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  • Virtual reality: Jaron Lanier, head of VPL Research of Redwood City, California. Fiber- optic sensors in the black rubber glove Lanier is wearing transmit a user's movements into the computer-generated virtual environment. A user's view of such a world is projected by the computer into 2 eye phones mounted on a headset. Model Released (1990)
    USA_SCI_VR_23_xs.jpg
  • Virtual reality videogame: Evan & Jack Menzel appear to do battle over who is to wear the Nintendo Power Glove to interact with the fictional (or virtual) Super Mario Brothers (Nintendo characters) in the living room of their home in Napa, California. Model Released (1990)
    USA_SCI_VR_41_xs.jpg
  • Virtual reality in undersea exploration: bench testing of an undersea tele-robotic robot arm, being developed for the U.S. Navy by the Center for Engineering Design at the University of Utah, Salt Lake City. The functions of this robot are the performance of complex underwater tasks by remote manipulation from the surface. Underwater video cameras & other imaging systems relay information to a computer that produces a 3-D virtual image of the seabed. The operator is linked to this world through a headset equipped with 3-D goggles, & spatial sensor, and data gloves or other clothing that relay precision movements back through the computer to tools on the robot's limbs. (1990)
    USA_SCI_VR_39_xs.jpg
  • Virtual reality: Margaret Minsky works with a force-feedback joystick being developed in the MIT Media Laboratory. The joystick is designed to give its user a physical impression of features in a computer-generated environment. In this demonstration, the user is invited to feel shapes & textures whilst running a cursor over the various images displayed on the screen, and be able to differentiate between them. Model Released (1990)
    USA_SCI_VR_36_xs.jpg
  • Virtual reality: Jaron Lanier, head of VPL Research of Redwood City, California, photographed surrounded by demonstration images of the virtual, non-real worlds that VPL have created. Fiber- optic sensors in the black rubber glove Lanier is wearing transmit a user's movements into the computer-generated virtual environment. A user's view of such a world is projected by the computer into 2 eye phones mounted on a headset. Model Released (1990)
    USA_SCI_VR_25_xs.jpg
  • Virtual reality: Jaron Lanier, head of VPL Research of Redwood City, California. Fiber- optic sensors in the black rubber glove Lanier is wearing transmit a user's movements into the computer-generated virtual environment. A user's view of such a world is projected by the computer into 2 eye phones mounted on a headset. Model Released (1990)
    USA_SCI_VR_22_xs.jpg
  • Cyberspace hi-cycle: Carolyn Hedrich pedals an exercise bike through a virtual, computer generated landscape, projected into her eyes through two video screens in her headset. Riders are encouraged to pedal as fast as they are capable, because, on reaching a certain pedal speed, the computer creates the impression of take-off and flight. Model Released (1990)
    USA_SCI_VR_15_xs.jpg
  • Virtual reality in undersea exploration: bench testing of an undersea tele-robotic robot arm, being developed for the U.S. Navy by the Centre for Engineering Design at the University of Utah, Salt Lake City. The functions of this robot are the performance of complex underwater tasks by remote manipulation from the surface. Underwater video cameras & other imaging systems relay information to a computer that produces a 3-D virtual image of the seabed. The operator is linked to this world through a headset equipped with 3-D goggles, & spatial sensor, and data gloves or other clothing that relay precision movements back through the computer to tools on the robot's limbs. (1990)
    USA_SCI_VR_40_xs.jpg
  • Virtual reality: Jaron Lanier, head of VPL Research of Redwood City, California, photographed surrounded by demonstration images of the virtual, non-real worlds that VPL have created. Fiber- optic sensors in the black rubber glove Lanier is wearing transmit a user's movements into the computer-generated virtual environment. A user's view of such a world is projected by the computer into 2 eye phones mounted on a headset (seen unworn at left, on top of the computer monitor). Model Released (1990)
    USA_SCI_VR_24_xs.jpg
  • Virtual reality: Jaron Lanier, head of VPL Research of Redwood City, California, photographed surrounded by demonstration images of the virtual, non-real worlds that VPL have created. Fiber- optic sensors in the black rubber glove Lanier is wearing tranmsit a user's movements into the computer-generated virtual environment. A user's view of such a world is projected by the computer into 2 eyephones mounted on a headset (seen unworn at left, on top of the computer monitor). Model Released (1990)
    USA_SCI_VR_21_xs.jpg
  • Cyberspace hi-cycle: Carolyn Hedrich pedals an exercise bike through a virtual, computer generated landscape, projected into her eyes through two video screens in her headset. Riders are encouraged to pedal as fast as they are capable, because, on reaching a certain pedal speed, the computer creates the impression of take-off and flight. Model Released (1990)
    USA_SCI_VR_16_xs.jpg
  • Virtual reality: Rich Holloway wears prototype headset which employs half-silvered mirrors to enable the user to view a projected image of a virtual environment (and thus exist in virtual reality) and also see in front of his nose. A virtual environment is one created by a computer. A person entering such an environment does so with the aid of such a headset, which displays virtual imagery. Tactile interaction with the environment may be made using a data glove, a Spandex garment wired with sensors, which relays movement of the hand & fingers to the virtual environment. Model Released (1990)
    USA_SCI_VR_13_xs.jpg
  • USA_091029_018_x.jpg
  • Virtual reality videogame: Evan Menzel wears a Nintendo Power Glove to interact with the fictional/virtual Super Mario Brothers (Nintendo characters) in the living room of his home in Napa, California. Model Released (1990)
    USA_SCI_VR_44_xs.jpg
  • Virtual reality videogame: Jack Menzel wears a Nintendo Power Glove to interact with the fictional (or virtual) Super Mario Brothers (Nintendo characters) in the living room of his home in Napa, California. Model Released (1990)
    USA_SCI_VR_43_xs.jpg
  • Virtual or artificial reality. Alvar Green, CEO of Autodesk in 1990, Playing Cyberspace, a sophisticated videogame designed by AutoDesk Inc., USA. The computer monitor displays an image of one of Cyberspace's virtual (non-real) environments - a room - into which the player enters by wearing a headset & data glove. Two video images of the environment fit are projected into the eyes, whilst physical interaction is achieved through spatial sensors in the headset & optical fibers woven into the black rubber data glove, which send data to the computer on the player's position & movements in space. Alvar Green Model Released (1990)
    USA_SCI_VR_26_xs.jpg
  • Virtual reality: Warren Robinett wears a prototype (1st generation) headset. Virtual environments are generated by computer systems to allow users to interact with in similar ways as they might with a real environment. The computer environments are displayed to their users using sophisticated graphics projected through small video monitors mounted on the headset. In addition, some headsets have a sensor which instructs the computer of the wearer's spatial aspect, that is, in 3-D. This particular model features displays with half-silvered mirrors that allow the user to see the computer image & look ahead. Model Released (1990)
    USA_SCI_VR_14_xs.jpg
  • Virtual sex. Pornographic application of virtual reality, showing a man mauling his virtual conquest provided by his headset and data glove & an unseen computer system. Virtual, in computer parlance, describes equipment or programs that assume one form yet give the illusion of another. Here, the image of the woman is provided by the system through goggles in the head-set; contact is effectively faked by optic-optic sensors in the black, rubber data glove, which relay information on aspect and movement of the man's fingers. Photographed at Autodesk Inc., USA. MODEL RELEASED. (1990)
    USA_SCI_VR_08_xs.jpg
  • Virtual reality. Cyberspace racquetball game: real strokes made by Christopher Allis, the player are returned by the Cyberspace computer through the virtual, computer- generated environment displayed on the monitor. Admission to this virtual squash court is provided by 3-D video goggles, a magnetic sensor & optical fiber sensors woven into a black rubber glove. The headset sensor transmits data to the computer on the player's position in space, whilst the data glove connects real hand movements to the virtual racquet court. Photo taken at AutoDesk Inc., Sausalito, California. Model Released (1990)
    USA_SCI_VR_27_xs.jpg
  • Applications of virtual reality systems in medical education. Here, Scott Delp and Scott Fisher are using a system developed at NASA's Ames Research Centre in Menlo Park, California, to study the anatomy of the human leg. They both wear a headset equipped with 3-D video displays to view the computer-generated graphical images - one is shown between the two doctors. Physical exploration of the leg anatomy is afforded by using the data glove, a black rubber glove with woven optical fiber sensors, which relays data on their physical hand movements back to the computer. Model Released (1990)
    USA_SCI_VR_06_xs.jpg
  • At the MIT Media Lab in Cambridge, MA, Joshua Bers models virtual reality gloves and tracking devices while calibrating them. Bers is working on his master's thesis under Richard Bolt. He is seen wearing the equipment detailed above for calibration purposes. Once programmed and calibrated, he can move virtual objects around in a virtual room. Bolt is working on multi-modal interaction using speech, gesture, and gaze. He is attempting to program computers to interact with their users by non-standard (keyboard, mouse) methods.
    Usa_rs_105_xs.jpg
  • Virtual Reality: Rick Walsh, director for the Resource Center for the Handicapped in Seattle, has an office that he runs with voice command activated computers. He is working with the Human Interface Technology Lab on innovative uses of Virtual Reality for the handicapped. Model Released
    USA_SCI_VR_31_xs.jpg
  • Myron Kruger jumps in front of a VideoPlace screen. Kruger designed this system to allow people to interface directly with computers. The operator stands in front of this large, backlit screen. A video camera is used to form an image of the silhouette - the computer then interprets different poses or actions as different commands. The results are displayed on an equally- large video screen, the image of the operator being manipulated in response to the commands. Kruger was the first to use the term 'artificial reality' for this concept. Model released. (1990)
    USA_SCI_VR_19_xs.jpg
  • Virtual reality in air traffic control (ATC) systems. Bill Wiseman from the University of Washington Human Interface Technology Laboratory, Seattle, demonstrating how ATC might operate in the future. Optical fiber sensors in his black data glove & the pink-rimmed micro-laser scanner glasses connect the operator with a virtual, computer-generated, 3-D image of the airspace he is controlling. Through raising his gloved hand to touch an icon (projected image) of an approaching jet, he is placed in instant voice communication with the pilot. This photograph was taken with the cooperation of SEA/TAC international airport, Seattle. MODEL RELEASED. (1990)
    USA_SCI_VR_10_xs.jpg
  • Virtual reality in air traffic control (ATC) systems. Bill Wiseman from the University of Washington Human Interface Technology Laboratory, Seattle, demonstrating how ATC might operate in the future. Optical fiber sensors in his black data glove & the pink-rimmed micro-laser scanner glasses connect the operator with a virtual, computer-generated, 3-D image of the airspace he is controlling. Through raising his gloved hand to touch an icon (projected image) of an approaching jet, he is placed in instant voice communication with the pilot. This photograph was taken with the cooperation of SEA/TAC international airport, Seattle. MODEL RELEASED. (1990)
    USA_SCI_VR_09_xs.jpg
  • Myron Kruger and his assistant, Katrin Hinrichsen, 'shooting' at each other with computer-generated sparks. Kruger is a pioneer of artificial reality, a method allowing people to interface directly with computers. In Kruger's method, called VideoPlace, the participants stand in front of a backlit screen. A video camera forms an image of their silhouette; the computer is programmed to respond to particular actions in a particular way. Here the computer sees the operators pointing, and interprets this as fire a spark in this direction. The computer-generated image appears in the background here on a large video screen. Model Released (1990)
    USA_SCI_VR_03_xs.jpg
  • Liveboard conference. Computer scientists use an interactive liveboard - a wall-sized, touch- sensitive computer screen - during a conference in the "beanbag room" at Xerox PARC (Palo Alto Research Center), California. The liveboard is one of the company's most recent innovations. One of Silicon Valley's most visionary computer companies, Xerox PARC is the birthplace of the computer workstation, the mouse and the "graphical user interface" - the now universal system of interacting with computers through windows and icons..
    USA_SCI_COMP_11_120_xs.jpg
  • Roy Want holds his invention - the Xerox parctab. This hand-held, 200-gram prototype allows the user to beam information to a personal computer by writing a series of shorthand-like symbols, each of which represents a letter of the alphabet, on a pressure-sensitive screen. Want is a researcher at Xerox PARC (Palo Alto Research Centre) in California's Silicon Valley. One of the most innovative computer companies in the USA, PARC is the birthplace of the mouse, the computer workstation and the "graphical user interface", the now-universal system of windows and icons that makes it possible for a novice to use a computer. (1995)
    USA_SCI_COMP_10_120_xs.jpg
  • At an early-morning procedure at Shadyside Hospital in Pittsburgh, PA., Anthony M. DiGioia (center) uses HipNav, a computerized navigation system he developed in collaboration with Carnegie Mellon's Center for Medical Robotics and Computer-Assisted Surgery, to replace the hip of a 50-year-old Pittsburgh man. Aligning the new hip properly, DiGioia explains, is necessary to avoid surgical complications. Here DiGioia, a former robotics student, uses the intra-operative guidance system and a simple "aim and shoot" interface to emplace the new hip. From the book Robo sapiens: Evolution of a New Species, page 177.
    USA_rs_62_qxxs.jpg
  • At an early-morning procedure at Shadyside Hospital in Pittsburgh, Anthony M. DiGioia (center) uses HipNav, a computerized navigation system he developed in collaboration with Carnegie Mellon's Center for Medical Robotics and Computer-Assisted Surgery, to replace the hip of a 50-year-old Pittsburgh man. Aligning the new hip properly, DiGioia explains, is necessary to avoid surgical complications. Here DiGioia, a former robotics student, uses the intra-operative guidance system and a simple "aim and shoot" interface to emplace the new hip. Robo Sapiens page 177.
    Ger_rs_144_xs.jpg
  • Nautical application of virtual reality used for undersea viewing. NOAA personnel demonstrating a concept developed by Washington University's Human Interface Technology Laboratory; to be able to see underwater objects, fish or terrain by combining sonar with a computer graphics system that would be viewed by the operator wearing laser micro- scanner glasses. Here, a NOAA operator looks out over the stern of a small boat whilst wearing the pink, plastic-rimmed laser glasses & data glove that connect him to the virtual undersea world created by the computer. (1990)
    USA_SCI_VR_45_xs.jpg
  • Radio-controlled outdoor mobile platforms, Micro ATRV and ATRV-2, are produced by Real World Interface, part of iRobot of Somerville, MA. (ATRV stands for All-Terrain Robot Vehicle.) Their main purpose: to carry equipment in and out of areas difficult for human beings to navigate. Looking at the liquid-crystal display for the Micro ATRV, a Real World staffer directs it toward its larger cousin. From the book Robo sapiens: Evolution of a New Species, pages 142-143.
    USA_rs_335_qxxs.jpg
  • A work in progress, this still-unnamed face robot can open its eyes and smile. In the future, says its designer, Hidetoshi Akasawa, a mechanical engineering student working on a master's at the Science University of Tokyo, Japan,  it will be able to recognize and react to human facial expressions. This third-generation robot will greet smiles with smiles, frowns with frowns, mixing and matching six basic emotions in a real-time interaction that Hara calls "active human interface." From the book Robo sapiens: Evolution of a New Species, page 72.
    Japan_JAP_rs_262_qxxs.jpg
  • Virtual Reality: Dick Schlicting, Kenworth Trucking Company. Dick Schlicting drives a Kenworth tractor trailer. In 1990 the Human Interface Technology Lab was working on the idea of truck drivers using the same type of heads-up-display that fighter pilots use: indicators and gauges hover semi-transparent in front of their helmets/glasses. Kenworth Model Released (1990)
    USA_SCI_VR_32_xs.jpg
  • Virtual reality in air traffic control (ATC) systems. Bill Wiseman from the University of Washington Human Interface Technology Laboratory, Seattle, demonstrating how ATC might operate in the future. Optical fiber sensors in his black data glove & the pink-rimmed micro-laser scanner glasses connect the operator with a virtual, computer-generated, 3-D image of the airspace he is controlling. Through raising his gloved hand to touch an icon (projected image) of an approaching jet, he is placed in instant voice communication with the pilot. This photograph was taken with the cooperation of SEA/TAC international airport, Seattle. MODEL RELEASED. (1990)
    USA_SCI_VR_12_xs.jpg
  • Mark Weiser (b. 1952), director of research at Xerox PARC (Palo Alto Research Center), California. One of Silicon Valley's most visionary computer companies, Xerox PARC is the birthplace of the computer workstation, the mouse and the "graphical user interface" - the now universal system of interacting with computers through windows and icons. Mark Weiser worked on ubiquitous computing (?The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.?) After-hours he was the drummer for a rock band called Severe Tire Damage..He died of cancer in (1997)
    USA_SCI_COMP_13_120_xs.jpg
  • Virtual reality in air traffic control (ATC) systems. Bill Wiseman from the University of Washington Human Interface Technology Laboratory, Seattle, demonstrating how ATC might operate in the future. Optical fiber sensors in his black data glove & the pink-rimmed micro-laser scanner glasses connect the operator with a virtual, computer-generated, 3-D image of the airspace he is controlling. Through raising his gloved hand to touch an icon (projected image) of an approaching jet, he is placed in instant voice communication with the pilot. This photograph was taken with the cooperation of SEA/TAC international airport, Seattle. MODEL RELEASED. (1990)
    USA_SCI_VR_11_xs.jpg
  • Silicon Valley, California; Linda Jacobson, Virtual Reality Evangelist at Silicon Graphics, Incorporated, Mountainview, California. Jacobson stands poised over the operations area of one of Silicon Graphics' RealityCenters. The high tech console operates the large wrap-around screen behind her. Jacobson's dream is to be the host of a virtual reality talk show. In the meantime, this former Wired Magazine reporter is content to tout the virtues of Immersive Visualization?the newly coined industry name, she says, for virtual reality. The tangible element of her job at SGI is to manage and market SGI's RealityCenters?facilities designed to do quick representations in a fully interactive graphical interface. These can include virtual factory tours; automobile mock-ups; and mock-up product changes depending on the desires of purchasing company. Model Released (1999).
    USA_SVAL_127_120_xs.jpg
  • A work in progress, this still-unnamed face robot can open its eyes and smile. In the future, says its designer, Hidetoshi Akasawa, a mechanical engineering student working on a master's at the Science University of Tokyo, Japan,  it will be able to recognize and react to human facial expressions. This third-generation robot will greet smiles with smiles, frowns with frowns, mixing and matching six basic emotions in a real-time interaction that Hara calls "active human interface."
    Japan_JAP_rs_377_xs.jpg

Peter Menzel Photography

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