Path: utzoo!utgpu!news-server.csri.toronto.edu!mailrus!uunet!know!zaphod.mps.ohio-state.edu!rpi!dali.cs.montana.edu!milton!moncam!loki@relay.EU.net From: moncam!loki@relay.EU.net (Never Kid A Kidder) Newsgroups: sci.virtual-worlds Subject: What is a VRobject? Message-ID: <7987@milton.u.washington.edu> Date: 21 Sep 90 11:52:44 GMT Sender: hlab@milton.u.washington.edu Organization: (n) The process of becoming an organ. Lines: 46 Approved: hitl@hardy.u.washington.edu At the most fundamental level, we have to map information onto the physical senses. To do this, a VRobject must contain directives as to how to render itself. The information it uses to do this can be arbitrarily encoded - someone mentioned SmallTalk, but some language, anyway - in such a way that the object itself need not contain the info, but merely directions on how to get that info (eg, "my position is (x,y,z), and my shape is a square, and I want you to fill me with the video images from socket V", or "ask the weather database for pressure readings against lat/long, and render me as an undulating plain", or "my position is (x,y,z), I'm a box, and I'm emitting sound which you can find on socket A", or "my movements are determined by input device D on machine M"). These kinds of VRobjects, once you've received this info, don't need to bother you again unless they do something you couldn't tell from the info they contained. Now the last example I gave might be better done as informing you whenever it changes, or you are going to have to keep interrogating that input device, and given that it might be someone's DataGlove, *everyone* in that VRspace will be doing the same, to keep up to date. So the way I see it, you only need directives for this physical mapping, and I'm getting confused as to what exactly people mean by attributes; do you mean other information which can be rendered (still in one of the physical ways) on a purely voluntary basis, depending on what the user is interested in? Here are some more ideas about VRobjects. Sorry for the inclusion of cyberjargon, but it seems to fit. We are VRobjects too, as is our `deck'. We have a door object whose function is to check for (a) us wanting to exit, and (b) others wanting to enter. From the inside, this can be done by waiting for our VRhand to press an activation panel, and from the outside, the door can wait for `knock knock' packets coming in from the net. These doors can be as tight as Fort Knox if we so chose. Maybe `ICE' can be a part of this security. Once out of this door, we have a view of some kind of net (`the matrix'), with machines spacially separated in some way determined by using, say, the network address. Once through the door, we are in a VRSpace where there might be other people &c. &c.. Back to our own deck, we might want to create personal doors/windows/teevees onto our own configured reality - say one into that weather example I gave. We can then create objects which represent arbitrary information, using our universal language, and do whatever it is we want with them. This will be a personal world, but if anyone enters your deck, they will be able to share and enjoy.