the Institute for Simulation and Training's Visual Research Laboratory with a group we called the "Toy Scouts." This was a group of undergraduate computer science and art students who met on Friday nights to see what they could do with the treasure chest of military "toys" that existed in our research laboratory. Guided by volunteer researchers at the lab and with the outside advice of some local entertainment experts, these students developed truly innovative full-body immersive games using virtual reality technology. One example was a game called "Nose Ball." In Nose Ball you used your nose as the paddle that controlled the ball in a three-dimensional breakout game. Because it was in the center of your stereoscopic vision, it was a perfect aiming device. Nose Ball was also a full-body physical workout. In the four years of the Scout activity, approximately a dozen new full-body immersive games were developed. It was far cry from the couch potato mentality we might have expected from the video game and TV generation. In fact, this is an innovative way to combine sports and simulated experiencesa wonderful athletic hybrid. Think of going to some future digital gym for a Nose Ball workout!
While immensely popular with the audiences who experienced them, the drawback to these games for the entertainment industry is economics. The games were so enjoyable that the typical experience was 10 to 15 minutes long. Add to that the suiting up time and lead-in of how to play, and there just couldn't be enough return on an investment to make a profit. For this to evolve, the technology needs to be cheaper and easier to use, but it also requires a new way of thinking about technology as something active, vibrant, and participatory, with innovative interfaces that extend interactivity far beyond simple button pushing.
A second big challenge for entertainment companies today is how to make computer interactivity play to a group larger than just a few people at a time. The military solved this problem years ago with SIMNET. As the grandfather of this area, SIMNET provided not so much prescribed scenarios but a common ground for participants to work together toward a goal. We have seen only a handful of successes in the entertainment community so far, and these involve fairly small-sized audiencestypically 12 to perhaps 100 people.
There is definite need to continue to develop experiences in this realm. These types of activities fulfill our need as social beings to work together and communicate with one another in a group situation. This is one of the reasons why Internet chat groups are so popular. The best and most successful group experience to date, especially in terms of the larger audience, is Loren Carpenter's 1991 interactive piece shown at SIGGRAPH in Las Vegas (and again at SIGGRAPH 1994 in Orlando).
Loren's "game" not only allowed for 3,000 to 5,000 simultaneous players to control a "pong" game or a flight simulator, but it did so while building a level of group excitement and involvement that has rarely been seen in our current digital entertainments. A surprising outcome of this game was that the audience as a whole did not perform at an average level, as might be expected, but at a much higher collective performance level. What heightened the level of the collective fervor was that the individual audience members could immediately sense their influence on the outcome. More work needs to be done at this level of team play.
An obvious extension to the realm of team play is that of spectator play. Not everyone involved with digital entertainment will want to be a direct participant. Sometimes people enjoy themselves when they are engaged as a spectator. Being a spectator is not necessarily about being passive; it is about being a participant with anonymity within a crowd. This provides some people a less threatening forum in which to express themselves. Look at football or other team sports as the best example: only a small percentage of the participants actually play. The bulk of the industry (as well as the money to pay the players) is built around the fans. There is a potentially huge market to be developed for providing a substantial and rewarding spectator experience in the digital entertainment realm. So far no one is exploring this avenue.
These types of experiences require a new collaboration of entertainment with its audience. The military, in this respect, has been most responsive to its audiencenot only the individual player but also the group dynamics that it served to train or connect. The thing to remember is that technology itself will not sell anything beyond a momentary novelty. It is the larger experience that will spell success or failure, and it is in giving the audience what it desires that the most successes will be found. It is up to us to find the ways to do this.
Our segment of the computer graphics market extends from the
plug-in card for the home personal computer all the way up to the
high-powered workstation graphics accelerator for engineering industrial use.
We expect to see the natural increase in renderer horsepower and
on-line storage capabilities that the computer industry has become
accustomed to. Every 12 to 18 months, the processing sees about a twofold
increase in performance, with storage capacities moving at nearly the same pace.
Simultaneously, we expect to see features once reserved only for the
expensive workstation market to gradually filter down and become
available to the home computer user. These features include
high-quality antialiasing, acceleration of both geometry and display processing,
and advanced texturing capabilities. Simultaneously, we expect to see
new exotic ways in which three-dimensional (3D) computer graphics can
be applied to the common tasks done in a 2D world today. Remember,
not too long ago we were using 24-line, 80-character, alphanumeric-only
displays to do our word processing and spreadsheets. With the advent
of inexpensive 3D graphics, ordinary 2D graphics might seem quaint
and backwards in just a few more years.
Like any product that undergoes evolutionary change, computer graphics products will react to developers' needs. Operations that become the most commonly used routines performed by the host central processing unit (CPU) in software will eventually migrate to hardware. The host CPU is then able to control rendering at a higher level, and developers can start thinking up the next big processor-intensive algorithm. We do not see a fixed set of features being used to separate the personal computer (PC) market from the workstation market. The line between personal computer graphics and workstation graphics will be more rooted in price points, not capabilities. That is to say, what we consider to be workstation-quality graphics today will be on every PC owner's desktop in a couple of years. Of course, what will be on the workstation at that time will be limited only by our imagination today.
The enabling technological advances are primarily what has driven the computing industry so far:
Semiconductor process and geometrythe push to fit ever more gates onto reasonably priced pieces of silicon while keeping thermal and mechanical problems under control. This matters to both the "number crunching" hardware and the random access memory.
Memory bandwidthdeveloping newer higher-bandwidth memory architectures that adapt readily to the 3D graphics paradigm. P> Interface standardssuch as the advanced graphics port, allowing the processors and custom-rendering hardware the capability to take advantage of new higher-bandwidth memory.
New algorithm developmentespecially in areas such as image compression to further enhance the apparent processing speed of a system.
The research challenges are to invent the next "big thing" in computer graphics. Our Compu-Scene IV product practically stole the market in high-end military flight simulation and training in 1984 when we introduced photographic-quality texturing to real-time graphics. Research and development must strike a happy medium between finding the next gee-whiz feature that engineering can dream up and the marketable improvements that translate into increased sales.
In our experience, one market drives the other, and occasionally developments and feature sets come full circle. U.S. Department of Defense (DOD) applications concentrate on real-world accuracy and training effectiveness. Entertainment applications want the "look and feel" of the high-powered military simulations but at consumer price points. So the products for the entertainment market are designed with carefully chosen compromises based on engineering/marketing research and user feedback. These commercial products then sometimes catch the interest of military customers, who realize that some lower-fidelity systems (such as part-task trainers) can deliver effective training with these compromises.
The drive to create interactive entertainment over the Internet is a prime example of complementary efforts. The lessons learned by the defense industry suppliers involved in the Distributed Interactive Simulation standard can be put to good use by the entertainment community.
We have had a close working relationship with Sega Enterprises, Ltd., developing the graphics hardware systems for the Model 2 and Model 3 arcade systems. This drove us to miniaturize our image generator architecture and to develop new algorithms for such features as antialiasing. We have used this cross-pollination of ideas to enhance our product line, most notably the R3D/100 chop set and R3D/PRO-1000 system. The R3D/PRO-1000 system is then able to serve markets that previously required expensive workstation-based systems at lower cost.
Military Entertainment?
The Joint Simulation System (JSIMS) is the flagship program of
the next generation of constructive models. JSIMS is a single,
seamlessly integrated simulation environment that includes a core infrastructure
and mission space objects, both maintained in a common repository.
These can be composed to create a simulation capability to support joint
or service training, rehearsal, or education objectives. JSIMS must
facilitate Joint Service training, significantly reduce exercise support resources,
and allow user interactions via real-world command, control,
communication, computing, and intelligence
(C4I) systems. The final system will support the ability to resolve down to the platform level the
development of doctrine and tactics, mission rehearsal, linkages with other
models (e.g., analytical, live, virtual), and a wide range of military operations.
As outlined above, the modeling and simulation (M&S) goals of JSIMS are undoubtedly bold and ambitious. Early on, service- and agency-specific programs were identified to be part of the overall JSIMS program. Based on the three pillars of the Defense Modeling and Simulation Office's common technical framework (conceptual model of the mission space (CMMS), High-level Architecture (HLA), and data standards) along with technology infusion provided by Defense Advanced Research Projects Agency programs (such as the Synthetic Theater of War and Advanced Simulation Technology Thrust), JSIMS represents the first true U.S. Department of Defense (DOD) community-wide M&S developmental effort. The question is whether JSIMS can possibly leverage off of M&S efforts from outside DOD, in particular those from the entertainment industry. Foremost, the goals for a successful military simulation and an entertainment simulation are markedly different. In entertainment the driving factors are excitement and fun. Users must want to spend their money to use it again and again (either at home or at an entertainment center) and hopefully be willing to tell others about it. Unrealistically dangerous situations, exaggerated hazardous environments, and multiple lives and heroics are acceptable, even desirable, to increase the thrill factor. On the other hand, defense simulations overwhelmingly stress realistic environments and engagement situations. The interactions are quite serious in nature, can crucially depend on terrain features or other environmental phenomena, and generally rely on the ability to coordinate jointly with other players. The value of these defense simulations is measured in terms of training and insights revealed. A successful military simulator could be deemed boring and therefore useless in terms of entertainment. Similarly, a successful entertainment simulator could be deemed unrealistic and therefore useless in terms of military training. However, I believe there exists a potential for DOD and the entertainment industry to leverage off each other's M&S efforts provided there is an understanding of how the two fundamentally differ and what each strives to do best.
From an operational point of view, there are three hard technological challenges facing JSIMS: synthetic environment (SE), computer-generated forces (CGFs), and resource reduction. To gain a level of confidence in the outcome of defense models, the models must realistically and consistently represent all of the battlespace in the SE. Tactically significant interactions with the SE, such as rain affecting mobility and line of sight, cross-environment interactions so that objects from the air domain can engage objects from the land domain seamlessly, must be simulated realistically across multiple types of platforms with different underlying terrain representations. CGF behaviors of entities in the simulation need to be flexible and rapidly configurable by end users, and the generated behaviors must continue to evolve through the experience gained as part of the exercises much like humans do in battle. Resources (in terms of time, equipment, and personnel) that currently drive training schedules must be reduced from their current levels. It simply takes too much to set up a simulation exercise. The goal is 96 hours versus the current six months.
The large-scale joint service nature and complexity of JSIMS generally preclude it from taking advantage of using much of the SE framework developed by the entertainment industry so far. However, efforts in the development of user interfaces, use of avatars, and artificial intelligence are of potential interest. User interface development is largely driven by the entertainment industry already as it is the primary means by which its customers experience the desired thrills. The defense training community could benefit from immersive user interfaces that permit more realistic interactions with the SE. Also of interest are more natural interfaces to effectively manipulate large numbers of CGFs or some aspect of the SE, as are the use of avatars to convey information. M&S-driven computer technology advancements that result in the availability of cheaper hardware to do complex computations efficiently, increased personnel expertise, and improved user interfaces could contribute to a significant reduction of resources required to conduct a simulation exercise. Artificial intelligence in CGFs used to populate environments of both defense and entertainment simulations can likely be leveraged provided that they can be flexibly programmed to carry out a variety of tasks and can exhibit advanced behaviors such as the capability to learn. This is the current challenge facing the CGF community within DOD today, and I pose it to the entertainment industry as well in hopes that we may be able to work together on this difficult problem. I have not been able to find a technical reason why the defense and the entertainment M&S communities cannot leverage off each other's efforts. A cross-pollination of ideas between the two appears fruitful provided that their differing M&S goals are not adversely compromised. In general, negative military training, which could result from lack of simulation fidelity or ambiguity in a user interface, is considered to be worse than no training at all.
Electronic Storytelling and Human Immersion
The past half-decade has seen a renaissance in digital effects in
motion pictures. Correspondingly, the use of certain "traditional"
effects technologies, such as compositing with optical printers, has
diminished greatly. Writers and directors have been given a new and powerful
set of tools to realize their visions. New techniques have made the
impossible possible and the prohibitively expensive more affordable.
Additionally, a tremendous amount of effects work is in the "invisible" category:
wire and rig removals, sky and background enhancements, and so on.
Box office success fuels much in the world of filmmaking. (I am not so cynical as to say it is the only force in operation.) The tremendous returns on Terminator 2: Judgment Day and Jurassic Park exploded studio interest in visual effects and the facilities that create them. Many studios have made substantial investments in their own effects units. Currently, films such as Twister and Independence Day reinforce this trend. The demand for visual effects has never been as high as it is today, and it wil