Virtual Reality Programs Go Wireless

ByABC News
July 31, 2000, 9:47 AM

N E W   O R L E A N S, July 31 -- Designers are cutting the electronicumbilical cords that have tied people to computers for virtualreality.

Peep this. You stand in front of a TV screen waving a toylight-saber. The screen recreates the cheap piece of plastic into aslim silver sword moving among head-sized green bubbles as theyfloat out of a big black cauldron.

The swords movements, powered by a Sony PlayStation2 video gameconsole, lag a bit behind yours, making the illusion lessconvincing.

But you can spin around without worrying that youll snag awire. You stand free.

Despite the PlayStations lag, you can pop bubbles or bouncethem around on the screen. Twirl and whirl the toy; the swordfollows.

Sonys Medieval chamber also offers a torch and a morningstar, a nasty weapon with a spiked iron ball attached by a chain toa wooden handle.

Edge-of-the-art Demos

It was one of 29 edge-of-the-art demonstrations at Siggraph2000, which brought 26,000 computer graphics people to New Orleansconvention center last week. Others included musical toys, new waysto show three dimensions on a flat screen, and a very closeencounter with a whole lot of live bugs.

Just about everyone who stopped by Sonys demonstration had thesame question: When will it be available?

Well, said Richard Marks, one of the three Sony researchers whoput it together, I wouldnt do all this work if I didnt hopesomeday it would become product.

The setup uses inexpensive, readily available parts: aPlayStation2, a $40 video camera, and a few dollars worth ofplastic toys.

The camera tracks the toy by shape, size and color. A yellowfoam tube becomes a torch on screen; a blue plastic tube stuck,mace-like, through a 6-inch-wide orange ball is the morning star.

But no hand holds it. The user is invisible on screen, somethingthat game developers could fix, if they decide to use thetechnique, Marks said.