RIF
Retrieval of Information in Virtual Worlds using Feature Detectors
For the RIF project, we decided to develop a small
multi-user community of our own, using the blaxxun
Community Server.
Then, during the development of our own virtual environment,
the question came upof how to present the results of
a query to the user.
The concept we came up with was navigation by query,
and in this section we will look at the prototype
we developed to explore this concept.
case study -- CWI
We started out by taking a map of the third floor,
and developed a model of it, using a tool developed by
a student, who needed such a tool for realizing his
game Out of the Dark.
When dwelling around in (this part of) our virtual environment,
the user may pose (arbitrary) queries, for example
where is the coffee machine.
Remind, that after a few hours of research, coffee might be
needed to get fresh ideas!
As a result, the user is then so to speak taken by the hand
and led to one of the coffee machines that can be found
on the third floor.
In effect, with knowledge of the layout of the building
a viewpoint transformation is executed, in a tempo
that allows the user to
explore and discover
the (model of the) third floor of the CWI.
information in virtual worlds
types of information
availability
Other information, however,
is of a more dynamic nature,
since it might be due to the presence of multiple
users,
the execution of scripts, or events that happen
in response to user interaction.
Some information may even be explicitly hidden,
such as for example
the actions one should take in solving a puzzle
or playing a game.
scanning the scenegraph
presentation issues
get a viewpoint
For a viewpoint, it is just that viewpoint.
For an area of interest, the viewpoint selected
must enable the user to view the area,
and when objects or persons are chosen, care must be taken
not to block the users' view by some obstacle.
answer the query
Not surprisingly, the navigation metaphor we chose
was walking
as the preferred mode of viewpoint transformtions.
the prototype
assumptions
We avoided a number of difficulties
by choosing for explicit annotations
(which indicate locations and areas of interest),
and by avoiding the intricacies of route planning
and advanced text processing.
requirements
Instead, we used control and input panels written in VRML,
in order to provide a 3D(pseudo-immersive) interface.
relaxing the assumptions
But this is left as future work.
Anyway,
we were satisfied
that we could state the following conclusions:
As is often the result with good research,
you solve one problem
and a number of other problems come up.
So, one of the questions that remains was: how can we improve
on navigation?
What additional navigation support can we provide?
3D GUI
Wishful thinking about the widespread adoption of three-dimensional interfaces has not helped spawn winning applications. Success stories with three-dimensional games do not translate into broad acceptance of head-tracking immersive virtual reality. To accelerate adoption of advanced interfaces, designers must understand their appeal and performance benefits as well as honestly identify their deficits. We need to separate out the features that make 3D useful and understand how they help overcome the challenges of dis-orientation during navigation and distraction from occlusion.
Ben Shneiderman
Does spatial memory improve with 3D layouts? Is it true that 3D is more natural and easier to learn? Careful empirical studies clarify why modest aspects of 3D, such as shading for buttons and overlapping of windows are helpful, but 3D bar charts and directory structures are not. 3D sometimes pays off for medical imagery, chemical molecules, and architecture, but has yet to prove beneficial for performance measures in shopping or operating systems.
Ben Shneiderman
draft version 1 (16/5/2003)