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Contents
1995 survey 1994 survey
Less than 1 year 5 4
1-2 years 12 18
2-3 years 21 6
3-4years 8 3
4-5 years 5 2
more than 5 years 10 4
Both this year's Survey and the 1994 Survey indicate that the majority of groups were formed in the period 1992-3.
1995 survey 1994 survey
Company/Clients 31 21
University internal 20 17
SERC/EPSRC/MRC/ACME/ESRC 13 15
Unspecified Government agency 8 4
EC/CEC/ESPRIT 4 7
Department of Trade and Industry 3 6
HEFCE/HEFCW 2 0
Defence Research Agency/Ministry of Defence 2 6
Self 1 0
Charities 0 3
Department of the Environment 0 1
Department of Health 0 1
Health and Safety Executive 0 1
IED 0 1
The overall balance of funding does not appear to have changed significantly since 1994, with the notable exception of work funded by companies and their clients. This could be interpreted as a healthy increased investment by industry. Perhaps more worryingly, there seems not to be any increase in the numbers reporting other sources of support - especially for academic work, such as Research Council or other government (national or European) funding. Given that there are still many unanswered questions about VR, and the fact that a sizeable proportion of respondents were from the academic sector, this is a notable finding.
1995 survey 1994 survey
Applications development 39 18
Human factors/HCI 14 8
Software architectures 9 3
VR peripherals development 8 4
Perception/action/cognitive aspects
in virtual environments 7 2
Data visualization 3 0
VRML 3 0
Algorithms research 2 0
Education/Training 2 2
Integrated manufacturing 2 1
Socio-cognitive issues 2 1
Speech 2 0
CSCW 1 0
Parallel architectures 1 2
Simulation 1 0
Social issues of VR 1 1
Stereoscopic display systems 1 1
Other 0 9
The range of applications and activities covered remains broad. There has been a substantial increase in applications development, possibly reflecting the increase in industrially-funded work. A number of new topics have appeared, including data visualization and VRML.
There was a wide range of specific application areas reported, including:
1995 survey 1994 survey
Education and training 11 3
Information visualization 10 6
Construction planning and scheduling 9 2
Driving/flight simulation 7 1
CAD/CAM 6 4
Medical simulation/training 6 5
Virtual retailing/Marketing 5 0
Industrial simulation 4 2
Information systems/Databases 4 0
Installation/maintenance planning 4 0
Architecture 3 3
CSCW/Teleconferencing 3 1
Entertainment 3 4
Spatial skills 3 1
VRML 3 0
Artificial intelligence 2 0
Cognitive aspects of virtual worlds 2 1
Disabled user applications 2 0
Evacuation and safety 2 1
Fluid dynamics 2 1
Modelling 2 1
Robotics 2 1
Art 1 0
Discrete-event simulation 1 0
Ergonomics 1 0
Military simulation 1 2
Animation 1 0
Other 0 10
1995 survey 1994 survey
Increased and improved human-computer interaction 30 13
Better visualization of information 24 8
A sense of 'presence' in a virtual environment 11 7
More rapid prototyping 10 4
Improved simulation 9 3
Cooperative working in virtual environments 6 2
Improved education and training methods 5 2
Quicker decision making 1 1
Study of perception/action 1 0
Applying cognitive skills 0 1
Substantially more people are reporting greater perceived benefits of VR. The extent to which this remains an expectation rather than a proven benefit remains unclear.
Superscape remains the most popular software package, with dVISE/dVS in second place. The other striking thing is the broad range of software in use. Much of this cannot be classed by any stretch of the imagination as VR software, suggesting that many groups are still developing their own solutions to problems using underlying graphics systems. As in last year's report this may imply quite a large degree of duplication of effort.
1995 survey 1994 survey
Hardware
PC 32 29
Silicon Graphics 31 15
Division 5 6
Sun 4 4
Apple 3 5
HP/Apollo 2 1
Interaction Methods
HMD (commercial) 21 13
Magnetic/ultrasonic tracker 19 10
Stereo glasses 14 8
3D mouse 13 10
Joystick 10 0
Spaceball 10 6
Glove/EXOS 7 11
Tactile devices 5 0
Sound 4 6
Eye tracker 3 0
Boom/arm 2 0
Large-screen projection 2 0
Motion hardware 2 0
HMD (home-made) 1 2
Glove (home-made) 1 0
Private Eye 1 0
Touchscreen 1 2
Voice input 0 1
Software
Superscape VRT 17 13
dVISE/dVS 10 3
GL/OGL/Performer/Inventor 7 2
3D studio 6 3
VRML/Webspace 5 0
World Toolkit/Sense8 6 7
JACK 3 0
Renderware 3 6
MultiGen 2 0
PHIGS 2 0
Rend386 2 3
Worldview 2 0
AudioLab 1 1
Avril 1 0
AVS/Explorer 1 0
DIVE 1 2
Quicktime VR l 0
Vista Pro 1 0
Vroom l 0
Wavefront 1 0
MR Toolkit 0 2
Swoop VR 0 1
Contents