usually better to simulate something other than “reality.” Multimedia systems on the other hand
would be better described specifically as what kinds of media are involved in the particular
application. Both fields are similar in that they are at root multiperceptual, real-time interactive
communication media.
Like all “buzzword” concepts that engender great potential financial and scientific value, virtual
reality and multimedia are represented by a seemingly endless number of forms, applications, and
implementations. How one actually defines either area or distinguishes between them is in itself an
endless source of conferences, articles, and speculation. As time progresses, the tools and concepts of
virtual reality and multimedia increasingly overlap. Pimentel and Teixeira (1992) distinguish
between multimedia and virtual reality by using a description given by author Sandra Morris:
“ . . . virtual reality involves the creation of something new, while multimedia is about bringing old
media forms together to the computer.” The distinction is fairly useless, though, if for no other
reason than “old” media quickly results from “new” media. Hardware from virtual reality can be
integrated into a multimedia system, and virtual reality often involves older media forms.
Virtual reality and multimedia systems can be described in terms of the diagrammatic representation
shown in Figure 1.7. A hardware component definition of a virtual reality system usually involves
the following elements:
1. One or more host computers for scenario management, termed a reality engine by Teixeira and
Pimentel, that contain algorithms useful for organizing and creating visual, auditory, and haptic
illusions for one or more users according to a particular scenario (popularly termed a virtual
world).
2. Effectors, hardware devices such as helmet-mounted displays, headphones and force-feedback
devices that cause the illusion at the user to occur in response to data contained within the reality
engine.
3. Sensors, hardware such as magnetic or mechanical position trackers, six- degrees-of-freedom
trackballs, speech analyzers, and data gloves.
The reality engine can process information to and from multiple effectors and sensors for one or
several persons or machines. When controlling a machine such as a robot, tool, or vehicle-mounted
camera, the word telerobotics is used.
In contrast to a virtual reality’s system of effectors, sensors, and reality engine database, a multimedia
system can be defined simply as any actual or near real-time interactive software interface that
includes multiple effectors, including the addition of “high-quality” sound (i.e., something more
sophisticated than system “beeps”). The sound component is easily available on plug-in sound
cards, such as Creative Labs’ SoundBlaster
®
.
The multimedia system can also include advanced
graphics, animation, and/or video-based visual interfaces, and possibly advanced types of sensors such
as speech recognition. Desktop computer systems such as the Apple Macintosh
®
Quadra
series or the
Silicon Graphics Indy
®
combine high-speed graphic chips for interactive rendering of screen images
and simple but useful software for including “CD-quality” sound with images; equivalent systems
can also be assembled “from scratch” by adding sound and graphics accelerator cards to an existing
personal computer.