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The Ultimate Display
`
`Ivan E. Sutherland
`
`Information Processing Techniques
`Office, ARPA, OSD
`
`We live in a physical world whose properties we have come to know well through long familiarity. We sense an involvement with this physical
`world which gives us the ability to predict its properties well. For example, we can predict where objects will fall, how well-known shapes look
`from other angles, and how much force is required to push objects against friction. We lack corresponding familiarity with the forces on charged
`particles, forces in non-uniform fields, the effects of nonprojective geometric transformations, and high-inertia, low friction motion. A display
`connected to a digital computer gives us a chance to gain familiarity with concepts not realizable in the physical world. It is a looking glass into a
`mathematical wonderland.
`
`Computer displays today cover a variety of capabilities. Some have only the fundamental ability to plot dots. Displays being sold now generally
`have built in line-drawing capability. An ability to draw simple curves would be useful. Some available displays are able to plot very short line
`segments in arbitrary directions, to form characters or more complex curves. Each of these abilities has a history and a known utility.
`
`It is equally possible for a computer to construct a picture made up of colored areas. Knowlton's movie language, BEFLIX [1], is an excellent
`example of how computers can produce area-filling pictures. No display available commercially today has the ability to present such area-filling
`pictures for direct human use. It is likely that new display equipment will have area-filling capability. We have much to learn about how to make
`good use of this new ability.
`
`The most common direct computer input today is the typewriter keyboard. Typewriters are inexpensive, reliable, and produce easily transmitted
`signals. As more and more on-line systems are used, it is likely that many more typewriter consoles will come into use. Tomorrow's computer
`user will interact with a computer through a typewriter. He ought to know how to touch type.
`
`A variety of other manual-input devices are possible. The light pen or RAND Tablet stylus serve a very useful function in pointing to displayed
`items and in drawing or printing For input to the computer. The possibilities for very smooth interaction with the computer through these devices
`is only just beginning to be exploited. RAND Corporation has in operation today a debugging tool which recognizes printed changes of register
`contents, and simple pointing and moving motions for format relocation. Using RAND's techniques you can change a digit printed on the screen
`by merely writing what you want on top of it. If you want to move the contents of one displayed register into another, merely point to the first
`and "drag" it over to the second. The facility with which such an interaction system lets its user interact with the computer is remarkable.
`
`Knobs and joysticks of various kinds serve a useful function in adjusting parameters of some computation going on. For example, adjustment of
`the viewing angle of a perspective view is conveniently handled through a three-rotation joystick. Push buttons with lights are often useful.
`Syllable voice input should not be ignored.
`
`In many cases the computer program needs to know which part of a picture the man is pointing at. The two-dimensional nature of pictures makes
`it impossible to order the parts of a picture by neighborhood. Converting from display coordinates to find the object pointed at is, therefore, a
`time-consuming process. A light pen can interrupt at the time that the display circuits transfer the item being pointed at, thus automatically
`indicating its address and coordinates. Special circuits on the RAND Tablet or other position input device can make it serve the same function.
`
`What the program actually needs to know is where in memory is the structure which the man is pointing to. In a display with its own memory, a
`light pen return tells where in the display file the thing pointed to is, but not necessarily where in main memory. Worse yet, the program really
`needs to know which sub part of which part the man is pointing to. No existing display equipment computes the depths of recursions that are
`needed. New displays with analog memories may well lose the pointing ability altogether.
`
`Other Types of Display
`
`If the task of the display is to serve as a looking-glass into the mathematical wonderland constructed in computer memory, it should serve as
`many senses as possible. So far as I know, no one seriously proposes computer displays of smell, or taste. Excellent audio displays exist, but
`unfortunately we have little ability to have the computer produce meaningful sounds. I want to describe for you a kinesthetic display.
`
`The force required to move a joystick could be computer controlled, just as the actuation force on the controls of a Link Trainer are changed to
`give the feel of a real airplane. With such a display, a computer model of particles in an electric field could combine manual control of the
`position, of a moving charge, replete with the sensation of forces on the charge, with visual presentation of the charge's position. Quite
`complicated "joysticks" with force feedback capability exist. For example, the controls on the General Electric "handyman" are nothing but
`joysticks with nearly as many degrees of freedom as the human arm. By use of such an input/output device, we can add a force display to our
`sight and sound capability.
`
`SCEA Ex. 1015 Page 1
`
`

`

`The computer can easily sense the positions of almost any of our body muscles. So far only the muscles of the hands and arms have been used
`for computer control. There is no reason why these should be the only ones, although our dexterity with them is so high that they are a natural
`choice. Our eye dexterity is very high also. Machines to sense and interpret eye motion data can and will be built. It remains to be seen if we can
`use a language of glances to control a computer. An interesting experiment will be to make the display presentation depend on where we look.
`
`For instance, imagine a triangle so built that whichever corner of it you look at becomes rounded. What would such a triangle look like? Such
`experiments will lead not only to new methods of controlling machines, but also to interesting understandings of the mechanisms of vision.
`
`There is no reason why the objects displayed by a computer have to follow the ordinary rules of physical reality with which we are familiar. The
`kinesthetic display might be used to simulate the motions of a negative mass. The user of one of today's visual displays can easily make solid
`objects transparent - he can "see through matter!" Concepts which never before had any visual representation can be shown, for example the
`"constraints" in Sketchpad [2]. By working with such displays of mathematical phenomena we can learn to know them as well as we know our
`own natural world. Such knowledge is the major promise of computer displays.
`
`The ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a
`room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be
`fatal. With appropriate programming such a display could literally be the Wonderland into which Alice walked.
`
`References
`
`1.
`
`2.
`
`K. C. Knowlton, "A Computer Technique for Producing Animated Movies", Proceedings of the Spring Joint Computer Conference,
`(Washington, D.C.: Spartan, 1964).
`
`I. E. Sutherland, "Sketchpad-A Man-Machine Graphical Communication System", Proceedings of the Spring Joint Computer Conference,
`Detroit, Michigan, May 1963 (Washington, D.C.: Spartan, 1964).
`
`Proceedings of IFIP Congress, pp. 506-508, 1965.
`
`SCEA Ex. 1015 Page 2
`
`

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