From: johnson@natasha.ics.hawaii.edu (Philip M Johnson)
Subject: 3-D rendering software pointers request
Date: Wed, 31 Jul 91 09:14:13 HST




I am interested in developing a three dimensional interface
to a software system I am currently implementing, and would
like to ask the readers of this newsgroup for pointers to
useful software or articles.

My system is a "computer supported cooperative *learning*
environment", (as opposed to CSCW :-), tailored to supporting
literature review/analysis and project proposal development
in graduate level computer science seminars. What is relevent
to my query is that the students will cooperatively, and
frequently simultaneously, be building a structure that looks
like a hypertext network distributed across a set of planes
(or dimensions).  (Recall the 3-D chess game that Spock and
Kirk occasionally play, and you'll have a rough idea of the
structure I have in mind.)

So, what I would like is a 3-D graphical toolkit that runs on
Sparc Stations/Unix/X11R4 that:

(1) supports Unix sockets for communication with the process
running my software system.

(2) can be programmatically instructed via the socket
mechanism to render in 3-D this multi-dimensional hypertext
structure.  This rendering must be in real time and require
only the horsepower of a Sparc II or thereabouts.  It could
be in color, but a black and white 3-D representation would
be an acceptable alternative.  My software could take
responsibility for determing the size and relationship
between the different planes, and the positioning of each
node or link on them.  It would be great if the user could
reposition the nodes or links on the planes, and have these
new positions sent back to my process.

(3) builds in navigational mechanisms to allow the user to
"fly" over, under, and around the 3-D rendering of my
multi-dimensional hypertext structure.

(4) allows the user to select a particular node or link and
sends that selection back to my process.

If you know of any system that sounds potentially useful to
me in this process, please reply to me by e-mail.  Thanks
very much.

Philip

------------------------------------------------------------
Philip Johnson                  johnson@uhics.ics.hawaii.edu
Assistant Professor
Department of Information and Computer Sciences   
University of Hawaii at Manoa          
2565 The Mall                                 (808) 956-3489
Honolulu, HI 96822                       Fax: (808) 956-3548

	













>From Jeff.Bone@EBay.Sun.COM Wed Aug 14 15:49:20 1991
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Date: Wed, 14 Aug 91 15:51:55 PDT
From: Jeff.Bone@EBay.Sun.COM (Jeff Bone)
Message-Id: <9108142251.AA11114@lilith.EBay.Sun.COM>
To: cyberoid@milton.u.washington.edu
Subject: Re: More on MUDs (Was Re: VR Worlds better than Reality)
Status: RO



<for the group>


Opening shot:  there's no particular definition of user interface
implicit in the term "virtual reality";  our prejudice toward calling
only graphics-based virtual worlds "VR" is entirely due to the media
hype and marketeering currently surrounding the term.


jwtlai@watcgl.waterloo.edu (Jim W Lai) writes:
>
> Creating a detailed world with complex interaction rules takes more 
> effort, though some people are no doubt trying to remedy this lack.
>

This is a naive statement.  The prevalent model in MUD technology
today is the metaMUD or the extensible MUD, both of which provide
powerful mechanisms for "creating a detailed world with complex 
interaction rules".  In fact, I'd go as far as to say that the 
world-building paradigm in most MUDs is more mature, flexible, and 
sophisticated than most VR implementations.  Most VR impl. seem to 
hard-code assumptions about the nature of the reality they model;
it's a performance-driven necessity.

MUDs on the other hand, freed from the computational constraints
of interactive graphics, potentially allow for much greater levels
of abstraction and description of the worlds they model.  In systems
like MOO and UberMUD, the "universe rules" can be interactively
determined and modified to any extent by the participants.

In short, what I'm saying is this:  sophistication is in the mind
of the beholder.  In VR tech, the emphasis is entirely visual and 
spacial;  in MUD, the emphasis is on richness of the model.  Both 
simply use the available interface means to convey the depth of the 
world in question.  UIs are the ONLY fundamental difference.

Granted, I've never seen dynamic bouncing rubber blocks colliding
off the scenery modeled in a MUD;  on the other hand, I've never 
seen a bunch of people from around the globe simultaneously hanging 
out in a virtual nightclub, interacting with automated bartenders 
and characters, etc. in narrow-definition "VR".  Yet, anyway.


Grins,


--
---- jbone@Sun.COM --------------------------------------------------
------------------------------------------------------ Jeff Bone ----
                                                                   --


PS - parting thought:  dynamic rubber bouncing blocks are neat and fun,
etc., but unless "VR" is used as an empowering technology to enhance 
the communication experience between people, it's nothing more than 
CAD on steroids.  C ya.


-- 

