8

virtual environments

augmented virtuality acts as an intelligent looking glass

virtual environments

learning objectives

After reading this chapter you should be able to characterize the notion of virtual context, discuss the issue of information retrieval in virtual environments, explain what is meant about intelligent multimedia and discuss the potential role of intelligent agents in multimedia applications.

From a user perspective, virtual environments offer the most advanced interface to multimedia information systems. Virtual environments involve the use of (high resolution) 3D graphics, intuitive interaction facilities and possibly support for multiple users.

In this chapter, we will explore the use of (desktop) virtual environments as an interface to (multimedia) information systems. We will discuss a number of prototype implementations illustrating, respectively, how paintings can be related to their context, how navigation may be seen as a suitable answer to a query, and how we can define intelligent agents that can interact with the information space. Take good notice, the use of virtual environments as an interface to information systems represents a major challenge for future research!

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Dam Square, Amsterdam


how can we give access to the 'Dam square' information space

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virtual context


augmented virtual reality


problems


VRML


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virtual archeology


RIF


Retrieval of Information in Virtual Worlds using Feature Detectors

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On the left is the 2D map of the third floor of CWI, on the right the model generated from it.

the map CWI

the model

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the query
C O F F E E

navigation
explore discover

explore and discover

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what are we searching for?

what are we searching for?

types of information

availability

scanning the scenegraph

choose a metaphor

choose a metaphor

get a viewpoint

  • viewpoints
  • areas of interest
  • objects and persons

answer the query

  • route planning
  • viewpoint transformation

walking

walking

assumptions

requirements

the system

relaxing the assumptions

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  • navigation by query is feasible and may help users to find locations and objects
  • determining suitable navigation routes without an explicitly defined map is hard

future work

Web Agent Support Program


www.cs.vu.nl/~eliens/research

DEMO

no database, no walking

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

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WASP


Web Agent Support Program

DLP


Distributed Logic Programming

RIF + WASP


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multi-user soccer game


control points


agents in virtual environments


Living Worlds


Shared Object


programming platform


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taxonomy of agents


PAMELA


Personal Assistent for Multimedia Electronic Archives

H-Anim


presentation agent


Given any collection of results, PAMELA could design some spatial layout and select suitableobject types, including for example color-based relevance cues, to present the results in a scene. PAMELA could then navigate you through the scene, indicating the possible relevance of particular results.

persuasion games


PAMELA


Persuasive Agent with Multimedia Enlightened Arguments

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A variety of applications may benefit from deploying embodied conversational agents, either in the form of animated humanoid avatars or, more simply, as a 'talking head'. An interesting example is provided by Signing Avatar, a system that allows for translating arbitrary text in both spoken language and sign language for the deaf, presented by animated humanoid avatars.

Here the use of animated avatars is essential to communicate with a particular group of users, using the sign language for the deaf.

STEP


DLP+X3D


The DLP+X3D platform provides together with the STEP scripting language the computational facilities for defining semantically meaningful behaviors and allows for a rich presentational environment, in particular 3D virtual environments that may include streaming video, text and speech.

evaluation criteria

conversational agents in VR


applications


system perspective


user perspective


initial target(s)


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(a) outside view(b) inside view

The history of Second Life is extensively descibed in the official Second Life guide,  [SecondLife]. Beginning 2004, almost out of the blue, Second Life appeared with a high adoption and low churn rate, now counting, March 2007, over 4 million inhabitants. Considering the cost of ownership of land, which easily amounts to 200 euro per month rent after an initial investment of 1500 euro for a single piece of land measuring 65,536 square meters, the adoption of Second Life by individuals as well as companies such as ABN-AMRO, Philips and institutions such as Harvard is surprising.

What is the secret of the success of Second Life?, we asked in  [VUSL], and we immediately confessed: We don't know! But in comparison to other platforms for immersive worlds, including MMORPGs such as World of Warcraft and Everquest, Second Life seems to offer an optimal combination of avatar modification options, gesture animations, in-game construction tools, and facilities for communication and social networking, such as chatting and instant messaging. Incorporating elements of community formation, commonly denoted as Web 2.0, and exemplified in MySpace, YouTube and Flickr, the immersive appearance, perhaps also the built-in physics and the inclusion of elementary economic principles, seem to be the prime distinguishing factors responsible for the success of Second Life. In addition, the possibility of recording collaborative enacted stories,  [Stories], using built-in machinima certainly also contributes to its appeal.

What has been characterized as a shift of culture, from a media consumer culture to a participatory culture,  [Participatory], where users also actively contribute content, (was) for our institution one of the decisive reasons to create a presence in Second Life, to build a virtual platform that may embody our so-called community of learners, where both staff and students cooperate in contributing content, content related to our sciences, that is.

The first idea that comes to mind, naturally, is to use Second Life to offer courses online. But, although we did have plans to give lectures (college) on law, probably including the enactment of a particular case, we did consider this approach as rather naive, and frankly I see no reason to include what may be considered an outdated paradigm of learning in our virtual campus, where there might be more appealing alternatives. Similarly, using the virtual laboratory for experiments might not be the best way to offer courses, although, again, we do intend to provide a model of a living cell, allowing students to study the structure, functionality and behavior of organic cells in virtual space.

active learning


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8. virtual environments

concepts


technology


projects & further reading

As a project, I suggest the implementation of storytelling in virtual environments, with (possibly) an embodied agent as the narrator.

You may further explore or evaluate the role of agents in multimedia applications and virtual environments.

For further reading in (real) VR, I advice  [VR], and for gaining an understanding in story telling and applications you may try to get hold of the proceedins, of TIDSE 2003, and TIDSE 2004.

the artwork

  1. another series of dutch light.
  2. virtual context -- Dam Square, Amsterdam, see 8.1.
  3. VU Campus in VRML -- student project.
  4. CWI 3th floor, floormap and model, see 8.2..
  5. query -- on 3th floor of CWI.
  6. navigation -- on 3th floor of CWI.
  7. soccer game -- image from WASP project, see section 8.3.
  8. digital beauties -- taken from  [Beauties].
  9. digital beauties -- taken from  [Beauties].
  10. VU @ Second Life -- screenshots.
  11. signs -- sports,  [Signs], p. 276, 277.