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Oleh/By		:	DATO' SERI DR. MAHATHIR BIN MOHAMAD 
Tempat/Venue 	: 	MINES EXHIBITION CENTRE, 
			SERI KEMBANGAN, SELANGOR 
Tarikh/Date 	: 	14/04/98 
Tajuk/Title  	: 	MAJLIS PERASMIAN "SEMINAR ON 
			VIRTUAL REALITY" 



       Saya  ucapkan  terima kasih kepada  pihak  Universiti
  Malaysia  Sarawak dan penganjur-penganjur lain yang  telah
  sudi  menjemput saya untuk merasmikan seminar dan  bengkel
  berkenaan  dengan 'Virtual Reality' iaitu 'kenyataan  yang
  hampir benar'.
  
  2.    Saya  percaya seminar dan bengkel ini  akan  menumpu
  kepada  pelbagai kemungkinan penggunaan 'Virtual  Reality'
  yang  mempunyai hubungkait yang rapat dengan  negara  kita
  dan  negara-negara lain di rantau ini.  'Virtual  Reality'
  mempunyai   potensi  menyumbang  secara  berkesan   kepada
  peningkatan  produktiviti dan kualiti melalui penggambaran
  yang  hampir benar atau 'real' sesuatu yang hendak dicipta
  atau   diperbuat.    Daripada   apa   yang   dilukis   dan
  digambarkan   dalam   komputer,  model   prototaip   boleh
  diperbuat  dengan cara 'rapid prototyping'  atau  barangan
  tertentu  boleh  dibentuk dan diukir dengan  mesin  secara
  terus.   Demikian  pesawat  terbang  yang  termoden,  B777
  diperbuat  terus  dari  lukisan dan  gambar  yang  dicipta
  melalui  komputer.   'Mock-up' pesawat  tidak  diperlukan.
  Dengan  ini   proses  pembuatan  boleh  dipercepatkan  dan
  kualiti   serta   'precision'   dipertahankan.    'Virtual
  Reality'   apabila  diperalatkan  bersama  dengan   'rapid
  prototyping', 'computer-aided machining' dan  'production'
  akan   mempercepatkan  proses  penciptaan  serta  menjamin
  kualiti dan 'precision'.
  
  3.    Just  a few years ago, virtual reality was  regarded
  more  as  a  toy  than  a tool. The  use  of  head-mounted
  displays  and  data  gloves supported  a  science  fiction
  impression.   The  entertainment  business  embraced   the
  virtual   reality  tools,  promising  to  provide  virtual
  worlds  as  computer-generated alternatives  to  the  real
  world.   In   business,  however,  this  science   fiction
  orientation  detracts  from  the  usefulness  of   virtual
  reality.  Today practical applications of virtual  reality
  exist,  particularly  in areas such  as  architecture  and
  computer-aided   engineering  design.    Virtual   reality
  projects   around  the  world  introduced  two   important
  innovations: the ability of the end user to  gain  a  feel
  and  experience near real sensations  in a simulated world
  and  become  part  of its dynamics; and the  provision  of
  some  interesting  insights on how people  and  technology
  will  interact.  Both developments attracted lots of media
  attention that helped publicise virtual reality.
  
  4.    Jaron  Lanier,  the "VR guru" who  coined  the  term
  "Virtual   Reality"  and  founded  the   virtual   reality
  industry,  is  of the opinion that there  will  be  a  new
  emergent social consciousness that can only exist  through
  the  medium  of  virtual reality. People tend  to  imagine
  virtual  reality  as being an escapist  thing  where  they
  will  be more removed from the real world and the need  to
  react  with  it.   On the contrary, virtual  reality  will
  make  us  intensely aware of what the real thing is  going
  to  be  and  to  adjust, react and adapt it  to  the  real
  situations.
  
  5.     Perhaps  the  best  known  application  in  virtual
  reality  is  the flight simulator.  The extensive  use  of
  this  training tool has saved much time and money  without
  the  exposure  to  the kind of mishaps of  actual  flights
  which   trainees  are  prone  to.   Over  the  years   the
  simulators  have been vastly improved as to make  them  as
  nearly  real as possible and this includes the  management
  of  emergencies and accidents.  There can be no doubt that
  simulators  of  all kinds will be used in future  for  all
  kinds  of  training.  They will be more  simple  and  less
  costly.   In  fact there are already certain  applications
  which use the P.C.  It would not be too difficult or  take
  too  long  a  time before simple controls are  devised  or
  headsets  developed which will enable us to get  into  the
  inside  of objects in order to see what the hidden  inside
  look  like.  This would give us a better idea  of  how  to
  improve on designs for better function and maintenance.
  
  6.     In   a  few  years  we  will  see  medical  virtual
  realities,  where handicapped people can  experience  full
  motion   interaction  with  others,  where   people   with
  movement  disabilities  or  paralysis  will  be  able   to
  experience  the  functions of a  complete  body.   Another
  medical  use is having surgery simulators so that surgeons
  can  enjoy  the  same benefits that pilots  do  and  learn
  without  putting lives at risk.  Of course,  surgeons  can
  do  that  with cadavers too, but a cadaver isn't the  same
  thing  as  a  body  that really reacts,  that  can  really
  bleed.   The  other  great advantage  is  the  ability  to
  repeat  the  procedure any number of times and  this  will
  obviously   help  sharpen  the  skills.    Similarly   new
  techniques  can  be developed and tried before  proceeding
  to the real thing.
  
  7.    While  virtual reality is still crude as an enabling
  technology  and  major  problems exist  in  the  areas  of
  software  support, tracking display, image generation  and
  the  like,  there  are  a growing number  of  applications
  which  go well beyond the confines of the virtual  reality
  games.  The popularisation of virtual reality on  PC-based
  systems  will enable more companies to use the  technology
  in  their  business  and industry. Interactive  3-D  tools
  with  real space and virtual reality aspects not only help
  to  produce  higher quality designs and a  more  effective
  market   punch   but   also  shorten  development   cycles
  significantly.  This provides a competitive edge and  also
  helps  to  reduce modelling costs substantially.   On  the
  other  hand,  buyers  in the future  can  have  a  virtual
  examination   of  whatever  they  are  buying   and   make
  alterations to the colours or shapes in order to  see  how
  much better or how much worse the product will be.
  
  8.    There  are special things about virtual  reality  to
  keep  in  mind.   First,  it is  a  reality  in  that  the
  impossible  can  be  rendered  possible,  as  for  example
  walking  through the inside of a small engine which  would
  be  impossible with the real thing.  We therefore see what
  the  inside looks like.  We can enlarge and make  out  the
  details.  We can thus know more about the design  than  we
  can from the actual product or from a full-scale model.
  
  9.    As  with  everything  else involving  computers  the
  things  we  see or access depend on what we put  in.   The
  more  details  we put in the more we can  learn  from  the
  computer simulation of the product or the function of  the
  products.    Obviously   an   understanding   of   design,
  materials and engineering involved is very important.
  
  10.   Much of the software for virtual reality is  already
  available  but  it is still necessary to learn  about  the
  software  and its capacity.  Programming after  that  will
  take  a  long  time and will need quite  a  lot  of  work.
  Skills  in  this area are very important or the  potential
  of the software cannot be fully exploited.
  
  11.   We  therefore need to train a lot of people  in  the
  application of the software if not in the writing  of  the
  software  itself.   Fortunately the training  required  is
  less  difficult as the software is getting more  and  more
  user-friendly.
  
  12.   Today  there exists an impressive array  of  virtual
  reality    applications    in   manufacturing,    finance,
  education,  medicine etc.  But there is also a   need  for
  new,  imaginative implementations due to the rapid changes
  in  business  and  industry caused by the availability  of
  computers  and data.  While the new technology  can  bring
  about  progress and enhance the quality of  life  and  the
  wealth of our society, it can also do a lot of damage.
       
  13.   The economic turmoil that we are experiencing  today
  is  a  direct result of the application of virtual reality
  to  business  and  in  fact  by  making  virtual  business
  possible and real.  Where before we have to deal  in  real
  money,  goods and services, today none of these are really
  necessary.    As a result there seems to be  no  limit  to
  the  amount of business that can be done and profits made.
  Unfortunately  in the process real money,  real  jobs  and
  real   business  can  be  very  badly  damaged.   Currency
  trading  is a very good example of how virtual  money  can
  be  used  for  trading and  considerable real  profits  or
  losses made.
  
  14.   In currency trading a trader can borrow millions  of
  unit  of  any currency without actually taking or handling
  the  money.    Figures are changed on the computer  screen
  to  show  that  the money has been borrowed.   The  trader
  then  sells  the currency by recording the transaction  on
  computers  and this change appears on the screens  of  all
  the  computers in the trading rooms of banks and  currency
  traders.   Likewise  he  can  buy  the  currency   without
  actually  taking possession of it.  Only  the  figures  on
  the computer screen change to record the transaction.
  
  15.   Now,  in  the rule devised by the currency  traders,
  the  currency depreciates in value every time it is  sold.
  In  normal commodity trading the price remains so long  as
  there  is  a  willing  buyer  and  willing  seller.    But
  currency  traders  dealing  with  virtual  money  are  not
  constrained by the supply of the currency.   Since  it  is
  possible  to sell the currency repeatedly, the figures  on
  the  screens will change and the currency devalues to  any
  level desired.  In one case the currency went down by  600
  percent  i.e.  it  ceases to be  money  altogether.    The
  trader  can  then buy the currency at the much-depreciated
  price  and  deliver, again via the computer to the  buyers
  to  whom  he  had  previously  sold  at  a  higher  price,
  pocketing  a  big profit.  The money borrowed,  which  had
  never   really  been  taken  out  of  the  bank,  is   now
  electronically  returned  to  the  bank  and  a   fee   or
  commission  paid.   Thus,  vast  sums  of  money  can   be
  borrowed,  sold and bought without a single coin  or  note
  becoming  involved.  In other words, the money traded  was
  virtual, not real.  It is not surprising that in  one  day
  one  trillion U.S. dollars are traded i.e. about 20  times
  the trade in goods and services worldwide.
  
  16.   The  trading is in virtual money but the  effect  of
  devaluation  is  very  real.  Today  whole  countries  and
  regions  are impoverished because of currency trading,  in
  some   cases  by  400  percent.   Banks,  businesses   are
  bankrupted, millions of workers thrown out of  jobs,  high
  inflation results in people not being able to buy food  or
  medicine  and  a host of catastrophes befall people,  real
  people,  not virtual people.   To import goods or services
  with  currency  that  has fallen by 400  percent  requires
  four  times  the  amount  of local  currency  compared  to
  before  the  devaluation.  How is an importer,  how  is  a
  country going to find four times the amount of money  when
  the  economy has gone into  recession, consumers  have  no
  money  to  spend  and  all economic activities  which  can
  generate profits grind to a halt?
  
  17.   The  point that is to be made here is  that  virtual
  reality, as with everything else conceived or invented  by
  Man,  can benefit humankind or can damage it.  Whether  it
  does  one  or  the  other depends on the  users  i.e.  the
  individual society or the state.  There is a tendency  for
  people  to  be carried away by new skills and powers  that
  they  develop.   Man  is by nature schizophrenic.   He  is
  both  good  and bad.  The struggle between  good  and  bad
  goes  on  all   the  time in Man and  in  the  society  he
  creates.   In this struggle there is an ebb and flow  that
  is  comparable  with  that  of tidewater.   When  an  idea
  catches on, the tendency is for it not only to spread  but
  to  widen i.e. to expand in terms of interpretation, scope
  and  application.   In the process the original  objective
  and  principle  may become very thin, very vague  and  may
  actually  deviate from the original.  And  so  it  can  be
  with  virtual  reality.   Instead of  constructive  things
  virtual  reality  may  and can result  in  destructive  or
  morally  unacceptable  products.  Thus  the  Internet  for
  example   is   the   greatest   instrument   for    direct
  communication  of  the truth, free of Government  or  non-
  Government  censorship and distortions.  But it  is  clear
  that  the  Internet too can be a medium for  untruth,  and
  for  a  variety  of rather unacceptable  activities.   The
  solution  does  not lie in technology.   It  lies  in  the
  return  to  good ethics and values.  It is  worthwhile  to
  ponder  over  this  even as we rave  over  the  wonder  of
  virtual reality.
  
  18.   I  wish to congratulate UNIMAS and all co-organisers
  for  taking  this  very  bold  and  brave  initiative   in
  organising  this  seminar and workshop that  can  directly
  and  indirectly give birth to solutions for  macroeconomic
  improvements.   Although  UNIMAS  is  a  relatively  young
  university,   it has the potential to explore  new  vistas
  through  innovations and collaborations with international
  institutions, such as Fraunhofer IAO, Germany;  University
  of  Nottingham,  UK,  and  Link`ping  University,  Sweden.
  Virtual  reality  projects  have  made  headway  in  these
  internationally-renowned institutions.
  
  19.   The  establishment of the UNIMAS Reality  Centre  in
  Technology  Park Malaysia  is to support  R&D  in  virtual
  reality.   It  is  indeed a timely move.   To  make  it  a
  reality,  investments in the centre are very much  needed.
  I  therefore call upon organisations and industries, local
  and  foreign,  to  collaborate and form a  consortium.   I
  believe  the  workshop tomorrow will discuss some  of  the
  projects  that  can be initiated on a collaborative  basis
  to   identify   the   niche  areas  of   virtual   reality
  application.  I hope in the near future there will  be  an
  equivalent of the worldwide manufacturing web --  that  is
  a  "web"  of  virtual  reality  centres  and  laboratories
  Malaysia-wide  that  will be part of  a  National  Virtual
  Reality Centre.
  
  20.   I  hope this seminar and workshop will inspire  many
  organisations in Malaysia to consider the applications  of
  virtual  reality in their business and industry.   Virtual
  reality  has a very important message, which is  essential
  to  the  improvement of our economy and society.  Clearly,
  R&D  initiatives are greatly needed in order to propel our
  economy   onto  a  higher  stage  of  development.    This
  seminar/workshop  provides  a platform  for  international
  exchange  of knowledge and practical experiences that  can
  enhance R&D efforts.
  
  21.   On  this note I hereby  declare open VR '98  Seminar
  and Workshop on Virtual Reality.    

 

 



 
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