![]() XML in Theory and PracticeI performed the technical review for Chris Bates' book on all things XML. The book is appropriate for a beginning XML enthusiast who has a strong background in Information Systems and Web Enablement. John Wiley Europe published the book as ISBN 0-470-84344-6. Teach Yourself Dynamic HTML in 7 Days![]() I am the primary author of this title published by Sam's Net. Rick Darnell is the co-author. Rick and I worked hard to be first to market with a self-help book on the emerging HTML 4 specification. Both Netscape's and Microsoft's approach to interactive Web page development are covered with respect to their latest version 4.0 web browsers. The Teach Yourself series is especially successful and this book follows the traditional recipe closely. The book comes complete with the HTML specification as well as explanations, examples, Q&A, quizzes and workshops. The book ISBN is 1-57521-335-4 and is available in soft cover, about two inches thick. |
Teach Yourself VRML 2 in 21 Days![]() I am co-author of this title published by Sam's Net. Chris Marrin is the primary author. Chris worked for Silicon Graphics at the time and was responsible along with two others for the Moving Worlds VRML 2 proposal. Chris now works for Sony on their TV set top box project and is active in the EAI Working Group of the Web 3D Consortium. The 21 Days series is especially successful and this book follows the teach yourself recipe closely. The complete VRML 2 specification is covered with explanations, examples, Q&A, and exercises. The International Standards Book Number is 1-57521-193-9 and is available in soft cover, about two inches thick. Personal Connection to the Ocean Via On-line Interactive ExperiencesCampbell, B. D., Mott, B., "Personal Connection to the Ocean Via On-line Interactive Experiences", In Proceedings of the 7th International Aquarium Congress, Shanghai, China (Oct 19-24, 2008). (PDF)Emergency Response Planning and Training through Interactive Simulation and Visualization with Decision SupportB. Campbell, O. Mete, T. Furness, S. Weghorst, Z. Zabinsky, "Emergency Response Planning and Training through Interactive Simulation and Visualization with Decision Support", 2008 IEEE International Conference on Technologies for Homeland Security (May 2008). (PDF)Effects of landuse change on the hydrologic regime of the Mae Chaem river basinThanapakpawin, P., Richey, J., Thomas, D., Rodda, S., Campbell, B., Logsdon, M. Effects of landuse change on the hydrologic regime of the Mae Chaem river basin, NW Thailand, Journal of Hydrology 334:2, pp. 215-230 (February 2007). (PDF)An Occlusion-Capable Optical See-through Head Mount Display for Supporting Co-located CollaborationKiyokawa, K.; Billinghurst, M.; Campbell, B.; Woods, Eric.; (2003). To appear in the Proceedings of the International Symposium on Mixed and Augmented Reality, Tokyo, Japan (October 2003). Illustrates the design and advantages of an occlusion-capable head mount as demonstrated at SIGGRAPH 2002 in San Antonio, Texas. (PDF).Web3D in Ocean Science Learning Environments: Virtual Big Beef CreekI presented this paper (HTML) ( PDF) about informal science learning in a virtual environment based on the Big Beef watershed at the 2002 Web3D Symposium in Tempe, AZ (Feb 24-28, 2002) on behalf of the authors: Campbell, B., Collins, P., Hadaway, H., Hedley, N. and Stoermer, M. In Proceedings of the 2002 Web3D Symposium, pp. 85-91.Magic Book FloraI wrote a paper supporting the motivation behind my Boston CyberArts Festival Exhibit which ran April 21-May 6, 2001. The paper is entitled Distributing 3-D Content Through Genomes and Evolutionary Process: A Focus on Plants. Boston CyberArts Festival : Boston, MA (2001).The Virtual Anatomy Lab: A Hands-on Anatomy Learning EnvironmentI presented a poster on The Virtual Anatomy Lab: A Hands-on Anatomy Learning Environment at MMVR2001:Campbell, B.; Rosse, C.; Brinkley, J.F.; (2001). Proceedings of the Medicine Meets Virtual Reality (MMVR2001) Conference. (PDF) Virtual Playground: Architectures for a Shared Virtual World.I presented a paper called Virtual Playground: Architectures for a Shared Virtual World (PDF) at ACM Proceedings of the Virtual Reality Software and Technology (VRST '98) Conference on November 2, 1998. I represented the following team: Schwartz, P., Bricker, L.,Campbell, B., Furness, T., Inkpen, K., Matheson, L., Nakamura, N., Shen, L., Tanney, S., and Yen, S.VRML Developer's JournalI have an article about creating a Kaleidoscope using VRML's External Authoring Interface in the first issue of the first volume of the Virtual Reality Developer's Journal as well as the August 1998 Java Developer's Journal.The second issue of the VRDJ was never published. My submission focused on using the VRML 97 PROTO node to create group projects in VRML. Check out my suggestions for a Worldwide Kaleidoscope Project. Feel free to submit a Kaliedoscope piece to me. If I get enough, I will put a dynamic Kaleidoscope generator on the Web and let you know about it. I had hoped to contribute regularly to the first ever magazine devoted entirely to VRML development.
Distributed Collaboration Project Final Project ReportHedley, N. and Campbell, B. (1998).(R-99-3). Seattle: Human Interface Technology Lab.Trade Space Navigation for VR Application Design.Weghorst, S.; Emerson, T.; Kerr, A.D.; Campbell, B. (1997).(R-97-5) Seattle: HIT Lab.VRML As a Superset of HTML: An Approach to ConsolidationI presented a paper called VRML As a Superset of HTML: An Approach to Consolidation (PDF) during the Annual Computer Science Conference on April 26, 1997 at The Rensselaer Polytechnic Institute-Hartford. I received the Most Original Paper award -- chosen out of the 48 papers presented.Seattle MagazineSeattle Magazine is a 10-issue-a-year publication covering all things Seattle. July-December 1999, I wrote one Link column per issue covering a different Seattle-based Web site genre and discussing the implications on cyberspace. |
Or, for pieces:
We have an opportunity to give cyberspace access to millions of world citizens. Some of these people will be able to truly participate in a cybersociety where they have struggled to participate in our society to date. Many physically challenged individuals are not mobile. They can’t easily run out and participate in a spontaneous societal event such as a political rally or sports team celebration. Even a typical world citizen can’t phsically get to where the educational and entertainment opportunities are available. Instead, they settle for struggling to find the best opportunity in their own neighborhoods. In too many neighborhoods the best opportunities are not near good enough. They are limited by the experience and knowledge of the neighbors that live there.
The technologies needed for cyberspace are falling into place. It is time to build cyberspace as it should be built to reach out to the needs of our society. It is everyone’s responsibility to build it right. I want to do my part by understanding the technology, trying it out, and providing feedback through a significant project/thesis paper. The Living Worlds standard addresses networking, user interface, application programming interface, and avatar representation issues. I will be learning specifics that will have broad, transferable teachings for me.
I may change my scope should I find a specific technological bottleneck that I think I can help solve. I don’t expect that to happen. There are many experts with at least 15 years of networking and software engineering experience working on the Living Worlds standard. Instead, I expect to be able to opine on which aspects of the technology need the most work and what elements are most important in a virtual world to foster enthusiastic, collaborative participation. In other words, I will speak to the different bottlenecks and design decisions that have limited my virtual world’s acceptance by the general public, and focus on the questions that will require additional research.
On the server side, I will use a simple server already developed at The Human Interface Technology Laboratory in Seattle, WA to connect the visitors together in my world and pass information around to all participants. As my world gets more complicated, I will work to extend the current server through cusomized C code, and/or run an NT or Solaris based server with Black Sun’s CyberHub software to maintain the shared world. So far, Black Sun is leading the way in delivering servers that support the Living Worlds standard. I may find another server that performs better, but I don’t foresee that today. CosmoPlayer is already ready to plug into a Living Worlds compatible server and share client actions across virtual world participants.
Section 1 - Literature search and technology critiques February 28, 1997 Section 2 - Virtual World Built December 1, 1997 Section 3 - Shared Experience Conclusions December 15, 1997 Defense December 21, 1997
Last Modified: Wednesday, 29-Nov-2008 11:17:56 PST