Part 1 - Media: Sound, Image and Text

Chapter 1- Introduction to Multimedia and Virtual Reality


1.1 Multimedia and Virtual Reality - a Brave New World

A thousand years ago, information on everything from trade to religion travelled mostly by word of mouth. One hundred years ago, virtually all knowledge was disseminated via the printed word. In the last twenty years more has changed than perhaps in the last thousand. Publishing is a rapidly changing business. No sooner has desktop publishing revolutionised printing than a whole host of new media have arrived to threaten the dominance of the written word. On-line information from computers all over the world contribute to the Internet. Children receive their school lessons, and customers judge rival products, using multimedia CD ROM's rather than brochures and books. Information is becoming more fun; fine if you work in education, but what if you work in industry or commerce? Truth is, it's getting harder to make your mark against other's more high-profile message delivery. It's becoming more complicated to engineer and produce too. Remember how long it took for the office to embrace word-processors? Think of the learning-curve for creating CD ROM's, creating virtual realities or writing pages for the World Wide Web. That's where this book comes in. It covers the skills you'll need to learn when designing, writing and generating new-generation electronic media products, whether it's designing a "brochure" on floppy disc, writing interactive CD ROM's or pages for the World Wide Web, producing video and audio products or expanding into the territory of 3D sound and video. A competent engineer in this new world will need to call on a backgrounds in both television and sound-recording as well as in traditional paper publishing and newspapers. She'll need to work to high standards and to tight deadlines. And to budget and that means not making too many mistakes.

In many ways it is convenient to group the disciplines of multimedia and virtual reality together because they have many common principles and components. However the ultimate ambitions of multimedia and virtual reality are quite distinct. Consider the CD-ROM encyclopaedia where text is combined with sound, film clips and data navigation software. It demonstrates the four vital components of multimedia, as it has come to be termed:

Sound/audio media
Image/video media
Text media
Interaction

This may be an excellent and exciting way of presenting information, but in no way does it attempt to emulate a form of reality. One may look up the entry for John F. Kennedy, read that he was the first Roman Catholic president of the USA, hear an audio clip, perhaps along the lines of;

"And so my fellow Americans. Ask not what your country can do for you; ask what you can do for your country."

And even see a film clip of his last drive through the streets of Dallas; but your sense of reality will always be that you are sitting behind a computer, interacting via a keyboard or a mouse.

Virtual reality (VR) has a very different goal in mind. The crucial goal is coined in the term immersion. A virtual reality demonstration or production is successful if (even to a small or limited degree) during that presentation the viewer/ listener/ game-player has a sense of being apart from the world they are truly occupying and experience an immersion in an alternative environment. But this definition too requires some qualification. To this must be added that the sense of immersion must be mediated solely by the senses and not by mental association and ideas. (I expect you - like me - have read a gripping novel on an aeroplane only to have glanced up and experienced the sensation of being dragged away from the fictional world of the book. If you recognise this, then you know those seconds of disorientation whilst adapting to the true reality. But this is an "immersion" which is mediated by the imagination.) This way, the link with multimedia can be most clearly seen, since the all embracing task of creating an empirical alternative sense of reality must, by definition, involve media which impinge on more than one sense. Moreover, the true essence of virtual reality is in both creating convincing sensory inputs and a creating a realistic impression that one's own actions and behaviours impact and influence a virtual world in a realistic and convincing way. Simply put, we must be able to interact with this alternative world.

Many people - and certainly the popular press - view virtual reality or VR as the stuff of science fiction. Many worry about the lacivious uses it will be put; fearing the human race will evolve into insouciant libertines gorged on a diet of ersatz sex! For those who dread what the future will bring to a human race given reign to experience its personal "fantasy realities", it's worth noting that the stereoscopic viewer - the nearest anyone could get to a virtual reality system at the time - fell into ill-repute in Victorian times due to the proliferation of pornographic material. It seems the engineering progress which has accompanied the presentation of virtual reality has not been matched by a commensurate progress in the fantasies which people hope to have sated by that technology! It is with some sadness that Gates (1995) predicts that concupiscence will almost certainly be the driving factor in low-cost virtual reality systems. So is the future for VR predominantly as a vehicle for entertainment? Is it going to be good for anyone but salacious epicures? Certainly the key concept of immersion does perhaps suggest its predominant applications exist more in the world of our fantasies than in the world of our duties. However there are a raft of applications where VR and multimedia concepts and technologies are beginning to contribute to our abilities to execute our jobs, perform new jobs or do old jobs differently. Not strictly pure VR or multimedia, three important categories are emerging; Virtual design and visualisation, Tele-presence and Sensory management applications.

Virtual design and Visualisation

When the Ford Moter Company unveiled the Taurus in the Autumn of 1995, critics and potential customers alike were impressed by its design and styling. Yet in the design of the Taurus, Ford had sidestepped many of the traditional project phases. Gone were the wind tunnel tests on life-size clay models of the car; drag performance was predicted using computer models of physical processes. Visualisation for mechanical design and styling was performed with advanced 3D graphics software. Designers and stylists worked across nine time-zones using interactive graphics and on-line video communications to keep abreast of each other's progress. These techniques are transforming the way large companies work. (Graphics and video techniques are covered in chapters 2, 6, 9 and 10.)

Tele-presence Applications

Tele-presence applications call to mind the physicist remotely working in environments contaminated by dangerous high-energy radiation or the zoologist studying deep-sea creatures via a far-flung submersible robot. But there are other uses for VR technology when the problem is much nearer to hand. For instance for the surgeon operating indeed the body of a patient during endoscopic procedures. Presently, denied direct sight of the organs and tissues involved, the surgeon has to make judgements based on two dimensional television pictures using his experience (rather than his senses) to judge depth. The application of VR technology to just this type of problem is covered in Chapter 13.

Sensory Management applications

In many high-pressure environments, like the flight deck of a modern high-speed fighter aeroplane, the workload on the pilot is very high indeed; one fraction of a second's inattention, to one of the myriad of systems and instruments, can result in a fatal error. Psychologists, studying these environments, have deduced that much of the problem lies not in the sheer amount of information but in the way it is presented. In a rapidly changing world, it is not only the jet fighter pilot that has to assimilate ever increasing amounts of data and make reasonable, yet on-the-spot, decisions on the basis of fleeting megabytes of text, pictures, video clips and sounds. The link between multimedia designs for maximum information "uptake" for training and education is obvious. The manipulation of sensory input in order that the maximum amount of information can be put across in the minimum time and bandwidth, and with the minimum strain of the individual, is a recurring theme throughout the following chapters. Even if you recoil from the thought of virtual workplaces, virtual battle or virtual sex, be aware that these three; virtual design, tele-presence and sensory management, will touch all our lives from now on.

1.2 Disciplines - the interdisciplinary nature of Multimedia and VR development

Multimedia and VR are eclectic subjects. Underpinning the technology of VR are the "hard" sciences of audio, video, data manipulation and computing and also the sciences of perception, the psychology of hearing and of vision. Part of the study of virtual reality engineering is realising that understanding the systems inside our bodies is as important as comprehending the electronic systems outside; that our own experiences are the proper subjects of scientific enquiry too. One day, all the mysteries of sight and hearing will be known but, for now, the "soft" human sciences leave many 'loose ends'. An exquisite irony it is that our brains, fashioned by millions of years of evolution, have evolved to apprehend the world outside ourselves, not the world within. In many ways, knowing our own selves may prove more complex and difficult than comprehending the rarefied intellectual heights of solid-state physics!

As well as a whole brace of new intellectual disciplines, it is likely anyone involved in multimedia and VR will have to acquire a new range of operational skills. As the technology emerges, engineers may find themselves fulfilling many unfamiliar roles - everything from video camera-person to audio editor or to software engineer! This book covers some of the ground-work required for the myriad of duties the multimedia and virtual engineer of tomorrow will have to face. The pattern of the book falls into three sections; Media - Sound, Image and Text, Multimedia Production and Hardware and finally, Virtual Reality.

Media covers the technical background to the disciplines involved in multimedia and virtual reality which includes electronics, perceptual physiology and psychology. Each media "thread" is examined in a reasonably consistent way. For example, chapter two, covers sound, then hearing and finally audio electronics. Chapter 4 follows the same device, covering first light, then visual perception and finally video and television electronics. Space is also devoted to waveform generation and synthesis methodologies, digital audio and digital video technology. Finally multimedia and VR production and authoring platforms are surveyed and compared.

Media Production and Hardware concentrates on the many different operational skills which may be required of an engineer pursuing, or wishing to pursue, a career in multimedia and virtual reality. The emphasis here is less technical - more "hands-on". Sound and vision production disciplines and techniques are covered including the use of video and audio production hardware, computer paint and animation techniques are also described. Finally the process of multimedia authoring is related and the section concludes with a look at the preparation and writing of HTML files so that media elements can be read by Web browser software for inclusion on a commercial World Wide Web server.

The final section concentrates on the engineering for the re-creation or synthesis of artificial realities; aural, visual and interactive. The emphasis is on practical engineering solutions and applications. Published here for the first time are my own strategies and engineering methods for the re-creation of 3D sound-fields by two loudspeakers as utilised in the Perfect Pitch Music OM 3D Sound Processor. Also in this section is a description of 3D film and video techniques and a recountal of the DEV (Depth Enhanced Video) technique developed for obtaining stereoscopic depth cues from standard 2D television pictures. Finally the physics of interaction are examined in relation to the senses - especially the haptic and kinaesthetic. It is to the senses that we turn now. After all, without these, we should not be able to appreciate any reality, real or virtual!


1.3 The senses

Two philosophical strands of thought have run through Western civilisation on the matter of the senses. On the one hand, the Empiricists believe all human knowledge is mediated via the senses. In other words, without sensation, the mind is formless. On the other hand, the Nativists (who can count amongst their number the great Descartes) think that the mind is not so plastic; that it has some essential "pre-wiring". Descartes thought the human brain's "operating-system" had to include certain predispositions - the notion of God and a predisposition to mathematics for example. More modern exponents of this line of thought, like Noam Chomsky, believe the human mind has a predisposition to language. Like most of the great philosophical dichotomies, the truth almost certainly lies somewhere in the middle. For the engineer of the senses (for that is what the virtual reality engineer ultimately is) this has profound ramifications. We shall see later on that it is often convenient to regard the eye as a camera, the ear as a microphone and so on. But this does the human "machine" a great disservice. The eye is not simply an open window and physiological studies have demonstrated that some pre-processing of visual information happens even before signals pass to the optic nerve. As sentient animals we are flooded by sensory data every day of our lives but the sense we make of it is very much our own human sense. Does this make our job harder rather than easier? The opposite is the case. Humans want to be fooled by alternate realities. Take, for example, the act of looking at a monochrome photograph. We can recognise people - even ourselves in past life - when "snapped" in an instant in time. We are therefore perfectly happy to accept a marvellous distortion of our perception of the time dimension; which normally expects to see people, clouds and trees on the move, not frozen like statues. Similarly the image is distorted spatially; the world represented in two dimensions rather than three. Furthermore the image is mute and colourless. The real wonder of photography - indeed of all representational art - is that we recognise the images at all! Look at the optical illusion below. The mind doesn't give up when presented with a paradoxical perspective. Instead you can "feel" the brain trying to make sense out of it, the image swinging this way and that as it attempts to arrive at a stable spatial interpretation.


Fig. 1.1 Optical Illusion

The Five Senses and Beyond

We are taught at school that we have five senses; sight, hearing, smell, taste and touch. But actually we have many more and they aren't the mysterious senses of ESP either. We feel our bodies in motion or stationary and we have an impression of our body (albeit a distorted one) and its component positions which is independent of the tactual sense. Similarly we "feel" hunger, fear, agitation and other un-designated internal states. Fortunately for the multimedia and virtual reality engineer, the two most important senses are sight and hearing. Most of the information about the world outside of ourselves is gained via these and the consideration of these dominates the following. However, the study and knowledge of haptic, kinaesthetic and equilibratory senses are sometimes necessary in the design of VR applications so, for completeness, these are considered in the last chapter. Until then, sight and hearing dominate the engineering agenda. But what of the other senses - smell and taste, will these ever have a role to play in VR applications?

Smell has a more direct route to the brain than any other sense. The smell receptors high in the nose synapse directly to the olfactory bulbs of the brain which lie directly below the frontal lobes. Viewed from an evolutionary perspective, smell is the most primitive of the senses. It plays a very important role in lower species, the olfactory cortex of fish occupies the entire cerebral hemispheres. Perhaps its ancient nature accounts for the emotionally charged, evocative nature of smell. Given its power to stir memory, it is surprising that this sense has played so very minor a role in VR development. Although, the idea of phials of different odours being dispensed at appropriate times during a VR presentation is comical! Even more bizarre is the consideration of taste. Any attempt to administer a taste sensation is inevitably invasive and unlikely to be accepted; demonstrating just how far are we from a true alternative reality system and just how intimate such a system would need to be. I said at the beginning of the chapter that more has changed in the last twenty years than in the last thousand. That pace is not slowing down. If the remaining senses eventually join the VR fold, I wonder what a VR system will look like twenty years from now!


References

Gates, W.H. (1995) The Road Ahead Viking


© Richard Brice 1996