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Artefacts
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Functions which they fill
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Viewpoints |
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Allow to move quickly in space.
ex: http://www.dmc.dit.ie/guests/eirenet/eirenet/eirenet/sgithic.htm |
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Panels |
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Allow to indicate directions. Clickable elements (Touch sensors, ...) can bind Viewpoints. ex: http://www.dmc.dit.ie/guests/eirenet/eirenet/eirenet/sgithic.htm |
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Vehicles |
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Not easy to use (cf experiments of Vanessa...). In general used with a " dashboard ". ex: http://advicom.net:8000/%7Ecrispen/vrmlworks/faq/hud3.wrl |
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Static maps |
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Allow to create and maintain a 2D representation of the scene. In general, maps are apart from the scene in a html page. These versions are not dynamic. |
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Dynamic maps |
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Allow to create and maintain a spatial representation of the scene. Allow to move in the scene by clicking on the map. Some versions are integrated in the scene and dynamically update / indicate the use's position. |
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Compass |
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Indicates the 4 cardinal points in a permanent way on the scene. Allows not to lose north... |
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Force fields |
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This technique incorporates
gravity in the environment. |
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" Peripheral Lenses " |
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The purpose of these " lenses
" are to simulate peripheral vision, increasing immersion. |
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" WorldInfo node " |
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Can be used to give information to users. Allow to insert a small form of assistance. |
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Sound |
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Can help orientation with background noise. |
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Markers |
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For example large arrows pointing to the clickable zone |
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Proximity Activations |
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Light, sound or any other action to underline the presence of things of interest. Allow to support the focusing of the attention on nearby places of the scene. Avoid having too much of visual / noise overload in the scene. |
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" Dashboard " (HUD) |
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Allows permanent visible assistance buttons or navigation instruments. |
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Puppet |
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There is one strong correlation between the use of a "out of body" avatar and the improvement of control as well as the precision of positioning and engagement. |
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Guide |
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To follow an avatar which automatically involves us (by animations of Viewpoints or other techniques) towards the relevant places. |
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Slime trail |
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Device leaving permanent traces with the passage of users. Allows to know where one passed and where one did not pass. |
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Architectural design |
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Lights, colors codes , size exaggeration of significant objects, widening of the passages... |
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External interfaces (Java) |
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All kinds of things allowed, interaction with vrml scene in a user-friendly way. for example in large worlds, the user can enter locations points of the place where one wants to go. |