"Virtual Reality Could Liberate the Disabled"

 Subject: APPS: "Virtual Reality Could Liberate the Disabled," article


First, my thanks go out to Bob Jackson for his invite to post my

"presentation" here.  A little background as to where this idea

came from: I'm a student in the Studies of the Futures graduate

program at University of Houston-Clear Lake, and I'm particularly

interested in how computers will be used in the future.


The paper "Virtual Reality and the Physically Disabled:

Speculations of the Future," on which the article was based came

out of a "larger" experiment.  As I thought there might be some

interest in the "whole" experiment, I've gathered up some notes

(in other words this is a long posting).


Originally, the main purpose of the experiment was to see how the

ninebox and timeline tools worked across a computer conferencing

environment.  Normally, these tools are used in meetings or group

situations, with people marking or drawing their answers on a

blackboard.  I chose virtual reality as my topic mostly because of

my interest in vr, particularly as a form of human/computer

interface.  The results were interesting, and serve to provide

enough speculation for the paper being presented at the conference

in March.  The article in EE Times capture the essence of the

paper well.


Introduction to The Tools

------------------------


    The Nine-Box

    -------------

    The nine-box is a three by three square, the y axis shows the

    probability of the trend being correct, while the x-axis shows

    the expected impact of the trend.  One places an x in the box

    that best matches one's opinion of the combination of

    probability/impact.


    An example:  The increased use of portable communication

    devices (laptop PCs, cellular phones, paging devices) is

    increasing stress in the home as work is able to follow the

    worker from the office to the home (getting more difficult to

    leave the office).


               +---------+---------+---------+

               |         |         |         |

 P             |         |         |         |

 r      High   |         |         |         |

 o             |         |         |         |

 b   T         +---------+---------+---------+

 a o r         |         |         |         |

 b f e         |         |         |   y     |

 i   n  Medium |         |         |         |

 l   d         |         |         |         |

 i             +---------+---------+---------+

 t             |         |         |         |

 y             |         |         |         |

        Low    |  x      |         |         |

               |         |         |         |

               +---------+---------+---------+


                  Low      Medium     High


    Here we have two respondents, x and y. X feels that the

    probability of the trend occurring is low, and even if it did

    occur would have little impact.  Y has a different opinion,

    feeling that the probability of the trend occurring is medium,

    but that the impact would be high.



    The Timeline

    ------------

    The timeline is used to chart the impact of a technology or

    trend along a timeline.  It is a two dimensional chart.  On

    the y axis we consider the impact, from low to medium to high.

    On the x axis we show the time span, in this case in 5 year

    increments.


    An example:


    The trend:  Big cities might well become obsolete in the

    information age.


    Using the time timeline below, here's how one person plotted

    (drew) their opinion.


          +---------+---------+---------+

          |         |         |         |

          |         |         |       ..|

   High   |         |         |     .   |

          |         |         |   .     |

          +---------+---------+--.------+

          |         |         |  .      |

          |         |         |  .      |

   Medium |         |         | .       |

          |         |         |.        |

          +---------+--------.+---------+

          |         |      .  |         |

          |         |   .     |         |

   Low    |.........|.        |         |

          |         |         |         |

          +---------+---------+---------+

          1990      1995      2000      2005



    The person is showing that they think initially the impact of

    the information age will have little effect on big cities.

    But as time progresses, toward the last 5 years of this

    century, the effect will increase.  In fact, by the early

    years in the next century, the impact will be great.  By the

    year 2005 the impact is leveling off.


An Analysis and Summary of the Experiment

-----------------------------------------


First off, some raw numbers:

    - on November 14, 1990, I announced the experiment and

      asked for volunteers

    - as of Nov 29, 1990, a total of 57 people requested more

      information

    - as of Nov 27, 1990, a total of 26 people sent responses

      to me


Now for a little discussion of how the responses are analyzed.

There are two major items of interest:  the consensus response

(that is, the response that seems to reflect the opinion of the

greatest number of participants) and the outliers (the responses

that for some reason lie outside of the consensus.  Once these

items have been identified, one tries to get the opinions of the

outliers first, as their comments may point to new ideas or

concepts that the "group" may have not considered.  Then you take

a look at the opinions or comments of the consensus.


In some cases a clear consensus or outlier was not apparent, in

those cases, I've reported back on what seem to be the dominant

themes.


....................

. Ninebox Analysis .

....................


Two questions were posed to the audience. I'll report on

each question/trend individually. First trend 1.


Trend 1:

--------


    The impact upon society as the technology of direct

    mind interaction implants is developed and used.


    Total responses: 24


               +---------+---------+---------+

               |         |         |  x x x  |

 P             |    x    |         |  x x x  |

 r      High   |         |         |         |

 o             |         |         |         |

 b   T         +---------+---------+---------+

 a o r         |         |         |  x x x  |

 b f e         |         |         |  x x x  |

 i   n  Medium |         |         |  x x x  |

 l   d         |         |         |         |

 i             +---------+---------+---------+

 t             |         |         |  x x x  |

 y             |   x x   |         |  x x x  |

        Low    |         |         |         |

               |         |         |         |

               +---------+---------+---------+


                  Low      Medium     High


                     Impact of Trend


A single dominant consensus is not really apparent. The

medium probability / high impact (mp/hi) quadrant received

the most "votes" with 9. However, both the high probability /

high impact (hp/hi) and low probability / high impact

(lp/hi) received 6 "votes" each. From that I lean toward

saying the consensus felt that the impact of direct mind

interaction on society would definitely be high, while

the actual probability was spread, with the greatest number

of "votes" saying the probability of direct mind interaction

was medium.


We have two outlier groups, one "vote" was cast for high

probability / low impact (hp/li) and two "votes" were cast

for low probability / low impact (lp/li).


Comments:

Here's a sampling of responses from the outlier groups:

  (hp/li) - possibility for misuse is great, poses dangers

            for health and sanity.

  (li/lp) - Technology interfacing with neurology is still

            at the point of using a backhoe to remove dental

            plaque:  the tools may be powerful but inappropriate.

            Direct mind interaction has many bad possibilities,

            implants could be like mind-altering drugs, or

            worse could be used to control people.


Here's a sampling of responses from the consensus

  (hp/hi) - Good (experiences beyond our imagination will be

            possible) Bad (virtual drugs, escapes from reality)

            "great equalizer" - VR could allow people

            with poor eyesight or other abilities to improve

            their disabilities.

  (mp/hi) - Good and bad possibilities, dependent on how VR is used.

            Could be seen as just another way to interact with

            information (like tv, radio, books)

            Some may see this as being unethical

  (lp/hi) - the bad possibilities of direct mind interaction will

            cause the technology to be unaccepted by wary

            individuals.


Trend 2:

--------

    Business travel decreases as the use of virtual meetings

    rooms and similar VR technology is used in the business

    place to enhance meetings of all kinds.


    Total responses: 25


               +---------+---------+---------+

               |         | x x x x |         |

 P             |         | x x x x |  x x x  |

 r      High   |         | x x x   |         |

 o             |         |         |         |

 b   T         +---------+---------+---------+

 a o r         |         |         |         |

 b f e         |    x    |  x x x  |    x    |

 i   n  Medium |         |   x x   |         |

 l   d         |         |         |         |

 i             +---------+---------+---------+

 t             |         |         |         |

 y             |   x x   |  x x    |         |

        Low    |         |         |         |

               |         |         |         |

               +---------+---------+---------+


                  Low      Medium     High


                     Impact of Trend


This trend produced a more dominant single consensus, but

also resulted in a greater overall spread of answers.  The

high probability / medium impact (hp/mi) quadrant received

the most "votes" with 11.  Another strong showing was by the

medium probability / medium impact (mp/mi) quadrant with 5

votes.  The high probability / high impact quadrant received

3 votes as well.  Based off that the consensus seems to feel

that the probability of the trend occurring is high (14 out

of 25 respondents felt the probability of the trend would be

high), while the impact would be medium (16 out of 25).


The outliers fall into four quadrants (mp/li - 1, mp/hi -1,

lp/li - 2, and lp/mi - 2). The majority of the outliers

leaned toward a low to medium impact of the trend with

low to medium probability of it occurring.


Comments:

Here's a sampling of comments from the outliers:

            In general, outliers felt that there will always

            be a need for business to be conducted "in person,"

            to press the flesh.

            One respondent commented that technological increases

            in travel over the same time period could cause

            the impact of "virtual meetings" to be a washout.


Here's a sampling of responses from the consensus:

  (hp/mi) - businesses become more effective as travel time

            is eliminated.

  (hp/hi) - As business travel drops off, companies whose income

            relies on business will either die off, or will invest

            in VR technology.

  (mp/mi) - possible pressure on businesses to concentrate on

            network working (the workers will work from several

            different locations, and network together) versus

            centralized working (in the central office)


..................................

. Timeline Question and Analysis .

..................................


Trend 1:

--------


    The impact upon society as virtual reality interfaces

    become the preferred method for individuals to

    interact with a computer.


Summary:


    First a quick verbal summary. A total of 27 responses were

    collected. I then grouped the timelines into several

    major curve types, as follows:


   The Consensus

   ------------

      To the Top (s curve)

         12 timelines fell into this category

      To the Top (exponential)

         3 timelines fit this curve


      The burp

         6 timelines fall in this category


   In the middle

   -------------

      Medium Growth

         1 person used an "s" curve to show a medium growth

         of impact across the timeline

         2 people used a more or less straightline to chart

         growth of impact from low to medium.


   The Outliers

   ------------

      Slow fall

         1 timeline was in this category. This timeline

         considered the impact of ascii vr devices, and

         plotted impact from high down to medium over the

         life of the timeline

      Low growth

         1 person used a more or less straightline to chart

         that little impact would occur over the life of the

         timeline


To give you an idea of how the consensus curves look, I've

reproduced them below.


(12) s - To the top, shows a rapid rate of growth, followed

         by a period of stabilization.


          +---------+---------+---------+---------+---------+

          |         |         |         |   s s s s s s s s |

          |         |         |         | s       |         |

   High   |         |         |         s         |         |

          |         |         |       s |         |         |

          +---------+---------+-----s---+---------+---------+

          |         |         |    s    |         |         |

          |         |         |   s     |         |         |

   Medium |         |         |  s      |         |         |

          |         |         | s       |         |         |

          +---------+---------s---------+---------+---------+

          |         |        s|         |         |         |

          |         |      s  |         |         |         |

   Low    |         |    s    |         |         |         |

          |s s s s s|s s      |         |         |         |

          +---------+---------+---------+---------+---------+

          1990      1995      2000      2005      2010      2015


(3) t - To the top, shows a steady growth of impact, from

        low to high impact by the end of the time frame.

        In some cases, an almost exponential growth was

        shown.


          +---------+---------+---------+---------+------t--+

          |         |         |         |         |     t   |

          |         |         |         |         |    t    |

   High   |         |         |         |         |    t    |

          |         |         |         |         |   t     |

          +---------+---------+---------+---------+---t-----+

          |         |         |         |         |  t      |

          |         |         |         |         |tt       |

   Medium |         |         |         |      t t|         |

          |         |         |         |  t t    |         |

          +---------+---------+--------t+t--------+---------+

          |         |         |    t t  |         |         |

          |         |         |t t      |         |         |

   Low    |         | t  t  t |         |         |         |

          |t t t t t|         |         |         |         |

          +---------+---------+---------+---------+---------+

          1990      1995      2000      2005      2010      2015


(6) b - The burp curve, shows a steady rise, fall, then

        stabilization.


          +---------+---------+---------+---------+---------+

          |         |         |         |         |         |

          |         |         |         |         |         |

   High   |         |         |         |  b b    |         |

          |         |         |         |b     b  |         |

          +---------+---------+--------b+--------b+b--------+

          |         |         |    b b  |         |  b b b b|

          |         |         |  b      |         |         |

   Medium |         |         |b        |         |         |

          |         |      b b|         |         |         |

          +---------+--b-b--- +---------+-------- +---------+

          |         |b        |         |         |         |

          |      b b|         |         |         |         |

   Low    |    b    |         |         |         |         |

          |b b      |         |         |         |         |

          +---------+---------+---------+---------+---------+

          1990      1995      2000      2005      2010      2015


Comments:

In general a majority of the group feels that VR would play

a significant role in how we use computers in the future.

Many felt the impact of VR would be slow in coming, but

once started would grow rapidly. Those who drew "burp" and

"s" curves often saw VR as experiencing a very heavy growth

then stabilizing as the technology becomes accepted in

society, up to the same degree as microwaves, vcrs and the

like are accepted today. At that point the impact stabilizes

or actually suffers a fall.


Trend 2:

--------

    Increasing interest in the VR field will lead to

    inexpensive, and available VR technology that will

    enhance the lives of the physically handicapped.


Summary:


    First a quick verbal summary. A total of 25 responses were

    collected. I then grouped the timelines into several

    major curve types, as follows:


   The Consensus

   ------------

      To the Top (s curve)

         7 timelines fell into this category

      To the Top (exponential)

         6 timelines fit this curve


      Medium Growth

         5 timelines fell into this category, 1 was an "s"

         type.

      Low Growth

         5 timelines fell into this category, and were mostly of

         the straightline type.


   The Outliers

   ------------

      The burp

         1 timeline fell in this category


Comments:

  As can be seen this timeline produced a much greater spread,

  with the result being it was a bit difficult to pick a dominant

  impact timeline. Over half of the people who drew timelines

  felt that VR could have a very significant impact on the lives

  of the handicapped, by providing an environment, a virtual

  reality where they would not be handicapped. VR could also

  offer the possibility of aiding people with handicaps, by

  improving sight, hearing, helping paraplegics to walk, etc..


  On the other hand, 10 of the group felt that the expense of

  VR technology would almost surely keep the technology from

  having a large impact on the lives of the handicapped. In fact,

  the expense was noted by one respondent as something that

  would cause a (temporarily) greater separation between

  the handicapped and the rest of the population. VR would be

  available to those who could afford it, which would normally

  not include the handicapped.




Tony Akins



 

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