
3D virtual worlds have to date been dominated by features and technology. Yet these 3D worlds also need get in touch with the end-user - we examine how.
When we say that virtual worlds will form the future 3D Web, we
may wonder what is meant by "Virtual World". On the Opensim wiki,
certain models and definitions have been proposed. Also, Maxping Magazine itself
has succesfully added to the confusion with Lunchtime for giant alien
spiders.
So lets elaborate, Metaverses or Virtual Worlds are made up of a
three-dimensional environment. The user moves and interacts using
interface controls. Access to this new three-dimensional
environment, such as movement and building within it, presents
barriers for users, and it is desirable that we take that into
account.
These barriers are in three areas:
1. Interface barriers
2. Barriers to implementation
3. Barriers resulting from the learning curve
In this article we will talk about the interface barriers, leaving
for a future article the issues of implementation and learning
curve
BARRIERS OF INTERFACE
A Virtual World is a 3D environment or "immersive environment",
where the user appears to enter completely. Users can interact
using the following elements:
Hardware
Main Elements
* Keyboard
* Mouse / joystick
* Screen
Additional elements
* Headphone and microphone
* Webcam
Software
Avatar, or representation of the user through a 3D model.
All movements, gestures and interaction between the user and the
virtual environment, drive the avatar in a "puppet" mode. Some
examples of this method of control include the use of the WSDA keys
on the keyboard, and moving the mouse to trigger gestures like
shaking hands, sitting, etc. Other actions are used to activate the
voice and chat functions, to exchange documents, etc.
The user is expected to provide an adequate flow of movements and
actions.
What are the consequences of all this finger, mouse and keyboard
manipulation? For first-time users of virtual environments,
the required dexterity is too difficult, and may result in the
rejection of virtual worlds for educational or job applications and
the design and creation of 3D models.
One possible remedy for this problem is the use of interfaces
other than the keyboard and mouse or joystick. Let's talk about
some of these special interfaces.
The Austrian company KOMME®Z has created two very interesting
interfaces. One is called MRI (Mixed Reality Inteface). A
video demonstration can be found here. The other is Arena3D. In Spanish, "arena"
can mean "sand" and this solution might be considered as natural
and versatile as sand. It is defined as a "Mixed Reality Show
Tool," designed to allow users to communicate ideas, display
product models, and moderate workshops.
Another example is Jeff Han's Perceptive Pixel, a graphical
multi-touch interface that is an alternative to the Microsoft
Surface. As a non-Microsoft product it may be a better choice for
virtual world use. Microsoft CEO S. Ballmer just announced the NUI
(natural user interface) as a next step in the evolution of user
interfaces.
"Bring emotions to your avatar" is the slogan from VR-WEAR which uses a webcam to transmit
emotions, gestures and movements to the avatar.
Mental interfaces offer the most revolutionary possibilities.
PRESENCCIA is a consortium consisting of two teams, one from the
Graz University of Technology in Austria and the other at the
University College London (UCL). Its aim is to create a virtual
world in which a person can interact using only the mind.
(See New Scientist's
Virtual World sharpens Mind Control and this video )
The Japanese multinational Sega has developed and marketed an
electronic device incorporating technology that can read brain
activity. This technology, under the name of NeuroSky, detects a
signal in the cortex when a person imagines a particular action,
such as hitting a golf ball.
What is important is that this technology detects psychological
signals, not brain waves. That is, it detects "intentions," not
just signals to be processed. To demonstrate its feasibility, two
demos were created. In one, a two-wheeled robot was moved back and
forth, controlled remotely by mental signals. In another, a Star
Wars laser sword was controlled through mental activity.
That's it for this brief review of interface barriers in virtual
worlds and possible improvements. We will discuss the barriers to
implementation and the barriers presented by the learning curve in
a future article.
Alberto Navarro
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