All The Good VR Ideas Were Dreamt Up In The 60s

Virtual reality has seen enormous progress in the past few years. Given its recent surges in development, it may come as a bit of a surprise to learn that the ideas underpinning what we now call VR were laid way back in the 60s. Not all of the imagined possibilities have come to pass, but we’ve learned plenty about what is (and isn’t) important for a compelling VR experience, and gained insights as to what might happen next.

If virtual reality’s best ideas came from the 60s, what were they, and how did they turn out?

Interaction and Simulation

First, I want to briefly cover two important precursors to what we think of as VR: interaction and simulation. Prior to the 1960s, state of the art examples for both were the Link Trainer and Sensorama.

The Link Trainer was an early kind of flight simulator, and its goal was to deliver realistic instrumentation and force feedback on aircraft flight controls. This allowed a student to safely gain an understanding of different flying conditions, despite not actually experiencing them. The Link Trainer did not simulate any other part of the flying experience, but its success showed how feedback and interactivity — even if artificial and limited in nature — could allow a person to gain a “feel” for forces that were not actually present.

Sensorama was a specialized pod that played short films in stereoscopic 3D while synchronized to fans, odor emitters, a motorized chair, and stereo sound. It was a serious effort at engaging a user’s senses in a way intended to simulate an environment. But being a pre-recorded experience, it was passive in nature, with no interactive elements.

Combining interaction with simulation effectively had to wait until the 60s, when the digital revolution and computers provided the right tools.

The Ultimate Display

In 1965 Ivan Sutherland, a computer scientist, authored an essay entitled The Ultimate Display (PDF) in which he laid out ideas far beyond what was possible with the technology of the time. One might expect The Ultimate Display to be a long document. It is not. It is barely two pages, and most of the first page is musings on burgeoning interactive computer input methods of the 60s.

The second part is where it gets interesting, as Sutherland shares the future he sees for computer-controlled output devices and describes an ideal “kinesthetic display” that served as many senses as possible. Sutherland saw the potential for computers to simulate ideas and output not just visual information, but to produce meaningful sound and touch output as well, all while accepting and incorporating a user’s input in a self-modifying feedback loop. This was forward-thinking stuff; recall that when this document was written, computers weren’t even generating meaningful sounds of any real complexity, let alone visual displays capable of arbitrary content. Continue reading “All The Good VR Ideas Were Dreamt Up In The 60s”

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Hackaday Links: January 3, 2021

Last week we featured a story on the new rules regarding drone identification going into effect in the US. If you missed the article, the short story is that almost all unmanned aircraft will soon need to transmit their position, altitude, speed, and serial number, as well as the position of its operator, likely via WiFi or Bluetooth. The FAA’s rule change isn’t sitting well with Wing, the drone-based delivery subsidiary of megacorporation Alphabet. In their view, local broadcast of flight particulars would be an invasion of privacy, since observers snooping in on Remote ID traffic could, say, infer that a drone going between a pharmacy and a neighbor’s home might mean that someone is sick. They have a point, but how a Google company managed to cut through the thick clouds of irony to complain about privacy concerns and the rise of the surveillance state is mind boggling.

Speaking of regulatory burdens, it appears that getting an amateur radio license is no longer quite the deal that it once was. The Federal Communications Commission has adopted a $35 fee for new amateur radio licenses, license renewals, and changes to existing licenses, like vanity call signs. While $35 isn’t cheap, it’s not the end of the world, and it’s better than the $50 fee that the FCC was originally proposing. Still, it seems a bit steep for something that’s largely automated. In any case, it looks like we’re still good to go with our “$50 Ham” series.

Staying on the topic of amateur radio for a minute, it looks like there will be a new digital mode to explore soon. The change will come when version 2.4.0 of WSJT-X, the program that forms the heart of digital modes like WSPR and FT8, is released. The newcomer is called Q65, and it’s basically a follow-on to the current QRA64 weak-signal mode. Q65 is optimized for weak, rapidly fading signals in the VHF bands and higher, so it’s likely to prove popular with Earth-Moon-Earth fans and those who like to do things like bounce their signals off of meteor trails. We’d think Q65 should enable airliner-bounce too. We’ll be keen to give it a try whenever it comes out.

Look, we know it’s hard to get used to writing the correct year once a new one rolls around, and that time has taken on a relative feeling in these pandemic times. But we’re pretty sure it isn’t April yet, which is the most reasonable explanation for an ad purporting the unholy coupling of a gaming PC and mass-market fried foods. We strongly suspect this is just a marketing stunt between Cooler Master and Yum! Brands, but taken at face value, the KFConsole — it’s not a gaming console, it’s at best a pre-built gaming PC — is supposed to use excess heat to keep your DoorDashed order of KFC warm while you play. In a year full of incredibly stupid things, this one is clearly in the top five.

And finally, it looks like we can all breathe a sigh of relief that our airline pilots, or at least a subset of them, aren’t seeing things. There has been a steady stream of reports from pilots flying in and out of Los Angeles lately of a person in a jetpack buzzing around. Well, someone finally captured video of the daredevil, and even though it’s shaky and unclear — as are seemingly all videos of cryptids — it sure seems to be a human-sized biped flying around in a standing position. The video description says this was shot by a flight instructor at 3,000 feet (914 meters) near Palos Verdes with Catalina Island in the background. That’s about 20 miles (32 km) from the mainland, so whatever this person is flying has amazing range. And, the pilot has incredible faith in the equipment — that’s a long way to fall in something with the same glide ratio as a brick.

Remoticon Video: The Mechanics Of Finite Element Analysis

Hardware hacking can be extremely multidisciplinary. If you only know bits and bytes, but not solder and electrons, you’re limited in what you can build. The same is true for mechanical design, where the forces of stress and strain suddenly apply to your project and the pile of code and PCBs comes crashing to the ground.

In the first half of his workshop, Naman Pushp walks you through some of the important first concepts in mechanical engineering — how to think about the forces in the world that act on physical objects. And he brings along a great range of home-built Jugaad props that include a gravity-defying tensegrity string sculpture and some fancy origami that help hammer the topics home.

In the second half of the workshop, Naman takes these concepts into computer simulation, and gives us good insight into the way that finite-element analysis simulation packages model these same forces on tiny chunks of your project’s geometry to see if it’ll hold up under real world load. The software he uses isn’t free by any definition — it’s not even cheap unless you have a student license — but it’s nonetheless illuminating to watch him work through the flow of roughly designing an object, putting simulated stresses and strains on it, and interpreting the results. If you’ve never used FEA tools before, or are looking for a compressed introduction to first-semester mechanical engineering, this talk might be right up your alley. Continue reading “Remoticon Video: The Mechanics Of Finite Element Analysis”

This Week In Security: Deeper Dive Into SolarWinds, Bouncy Castle, And Docker Images

Merry Christmas and happy holidays! I took Christmas day off from writing the security roundup, coming in a day early with this week’s installment, dodging New year’s day. The SolarWinds story has continued to dominate the news, so lets dive into it a bit deeper.

Microsoft has published their analysis of Solorigate, and the details are interesting. The added code was carefully written to blend in with the rest of the code, using the name OrionImprovementBusinessLayer.Initialize, which sounds like a perfectly boring-yet-legitimate function. The actual backdoor is obfuscated using zip compression and base64 encoding.

Once this bootstrap code begins, it runs a series of checks before actually doing anything malicious. It waits 2 weeks after installation to do anything, and then checks the system domain name for any indication it’s running in a test environment. It then checks for certain security applications, like Wireshark, and refuses to run if they are detected. This series of checks all seem to be an effort to avoid detection, and to only run in a deployed environment. Even the Command and Control URL that the backdoor uses is constructed to appear benign. Beyond this, it seems that the malware simply waited for instructions, and didn’t take any automated actions. All the attacks were performed manually.

Continue reading “This Week In Security: Deeper Dive Into SolarWinds, Bouncy Castle, And Docker Images”

Water And Molten Aluminium Is A Dangerous Combination

It is not uncommon for a Hackaday writer to trawl the comments section of a given article, looking for insights or to learn something new. Often, those with experience in various fields will share kernels of knowledge or raise questions on a particular topic. Recently, I happened to be glazing over an article on aluminium casting with interest, given my own experience in the field. One comment in particular caught my eye.

 And no, the water won’t cause a steam explosion. There’s a guy on youtube (myfordlover, I think) who disproves that myth with molten iron, pouring the iron into water, pouring water into a ladle of molten iron and so on. We’ll be happy to do a video demonstrating this with aluminum if so desired.

Having worked for some time in an aluminium die casting plant, I sincerely hope [John] did not attempt this feat. While there are a number of YouTube videos showing that this can be done without calamity, there are many showing the exact opposite. Mixing molten aluminium and water often ends very poorly, causing serious injury or even fatalities in the workplace. Let’s dive deeper to see why that is.

Continue reading “Water And Molten Aluminium Is A Dangerous Combination”

Remoticon Video: From Zero To ASIC; How To Design In Silicon

Designing your own integrated circuits as a one-person operation from your home workshop sounds like science fiction. But 20 years ago, so did rolling your own circuit boards to host a 600 MHz microcontroller with firmware you wrote yourself. Turns out silicon design isn’t nearly as out of reach as it used to be and Matt Venn shows us the ropes in his Zero to ASIC workshop.

Held during the 2020 Hackaday Remoticon, this is a guided tour of the tools used in the Skywater PDK — the Process Design Kit that is an open-source ASIC toolkit produced in a partnership between Google and SkyWater Technology. We covered the news when first announced back in June, but this the most comprehensive look we’ve seen into the actual design process.

Drawing N-channel MOSFET in silicon

Matt builds up the demo starting from the very simple design of an N-channel MOSFET with click-and-drag tools similar to graphics editing software. The good news it that although you can draw your own structures like this, for digital designs you won’t have to. A wide variety of IP has been contributed to the open source project allowing basic building blocks to be pulled in using HDL. However, the power of drawing structures will certainly be the playground for those needing analog design as part of their projects.

As with EDA software used for circuit boards, the PDK includes design rule checks to ensure you aren’t violating the limits of the 130 nm chip fab. There’s some other black magic in there too, as Matt specifically mentions an antenna rules check to safeguard your design from being fried by induced current on “large” (microscopically so) metalized runs during the fabrication process.

Part of a massive logic flow chart for an IC counter design

The current workflow involves grinding through a large number of configuration files, something Matt admits took him a long time to wrap his head around. However, what’s available for proofing your design is very impressing. He demonstrates SPICE simulation to calculate timings, and shows numerous examples of verification drawings generated by the compilation process, either in the form of seeing the structures as they will be laid out, or as logical flow charts. This is crucial as a single run will take 2-3 months to come back from fab — you want to get things right before buttoning up the project. Incidentally, that’s know as “tapeout”, a term you’ve likely heard before and he says it comes from reels of magnetic tape containing the design being removed from the computer and sent to production. Who knew? (This tidbit in strikethrough appears to be incorrect).

But wait, there’s more to this than just designing the things. Part of the intrigue of the Skywater-PDK project is that Google bought into covering a group run about once per quarter so that open-source designs can be ganged onto a multi-project wafer free of charge to the people submitting them. That’s pretty awesome and we’re giddy to hear news of people getting their wafer-level chip scale devices — also known as flip chips — back for testing. Matt is planning a more in-depth paid course on the topic. For now, get a taste of what’s involved from this excellent workshop found after the break.

Continue reading “Remoticon Video: From Zero To ASIC; How To Design In Silicon”

Seeking Enlightenment: The Quest To Restore Vision In Humans

Visual impairment has been a major issue for humankind for its entire history, but has become more pressing with society’s evolution into a world which revolves around visual acuity. Whether it’s about navigating a busy city or interacting with the countless screens that fill modern life, coping with reduced or no vision is a challenge. For countless individuals, the use of braille and accessibility technology such as screen readers is essential to interact with the world around them.

For refractive visual impairment we currently have a range of solutions, from glasses and contact lenses to more permanent options like LASIK and similar which seek to fix the refractive problem by burning away part of the cornea. When the eye’s lens itself has been damaged (e.g. with cataracts), it can be replaced with an artificial lens.

But what if the retina or optic nerve has been damaged in some way? For individuals with such (nerve) damage there has for decades been the tempting and seemingly futuristic concept to restore vision, whether through biological or technological means. Quite recently, there have been a number of studies which explore both approaches, with promising results.

Continue reading “Seeking Enlightenment: The Quest To Restore Vision In Humans”