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Applications of Virtual Environments Technology

John N Sutherland, Senior Lecturer in Virtual Environments, University of Abertay Dundee, surveys the games, virtual reality and multimedia markets and provides a forecast of things to come.

There are three different hardware platforms for developing virtual environments: high-power/high-cost, medium-power/low-cost, and games consoles. The overlap – and largest field – is on the medium-power/low-cost platform – the PC. The power on the desktop approximately doubles each year. This past year has seen ex-magazine purchasable PCs for VE work with close to 1GHz processor speed, 0.5GB RAM, ever-improving 3D accelerator cards, and vastly improved audio cards and speaker systems.

The PC has become second only to the Playstation as the games platform of choice. Last year saw the demise of the Sega Saturn. The new Sega Dreamcast is being tested by games companies. Initial reviews are complimentary. The replacement for the now legendary Playstation may not be far behind the market launch of the Dreamcast. Whither Nintendo? The N64 was more successful than the Saturn, but far less so overall than some had hoped. A replacement must be due within a year if Nintendo are to retain market share as a hardware and associated games vendor.

The games platforms have the great advantage of being invariant platforms. The PC has the great advantage of being an ever-more powerful box. But the need to baseline products stops games developers using the highest power available on a PC, reducing its potential advantage over the cheaper games platforms. But, the PC will continue to encroach upon the platforms’ games market share.

The ever-more powerful PC makes it difficult to predict improved market share or profitability for such as SGI. However, like the mainframes, there are guaranteed markets that require very high power: animated video production, simulators and trainers. But, like the Mac, SGI may be squeezed in the computer graphic arts field by the ubiquitous PC. It is difficult not to draw parallels with past squeezes on the mainframe and minicomputer markets.

There is little sign of any real change in the peripherals market.

Development software

The launch of Maya has proved a real boon for those who have struggled with Alias/Wavefront. But is it enough for SGI to hold market share? Softimage now sells strongly onto NT-based computers. Indeed, it may be the advent of a real operating system (NT) that buys credibility for the mid-strength platform. NT 4.0 has proved satisfactory, but the lack of bundled manuals seriously limits its credibility compared with serious UNIX platforms.

There has been a plethora of 3D design packages launched. Rhino3D must be singled out for its robustness, bundled documentation, sub-£1,000 price tag and quality, despite rather slow rendering compared to such as 3D Studio Max. Many excellent packages (eg Truespace) have been bundled as magazine cover CDs making entry to this field widely available to the budding graphic artist. However, the amount of illegally doctored 3D software sold at Sunday markets and car boot sales seriously threatens product profitability.

VRML continues to be undermined by bandwidth and browsers. Compression methods are being made available, but the browsers continue to be non-intuitive, mapping 3DoF or 6DoF movement onto a 2D mouseIMSI have promised a new games engine launch: Multimedia Fusion to replace the Click’n’ toolsets. EPIC also showed at E3 the powerful engine that wrote the Unreal game. At the top end the Sony Net Yaroze Playstation starters development kit has slowly been taken up by education establishments – at last providing skills in graduates that many games companies need – but it has been discontinued in Japan.

Staff and products

There is a healthy output of virtual reality graduates into a still sickly VR industry. Companies appear, are absorbed, reabsorbed; there are staff shake-outs, false dawns and broken promises – all of which still haunt VR. The simulation and training field remains profitable for its multi-million pound, one-off products and holds its staff well.

On the other side of the coin, there are very few immediately useful graduates entering the games industry. The industry continues to suffer from chronic skilled-programming staff shortages. The industry finds it more difficult to attract staff due to poor conditions, low starting salaries and dubious prospects than traditional computer science graduate employers. There are some happy indications of a drift of skilled staff back from the USA to the UK and the number of new-start games businesses is very healthy. The UK games industry is still far more significant, relative to country size, than that of America or Japan.

Games will continue to have both larger (50-plus employees) and smaller (sub-20 staff) studios. There is no lack of good ideas for games, such as the UK-built Arthur and GTA games.

Multimedia CD-ROMs lack the pull of a good game, relying on user push to drive the product. Whereas good computer games have almost wiped out the board game market, multimedia has yet to impact upon reference book sales. Yet, the contents of many multimedia products are remarkable. Tiny tots products, such as The Wallace and Gromit Fun Pack, continue to be a profitable, exciting and amusing field worth carefully exploiting.

Magazines, books and shows

The magazine shelves in WH Smith are packed with magazines advising on computer usage. On the games side Edge, CTW, PC Zone and PC Format remain compulsory reading for the compulsive reader. Fanzines are everywhere (except WH Smith); every high school seems to have one produced by that ever-refreshed adolescent enthusiast that many of us post-40s once were too. It is exciting to see that computing still excites the nation’s programming youth. Computer Arts magazine is essential reading for the budding – or professional – graphic artist.

VR News remains the only VR report that tells it like it is, warts and all, but it is mail order only. For the really serious graphics programmer IEEE Graphics and similar publications – especially back-issues – are essential to finding mathematical rubs. VR can fall back upon Presence and the International Journal of Virtual Reality, but for a real feel for current developments proceedings of conferences, such as VSMM, are essential to see where the cash profit will come from in the next few years.

There are a wide range of useful books on graphics programming, both general and specific (eg, OpenGL or DirectX). Virtual reality has had few new books published since 1995. In computer games there are the usual cheats and tips books, but also some excellent general-purpose programming books too. When will someone publish one on programming Yaroze that isn’t in Jinglish?

CGDC and E3 were excellent and many are looking forward to ECTS when all the games companies will be in Olympia this September. ECTS is trade-only. The language barrier makes attendance at Japanese events difficult, but many games and VR companies have found the DTI, STI and the British Embassy in Tokyo very useful.

Education

There is lack of co-ordination of virtual environments teaching in the UK to support the VR, games and multimedia industries. Sony are strongly supporting Yaroze placement in colleges, schools and universities. There is a need for greater co-ordination between arts and technical institutes to allow technical programming and graphic arts students to mix, such as is seen in Japan between Gifu University (a major VR centre) and IAMAS (a nearby leading graphic arts centre).

VR teaching and research is strong in the UK and there is now evidence of profitable mass-market VR coming out of universities in, for example, teaching environments, psychometric testing, architectural and heritage applications. It is worth while VR companies talking to educationalists.

Internet

Scotland on Line bought Demon Internet, making it Europe’s biggest IPR. There is evidence that telecomms companies are buying up the independent Internet providers. They smell profits. We all hope they invest in more bandwidth and in more imaginative tariffs. There is huge pent-up demand for online games, at better than 1p per minute, as MUDs often hold a user’s interest for 2-4 hours. Java awaits a games market.

The future

Games will continue to dominate the virtual environments industry. Yet, they target less than 1 per cent of the potential market. The UK has the highest proportion of home computers of any country and pent-up demand for good multimedia is strong. Access to the World Wide Web is in high initial demand, but unless modem bandwidth increases and upload times become predictable drop-out rates will remain high. High-end VR simulation is increasing. A wide range of companies are finding customers requesting virtualizations of a product as it might look in practice using VR before they will sign a contract.

In short, there will be more imaginative uses of VR; more powerful games consoles; programming will still be slow and expensive in C, C++ and assemblers; designed on SGI, Mac and NT; better use of immersive audio; more realistic games; cheaper VR hardware and software; poor-to-middling VR profitability and middling-to-frighteningly high games profits.

John N Sutherland is Senior Lecturer in Virtual Environments, Creative Computing Group, School of Computing, University of Abertay Dundee, Scotland. From 1995-96, he was a visiting Professor in Virtual Reality, Gifu University Japan, and is the author of the world’s first computer games development degrees. His research interests are mass-market virtual environments on small platforms. A past teacher of many computer games developers, John is an avid reader of books, climber of hills and taster of whisky.

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