Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!uakari.primate.wisc.edu!dali.cs.montana.edu!milton!wex@dali.PWS.BULL.COM From: wex@dali.PWS.BULL.COM (Buckaroo Banzai) Newsgroups: sci.virtual-worlds Subject: Re: Who says what to whom (was Re: VR Protocols.) Keywords: Real-world attributes, interface design (with citations) Message-ID: <8370@milton.u.washington.edu> Date: 27 Sep 90 18:28:57 GMT References: <31304@unix.cis.pitt.edu> <7507@milton.u.washington.edu> <7801@milto <8204@milton.u.washington.edu> Sender: cyberoid@milton.u.washington.edu Organization: Bull Worldwide Information Systems Inc. Lines: 54 Approved: hitl@hardy.u.washington.edu Nntp-Posting-Host: dali.pws.bull.com In-Reply-To: mike@x.co.uk's message of 26 Sep 90 13:55:30 GMT writes: For people we do want to allow in there is simply an entry point, no messing around with doors just a 'transporter' machine/object which moves you into the chosen room/building/area/'country', wherever you intend going. Well... yes and no. I'm extremely fond of the "new modes of interaction" idea. Driving while looking in the rear-view mirror will only get us so far. But on the other hand, it's extremely hard to ignore, as Meredith Bricken put it, the fact that we're wired for up/down, forward/backward one-step-at-a-time. It's some of the most deeply learned behaviors and relationships we have to the world. That's why I agree with the assertion that you can't train a cybernaut, you're going to have to breed one. One need only see the differences in adults & children using a powerglove in order to see the truth of this. You and I are already too old, our brains too ossified. We're trained that if we want to enter a room, we look for a more or less conventional entry point (door, window, chimney). Those of us with slightly bent minds can accept a teleporter to get us inside. But the "transporter machine" is still a door in terms of its affordances. In my (humble) opinion, there isn't a need for every object to shout it's attributes at me when I enter a room. An object is a passive item that is acted on, and, if I perform an action recognised by the object it performs an action of it's own. But this begs the question. If the objects in the room don't shout at you, how do you know they're there? How do you know what you can do with them? Something else I'd like to start a discussion on is the apparent necessity we have of modelling the real world. I believe that so long as the physical laws are apparent, there is no need to extend beyond this (of course, we don't *really* want to accurately model somebody jumping off the golden gate bridge!). See above for a partial answer to this. I'll also recommend again my two favorite papers on this topic: Smith, Randall B. "Experiences with the Alternate Reality Kit: An Example of the Tension Between Literalism and Magic," CHI+GI'87 Conference Proceedings, April 1987. and Fairchild & Gullichsen. "From Modern Alchemy to a New Renaissance," MCC Technical Report HI-400-86, December, 1986. -- --Alan Wexelblat phone: (508)294-7485 Bull Worldwide Information Systems internet: wex@pws.bull.com "Politics is Comedy plus Pretense."