by
Ali Yaqoob (ary) and Nishan Perera (ncp)
Information Systems Engineering II
Imperial College Lonodon





Abstract

The enhanced capability of advanced computer designing has enabled us to push beyond the present level of computer technology and to attain substantial advances in the understanding of design processes.
In this article a brief history of advances, made in the field of computing, is described. We start from the existing computer systems, their performance and focus on the technical and research advances that are believed would effect the future of computing. This project is aim to develop the frame work of a future computer with holographic storage system, molecular memory and a user interface recently developmed in the HCI (human-computer interaction).



Contents


  1. Introduction
  2. Today's Computer Technology
  3. Future of computing
  4. conclusion





1. Introduction

"The only way we are going to really survive in the
future is to know how to use computers and to know what to do with them."
                                                David Phaire 

By the end of this decade, measurement of computer performance will have changed dramatically. Today, a CPUs clock frequency is the primary performance indicator. Over time operating frequency of PCs will began to play a smaller role until it becomes relatively unimportant. Imagine if Supercomputers to PCs were powered by the same microprocessor operating at the same frequency. System performance will then be a function of memory and I/O to satisfy the data requirements of the CPU. The price of the computer would correlate with the bandwidth, latency and expandability of the system. To build a balanced system, memory units must be able to deliver information quickly enough to satisfy the microprocessor, or efficiency is lost. High performance systems are differentiated not by processor performance, but by how their cache, main memory and buses are used.

Until the late 60's and early 70's the main effort of software application designers, was aimed at developing applications with higher functional characteristics. But the emergence of personal computers diverted the designers focus from functional exellence to interaction flexibility and ultimately 'user friendliness'.

Virtual Reality hype is becoming a large part of everyday life. This report explores the components of actual virtual reality systems, such as HMD's, gloves,spaceballs and Wands.



2.Today's Computer Technology

Computer technology has continued its rapid improvement over the last few years, with more powerful machines now smaller and cheaper than ever before. In terms of hardware, supporting tens of megabytes of main memory and over a gigabytes of backing store, computer processing power continues to increase without any limits.In recent years, typical desktop-PC hard-derive capacity rapidly climbed between momentary stops: 200 Mbytes, 500 Mbytes, 1.2 Gbytes, and now 1.5 Gbytes are commonly sold in the 3.5-inch form factor.

2.1 Optical Storage (DVD)

The data-storage IC industry is under tremendous price and performance pressure to meet the constantly increasing storage-capacity demands of popular computerplatforms. The computationally intensive problems requiring tremendous computing speed and volume (storage capacity) motivated a new field of optical computing. Optical disks are an alternative to magenetic devices for high density, low cost secondary memory requirements.Read only (ROM), Write once read many (WORM) and Eraseable/Rewritable are the three catagories of optical disks.

The industry factions have reached a compromise on the standard for future digital videodisks (DVD) devices which are expected to replace the CD-ROM drive. The new standard is targeted to ultimately replace the home VCR. One problem that has hampered its progress , is that it will be some time before real-time compression techniques will be available to record TV programs. This new standard combines elements of two different proposals. A proposal from Philips and Sony , called multimedia CD-ROM (MMCD), specifies that future DVD devices will be able to play current CD-ROM discs. A consortium led by Matsushita, Time Warner and Toshiba favours a higher capacity specification called SD(super density) thats incompatible with current CD-ROM discs. Backward compatibility has been incorporated into the new standard: All DVD devices including TV set-top boxes and computer drives will be able to read regular CD-ROMs. Also discs for the new standard will be the same size as current CD- ROM discs. The unified specification allows for 4.7GB of space on one side of a disc, width is enough to hold 133mins of MPEG- 2 video. But that capacity can be quadrupled to about 18GB, layered options. But single sided single layered CDs are likely to dominate because their capacity is quite adequate for computer applications and run time movies. More over the cost of producing them isnt likely to be very different from current CD-ROM prices. Double sided and double layered technologies are not new , but neither have been produced in mass quantities. Other added advantages of the DVD technology is that it can produce a data transfer rate of about 1.2 MBps , which is about 8 to 10 time faster than an existing quad-speed CR-ROM. The price of this technology will be about $500 a drive , which is quite reasonable. This will probably hit the PC market quicker than others and be used for games or references.

2.2 Designing chips (Photolithography)

Since the IC was developed, the number of transistors that engineers can pack on a chip has increased at a phenomenal rate. ICs are made by the Photolithography process in which the patterns of metal or chemically treated silicon are layered one atop another, on to a die of silicon.Current lithographic processes employ a mercury light source whose 0.365 micron wavelength creates the 0.35 micron features.Building even smaller chip features requires using light sources with even shorter wavelength.That means designers had to move from visible light , to ultraviolet light, and finally to the X-Rays territory.But using the X rays for the photolithographic introduces a new set of problems. For example the issue of having a reliable X ray source, the X rays cannot be focused with optical lenses and therefore the mask, which produces the required pattern on the silicon, must be the size of the features themselves and furthermore the materials opaque to light are not necessarily opaque to X rays.

write here about caches and buses. and put picture as well.

2.3 Cache Design

To keep up the cache and memory systems with Today's RISC (reduced instruction set computer) CPUs, with wide internal datapaths and high clock rates of 100, 200 and in some cases 300 MHz, is a great challenge for the designers.

Today's systems use closely-coupled cache controllers, cache SRAMs (static random access memory) and cache tags to support data requirements of CPUs. But, as processor performance continues to increase cost, asynchronous SRAMs won't meet these demands. PCs and servers, workstations each use different cache architectures: PCs use an asynchronous cache, servers and workstations rely on synchronous cache and super workstations rely on pipelined caching architectures. Pentium-based PCs run at 100 MHz internal clocks and 66-MHz external bus rates. Primary cache is on chip, and secondary cache size is typically write-through in which main memory is updated in concert with cache for cache writes.It is observed that multilevel on-chip caches improve system performance. High-performance architectures use small on-chip Level1 (L1) writethrough caches complemented by off-chip level2 (L2) variable sized writeback caches. But at higher clock rates, off-chip caches can't keep up with processor speeds; latency and cache throughput compromise performance. In system running at 200 MHz many clock cycles are used to bring data from the L2 cache. One solution is to bring larger, though somewhat slower, L1 caches on-chip. Alternatively, fast and small on-chip L1 caches working with larger higher throughput L2 caches; also on chip; can reduce average load latency. An L2 cache can provide data to the L1 cache and processor execution pipelines at rate exceeding 4 Gbytes/s. Moreover, using a dissimilar cache organisation for each cache level raises the probability that the information in the cache is correct and up-to-date.

Two-level on-chip cache hierarchies offer sveral advantages. If the L1 caches relatively small, a dual ported cache can be implemented with little overall die penalties, and two cache loads can be issued and executed at one time. In addition to accelerating performance, dual-issue cache designs eliminate the gate delays associated with a single large L1 cache.

2.4 Buses

Current state of the art bus technology include universal serial buses(USB), serial storage architecture (SSA) and fiber channel arbitrated loop(FC-AL). FC-AL is probably the most modern and efficientof the three mentioned above. It provides a substantial bandwidth improvements over SCSI. FC-Al speeds are around 100MBps. However several products are dual ported and have a total bandwidth of 200MBps. Dual porting also increase fault tolerance by offering redundant access to each device. Overall the FC-AL is at least twice as fast as the fastest SCSI available. It has 3 important features

    1)It enables hot plugging
    2)Many host computers support FC-Al for host to host interconnections.
    3)FC-Al supports cables up to 30m long with coaxial cables and up to 10m with optical fibre.

FC-Al primarily targets high endserver applications, where you need all the performance you can get. FC-Al's fault tolerance is an added advantage. It hasn't exactly revolutionised the desk tops for several reasons. Single user desktop applications running on standard Intel boxes might not be able to take advantage of the FC-AL speed. Fault tolerance is not critical for the desktop market. It is also quite expensive to implement.



3. Future of Computing

3.1 Optical & Biological Possibilities

Although we are living in the "computer age", the full implications of computational ideas have not been realized in our century. The capacities of today's mass storage devices cannot satisfy the demands of new processes which will be developed near future.To achieve a full scale opticle computing environment (with large computing power), it is necessary to have memories with rapid access time and large storage capacity.To meet these needs holographic memories have emergrd.

Today's research has shown that even smaller objects might serve as storage devices thus giving the idea of biological memory.The data stored in this way can be stable for five years.

3.1.1 Holostore Technology

A volume holographic storage (holostore) devive is a page oriented devive that writes and reads data in an optical form.The holography technology achieves the necessary high storage densities as well as fast access times. This capability occurs because a holographic image, or hologram, encodes a large block of data as a single entity in a single write operation. Conversely, the process of reading a hologram retrieves the entire data block simultaneously.

Practically, researchers believe that Holographic data storage system in which thousands of pages (blocks of data), each containing million bits, can be stored within the volume of a sugar cube, have a storage capacity of 10 GB per cubic centimeter.This figure is still very impressive compared to today's magenetic storage densities, which are around 100 Kb per square centimeter (not including the derive mechanism).

At this density a block of optical media roughly the size of a deck of playing cards would be able to house a terabyte of data.Because such system can have no moving parts and its pages are accessed in parallel, it is estimated that data throughput on such system can hit 1 Gbps or higher. In holographic recording applications, longer interaction lengths imply increased angular selectivity and also higher data storage capacity . These advantages are in addition to the ability to synthesize a much larger cross sectional area then is currently attainable using bulk materials.

Holostore leverages the imaging properties of light and its ability to launched. The reading out of images instead of single bits serially provides a tremendous improvement in the bandwidth. The ability for light to be launched through space and deflected easily will eliminate the need for rotation of the medium. The capability of coherent light to interfere and to form holograms provides a convenient way to address a storage medium in three dimensions, while only scanning the beams in two dimensions.

Holography records the information from a three-dimensional object in such a way that a three dimensional image may subsequently be constructed. Holographic memory uses lasers for both reading and writing the blocks of data into the photosensetive material. A digital hologram is formed by recording the interference pattern between a discretely modulated coherent wave front and a reference beam on a photosensitive material.

Despite decades of research in holographic-storage materials, iron dopped lithium niobate is still the medium of choice for all demonstrations of holographic-storage system.Despite its well known shortcomings, such as destructive readout of data and relatively low sensitivity, its the only material that currently has the optical quality that is critical for a system application.

A difficulty with the holostore technology had been the destructive readout. The re-elluminated reference beam (i.e the read beam, see How holographic storage system works), used to retrieve the recorded information, also exites the donor electrons and disturbs the equilibrium of the space charge field in a manner that produces a gradual erasure of the recording. In the past, this has limited the number of reads that can be made before the signal-to -noise ratio becomes too low. Morover, wrtes in the same fashion can degrade previous writes in the same region of the medium. This restricts the ability to use the three-dimensional capacity of a photorefractive for recording angle-multiplexed holograms.

The other challenge has been the geometry of the crystal medium. It is difficult to grow large crystals of good optical quality and of limited size. As a consequence of this problem, widespread application of the bulk photorefrective technology has not been occured, despite an initial surge of development in the decade of the 1970s.

3.1.2 Moleculer Memory

With the advances in Moleculer electronics, it is possible to implement a prototype memory subsystem that uses molecules to store digital bits.

The molecule in question here is the protein called bacteriorhodopsin . Its photocycle, the sequence of structural changes, a molecule undergoes in reaction to light, makes it an ideal AND data storage gate, or flip-flop. According to the today's research, the bR (where the state is 0) and the Q (where the state is 1) intermediates are both stable for many years.

A prototype memory system has built where bacteriorhodopsin stores data in a 3-D matrix. The matrix was build by placing the protein into a cuvette (a transparent vessel) filled with a polyacrylamide gel. The cuvette is oblong and 1 by 1 by 2 inches in size. The protein, which is in the bR state, gets fixed in place by the polymerisation of the gel. A battery of kypton lasers and a charge-injection device (CID) array surround the cuvette and are used to read and write data.

While a molecule changes states within microseconds, the combined steps to read or write operation take about 10 milliseconds. However like the holographic storage, this device obtains data pages in parallel, so a 10 Mbps is possible. This speed is similar to to that of slow semiconductor memory.

The reason for considering the moleculer memory is that it is protein based and therfore is inexpensive to produce in quantity. Secondly, the system has ability to operate over a wider range of temperatures than semiconductor memory.

3.1.3 BioControl Systems and BioSignal Processing

BioControl Systems (BCS) has created a new human computer interface(HCI) using state-of-the real-time biosignal processing. This technology enables an individual (including physically disabled individuals) to control a computer using eye movement, muscle tension and gestures, and even thought patterns.

The heart of a biocontroller is a three state process involving:

This configuration allows flexibility in mapping biosignal inputs to output code and also allows for specific applications to be created in software without the need for specialized transducers on the body. The device has eight input channels with programmable gains and filters that can be configured to process virtually any bioelectric signal. An eye controlled joystick and mouse has been developed that allows users to control graphical objects with eye movements. The mouse applications give users the ability to do "hands free" word processing or sue other menu driven software.

This type of system is ideal for person with physical disabilities who do not have access to computers through the traditional manual inputs.

3.2 Virtual Reality

Virtual Reality (VR) has made considerable inroads into the realms of industrial, commercial, scientific ,medical and military applications. It is the technology that has captured the imagination of many technophiles for decades. Countless movies , books and television shows have convinced the public that VR technology is extremely cool, all-encompassing, strangely unattainable , and simultaneously some what dangerous.

The most basic definition includes the skilful attempt to fooling the human senses into believing that they are immersed in another world , while enabling interaction with this world in a way that mirrors reality.

VR what is it good for?

A virtual world is easier to control than a real one. If you are an architect and wants to show how the shadows will fall around your new building, virtual reality can make the sun come up and go down at your own will without any magic rituals or messy human sacrifices. Architects find it much less expensive to build a VR model than to build a real world prototype. Automotive and aerospace manufacturers routinely build virtual models as part of the CAD/CAM process to check ergonomics and help sell a new model before it’'s even built. A virtual world can make the invisible visible and the abstract concrete. Many scientific, engineering and financial applications of VR can help us visualise complex data sets derived say from, chemistry, fluid dynamics or meteorology by turning them into apparent real objects that you can manipulate.

A virtual world can add value to the real world by using telepresence or augmented-reality systems. A camera-equipped robot can travel through a hazardous real place (e.g. a nuclear reactor) where human presence is purely virtual. Medical researchers are researching VR systems that can superimpose views of the body’s internal organs generated form computer aided tomography (CAT) scans over the real body to give a surgeon wearing a 3-D head set something like supermans x-ray vision.

VR is a good gimmick with lots of applications such as point- of-sale display, trade show booths and other advertising , or publicity activities , where VR is an end it self -the novelty of the medium sells the message. You probably won’t buy a house solely on the strength of a VR walk-through, but the novelty of it might tempt you to go view the real thing.

Some of the equipment used in VR are HMD’s (head mounted display), data gloves and Wands. These will be discussd below.

3.2.1 HMD (head mounted display)

Perhaps the most important component in a VR system is the enigmatic head mounted display (HMD). Since its invention in the 1960s , HMD design and construction has surfaced in several different approaches, each improving the realism and/or price point of previous models. The most basic display requirements for a HMD are two display screens and a set of optics. The display screens present the information sent by the computer and optics (in the form of lenses) permit the user to focus on images that rest about 4 inches from their face .

There are several variations in the type of HMDs available. LCDs (liquid crystal displays), the kind in portable video games, are most popular choice in todays design offering colour output and a reasonable price tag. Unfortunately today’s LCD screens don't deliver much in the way of resolution, a problem amplified by the HMDs magnifying optics. Typical LCD resolution stands at 440*240 split between reed , blue and green,. This provides developers with a total pixel count of 35,000. In comparison to standard VGA display of more than 300,000 pixels, its easy to see why designers are frustrated by limits of LCD screens.

The CRT (cathode ray tube ) alternative eliminates much of the resolution problem, but creates new problems of both price , colour and size. CRT’s are small enough to be implemented in to a HMD , but are not a common in other industrial applications so finding them at a reasonable price can be difficult. Another problem is the lack of a small display CRT display unit that can deliver a full colour display. Finally fitting one of these to into a HMD require complex optical set-ups and electromagnetic shielding, both of which add weight and size to the final design. There a ways to address all of these problems, but the added expense has kept such devices in the hands of the military or major corporations and beyond the reach of the layman.

Motion-tracker

In order to achieve a true sense of realism, VR devices should enable the user to interact with his or her world in a manner as close as possible to the way they interact with the real world. Even with the best stereoscopic displays a HMD wearer is forced to use a keyboard , which constantly reminds one of a simulation. Motion tracking eliminates this problem by giving the computer a constant update on the orientation of the headset. As the display itself, there are a few different ways to achieve this particular goal.

Electromagnetic coils are currently the best way to achieve a cheap and effective form of tracking. In which two sets of three-wires coils have a small electric charge applied to them in sequence, creating magnetic field measure by another device. The chief advantage of EM tracking is that it is small, and for most part inexpensive (nothing in VR is really, cheap yet). The biggest disadvantage is the tendency of the system to pick up outside signals from televisions and monitors in the area. Ultrasonic trackers and mechanical tracking (the use of chord or wires that move with the head) are alternatives , but are more suited to specialist needs than mass-market application.

3.2.2 Wand

Wands are much like the joysticks most videogamers are familiar with, except they do it without a base. They are available in almost every shape imaginable, they contain variations of the same tracking equipment found in HMD’s with a couple of buttons tacked on. Each axis of motion (pitch, roll and yaw) is measured, and sent back to the computer which translates the signal into motion, action, or whatever the programmer can dream up. Wands are relatively cheap ,very effective and perhaps most importantly they are easy for a new user to understand and operate.

Spaceballs

Spaceballs are the most familiar of the isometric family of control units. These devices look like a round ball set into a base, and use optical or mechanical sensors to detect any force on the ball. If the user pulls the ball straight up, twists it, or rolls it back and forth, an appropriate signal is sent back to the computer. Other isometric units often look like joysticks or plates, and are most useful for streamlined motion control.

3.2.3 Gloves

Gloves have been a part of VR history since the early ‘80s. More than any other type of control, gloves enable users to interact with the computer world in a way perfectly mimicking reality.

While most input devices offer one, two or three degrees of freedom, the glove is unique in that it offers multiple degrees of freedom for each finger and hand as well. This permits the user to communicate to the computer , a far richer picture of his or her intentions than most other devices.

A glove is generally quite lightweight , with flexible sensors which accurately and repeatedly measure the position and movements of the fingers and wrist. Pressure sensors on the gloves palms measure occurring during object grasping. Gloves can have a varying number of sensors depending the application they are used for. Most common models have in-between 12 and 24 sensors. These sensors are bend sensitive and their resistance varies linearly with the bend. Sensors are extremely thin and flexible and provide an undetectable resistance to bending. Since the sensors exhibit low sensitivity to their positions over finger joint and to the joint radii of curvature, gloves provide high quality measurements over a wide range.

Glove variations include ones with open finger tips, which enable users to type, write and grab objects while wearing the glove.

The glove is connected to the computer via an instrumentation unit. This instrumentation unit is connected to the computer by a serial cable. The instrumentation unit provides a variety of convenient functions and features, including time-stamp , dataglove status , external sampling synchronisation and analogue sensor outputs.

Software is necessary or calibration of the glove and is used to display event virtually.

Exoskeletons

Exoskeletons are also employed to simulate the resistance of objects in a virtual world. An exoskeleton is basically a robotic arm strapped to a person. At the University of Utah, researchers have developed a robotic arm which has 10 degrees of freedom. The robot continuously updates the force to each of its ten joints, and can make it appear that the 50 pound arm is weightless. "However, when the operator touches something, the virtual forces become actual forces felt through the exoskeleton" (Lane and Smith). This would make the operator's arm stop when it hit a virtual wall or feel the weight of a virtual object.

Tactile feedback of the glove

“Tactile feedback” is another glove innovation that’s been pursued for some time. In VR simulation, though users can access a glove to pick up objects, his or her sense of touch will not give then the signal that they would receive in the real world, a reminder that they’re in a simulation. First pioneered by the advanced Robotics Research centre in England, the first tactile feedback system to achieve a believable tactile response used small air bladders inside the glove that could return pressure in 20 different areas. Because the bladders currently tend to cause glove calibration problems, this method is still being perfected. When working correctly, a user can reach out in a virtual world to touch an object and actually feel the physical response of the object on his or her skin. Other research in tactile feedback is being done with the use of small vibrating coils. Although these coils aren’t as realistic in feel as the air bladders , these units are far cheaper to make . and to deliver some believable feedback.

Problems

Speculation about the future of VR has brought up very serious questions and others aren’t so serious . Questions about health risks on VR, physiological effects of long term isolation and so on.

On the most basic level, the long term effects of having two monitors strapped inches from your eyes is in question .Headsets weighing more than the head can comfortably support often intensifies the effect, as do lag times between the motion of the head and the resultant display. Eye strain is also a negative side effect. Also several studies have been run to attempt to determine the long term effects of isolation on human physiology. The question is if a person spend most of his time in a fantasy world, will he be able to relate to people in the real world when they emerge?

What may happen as we proceed deeper into the Future ?

Some people think that the HMD, today’s symbol of virtual reality may be obsolete before it is even properly built: HDTV (high definition television ) will deliver huge pictures with resolution so perfect that we will be able to see every eye lash on a persons face.

Another new possibility (being worked on , is a system that fires low powered lasers through the eye , actually painting the image onto the retina . Resolution-wise this technique has potential to deliver picture that simulate every rod and cone so as to create an image that is ‘perfect’.

Tomorrow's doctors may pilot small remote controlled drones capable of repairing internal injuries without extensive surgery. Doctors use head sets to examine areas of the body from the inside, and glove to control the actions of tiny surgical units. Data suits can be used to train athletes and are used in rehabilitation.

Hey people might even be able to shake hands in cyberspace.

3.2.4 Eyecons

The next time you stare at your computer you might be using your eye as an input device. Consider this , the instant you eyes stop moving and you are staring at a menu item or icon - approximately 250 ms later , the application you were staring at opens up like magic. Is it the computer reading your mind or playing a guessing game with you? We will soon find out.

A new generation of research using eye-tracking hardware and on -screen graphical symbols has begun. Easy applications such as hands-free command input for fighter pilots , historically have received the most research attention. However now eye- tracking developers are tackling the more difficult work -making the technology efficient for general business applications. Some benefits of eye-tracking are obvious. Lab studies have shown that the technology lets you work about 25 percent faster than with a traditional mouse. Hands-free input also means no carpal-tunnel problems or tendinitis. Once more hands free input may be the only method for disabled people to interact with the computer. Some People think eye-tracking is ushering a new era of non-command interface that engage computers and humans in a continuos dialogue. Rather than waiting for you to issue discrete commands, these interfaces monitor body language to anticipate your next move. Eye-tracking can be especially important when you are browsing for information, whether its application icons scattered across the screen or hotlinks scattered throughout the document and performing precise tasks such as cutting and pasting.

Although commercial eye-tracking hardware has dropped from about $250,000 to $20,000 in the last eight years, the hardware can be unstable. A system that works well with one person might stumble when someone else sits at the computer. This is probably because people with larger pupils have the greatest success with eye tracking. (1The pupil is the command centre of eye-tracking systems. ).

How it works?

Eye-tracking hardware shines an infrared beam into the users eye to illuminate the pupil so that a custom video camera mounted on the computer can record the pupil image. Image processing hardware digitises the pupil image and turn eye movements into horizontal, vertical and depth cordinates. Unlike earlier system where the head had to be kept still for the system to work , current systems factor out head movement by reading a non-pupil reference, typically a point of light reflected from the cornea.

Will eye tracking dominate the desktops in time to come. I guess we will have to wait and see. It is widely believed that our eyes will be one component of future “multimodal input” systems. When those systems come we’ll be gazing, talking and pointing at our computers to give them commands. And in return our computers will become more adept at deciphering how our bodies say what's on our mind.



References


Ali Yaqoob
Last modified: Tue Jun 10 07:25:06 PDT 1997