Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!usc!zaphod.mps.ohio-state.edu!rpi!dali.cs.montana.edu!milton!ksand@Apple.COM From: ksand@Apple.COM (Kent Sandvik) Newsgroups: sci.virtual-worlds Subject: Re: Toward a Typology/Topology of Virtual Worlds Message-ID: <11741@milton.u.washington.edu> Date: 27 Nov 90 01:46:45 GMT References: <11673@milton.u.washington.edu> Sender: hlab@milton.u.washington.edu Organization: Apple Computer Inc., Cupertino, CA Lines: 30 Approved: hitl@hardy.u.washington.edu In article <11673@milton.u.washington.edu> xanthian@zorch.SF-Bay.ORG (Kent Paul Dolan) writes: >3) The VR is user-configurable. The user moves through it adding doors >or designing furniture, and they are there for the next access. Which leads to design ideas such as aliases and macros in order to configure one's paths. Eventually a lot of the abstractions used in normal user interface design could be implemented as part of the VR navigation. The question is that is this user-friendly for the common VR user, with the exception of VR hackers? The general rule with plain 2 or 3-dimensional interface design is to imitate the real life. With VR the designer has the temptation to break all rules, good or bad. Eventually one strategy is to map everything from the non-virtual life 1:1, and the only addition is the speed of time, which could be controlled. I.e if the user wants to travel from VR point A to VR point B, he/she takes a bicycle, but the distance travelled seems to be short due to an increase in the TIMESPEED variable (selectable from the bicycle handle....). Kent Sandvik -- Kent Sandvik, Apple Computer Inc, Developer Technical Support NET:ksand@apple.com, AppleLink: KSAND Zippy says: "With C++ we now do have the possibilities to inherit dangling pointer problems"