Worldlets: 3-D Thumbnails for Wayfinding in Large Virtual Worlds

2001 ◽  
Vol 10 (6) ◽  
pp. 565-582 ◽  
Author(s):  
T. Todd Elvins ◽  
David R. Nadeau ◽  
Rina Schul ◽  
David Kirsh

Finding one's way to sites of interest on the Web can be problematic, and this difficulty has been recently exacerbated by widespread development of 3-D Web content and virtual-world browser technology using the Virtual Reality Modeling Language (VRML). Whereas travelers can often navigate 2-D Web sites based on textual and 2-D thumbnail image representations of the sites' content, finding one's way to destinations in 3-D environments is notoriously troublesome. Wayfinding literature provides clear support for the importance of landmarks in building a cognitive map and then using that map to navigate in a 3-D environment, be it real or virtual. Textual and 2-D image landmark representations, however, lack the depth and context needed for travelers to reliably recognize 3-D landmarks. This paper describes a novel 3-D thumbnail landmark affordance called a worldlet. Containing a 3-D fragment of a virtual world, worldlets offer travelers first-person, multi-viewpoint experience with faithful representations of potential destinations. To facilitate an investigation into the comparative advantages of landmark affordances for wayfinding, worldlet capture algorithms were designed, implemented, and incorporated into two VRML-based virtual environment browsers. Findings from a psychological experiment using one of these browsers revealed that, compared to textual and image guidebook usage, worldlet guidebook usage: nearly doubled the time subjects spent studying the landmarks in the guidebook, significantly reduced the time required for subjects to reach landmarks, and reduced backtracking to almost zero. These results support the hypothesis that worldlets facilitate traveler landmark knowledge, expedite wayfinding in large virtual environments, and enable skilled wayfinding.

Author(s):  
Michelangelo Tricarico

This chapter discusses the author's experience in virtual environments, with particular reference to virtual reconstruction. The events are narrated from the perspective of a student who at first developed his skills in this specific field at school, and then became competent and passionate enough to teach what he had learned in the course of time. He describes his experience from early school projects to the personal ones; from his award as a “Master Builder” to his early teaching lessons. Other learning activities that can be carried out in a virtual world are also illustrated, with particular reference to “coding”, which appears to be of great interest to the author. The main objective of this paper is to highlight the potential of a 3D virtual environment for the reconstruction of monuments, i.e., the author's area of expertise. It also provides a description of other activities that can be performed in a virtual environment, while illustrating the most common issues that can be experienced and suggesting how to solve them.


2021 ◽  
Vol 2 ◽  
Author(s):  
Joakim Vindenes ◽  
Barbara Wasson

Virtual Reality (VR) is a remarkably flexible technology for interventions as it allows the construction of virtual worlds with ontologies radically different from the real world. By embodying users in avatars situated in these virtual environments, researchers can effectively intervene and instill positive change in the form of therapy or education, as well as affect a variety of cognitive changes. Due to the capabilities of VR to mediate both the environments in which we are immersed, as well as our embodied, situated relation toward those environments, VR has become a powerful technology for “changing the self.” As the virtually mediated experience is what renders these interventions effective, frameworks are needed for describing and analyzing the mediations brought by various virtual world designs. As a step toward a broader understanding of how VR mediates experience, we propose a post-phenomenological framework for describing VR mediation. Postphenomenology is a philosophy of technology concerned with empirical data that understand technologies as mediators of human-world relationships. By addressing how mediations occur within VR as a user-environment relation and outside VR as a human-world relation, the framework addresses the various constituents of the virtually mediated experience. We demonstrate the framework's capability for describing VR mediations by presenting the results of an analysis of a selected variety of studies that use various user-environment relations to mediate various human-world relations.


2000 ◽  
Vol 9 (5) ◽  
pp. 435-447 ◽  
Author(s):  
Craig D. Murray ◽  
John M. Bowers ◽  
Adrian J. West ◽  
Steve Pettifer ◽  
Simon Gibson

We report a qualitative study of navigation, wayfinding, and place experience within a virtual city. “Cityscape” is a virtual environment (VE), partially algorithmically generated and intended to be redolent of the aggregate forms of real cities. In the present study, we observed and interviewed participants during and following exploration of a desktop implementation of Cityscape. A number of emergent themes were identified and are presented and discussed. Observing the interaction with the virtual city suggested a continuous relationship between real and virtual worlds. Participants were seen to attribute real-world properties and expectations to the contents of the virtual world. The implications of these themes for the construction of virtual environments modeled on real-world forms are considered.


1999 ◽  
Vol 3 (4) ◽  
pp. 303-306
Author(s):  
William Mitchell

With the coming of computers and the Internet, the relationship of the physical and virtual worlds has shifted. Virtual environments will not replace physical ones, but the nature, location, and function of the latter will change, creating both challenges and opportunities for architects.


2011 ◽  
Vol 6 (2) ◽  
pp. 89-108 ◽  
Author(s):  
Jerome McDonough ◽  
Robert Olendorf

Virtual environments, such as Second Life, have assumed an increasingly important role in popular culture, education and research. Unfortunately, we have almost no practical experience in how to preserve these highly dynamic, interactive information resources. This article reports on research by the National Digital Information Infrastructure for Preservation Program (NDIIPP)-funded Preserving Virtual Worlds project, which examines the issues that arise when attempting to archive regions from Second Life. Intellectual property and contractual issues can raise significant impediments to the creation of an archival information package for these environments, as can the technical design of the worlds themselves. We discuss the implication of these impediments for distributed models of preservation, such as NDIIPP.


1993 ◽  
Vol 2 (2) ◽  
pp. 130-140 ◽  
Author(s):  
Michael J. Zyda ◽  
David R. Pratt ◽  
John S. Falby ◽  
Chuck Lombardo ◽  
Kristen M. Kelleher

The first phase of virtual world development has focused on the novel hardware (3-D input and 3-D output) and the graphics demo. The second phase of virtual worlds development will be to focus in on the more significant part of the problem, the software bed underlying “real” applications. The focus of this paper is on the software required to support large scale, networked, multiparty virtual environments. We discuss navigation (virtual camera view point control and its coupling to real-time, hidden surface elimination), interaction (software for constructing a dialogue from the inputs read from our devices and for applying that dialogue to display changes), communication (software for passing changes in the world model to other players on the network, and software for allowing the entry of previously undescribed players into the system), autonomy (software for playing autonomous agents in our virtual world against interactive players), scripting (software for recording, playing back, and multitracking previous play against live or autonomous players, with autonomy provided for departures from the recorded script), and hypermedia integration (software for integrating hypermedia data—audio, compressed video, with embedded links—into our geometrically described virtual world). All of this software serves as the base for the fully detailed, fully interactive, seamless environment of the third phase of virtual world development. We discuss the development of such software by describing how a real system, the NPSNET virtual world, is being constructed.


2020 ◽  
Vol 13 (1) ◽  
Author(s):  
Angie Marie Cox

The Journal of Virtual World Research’s “The Dark Side” issue dives into some fascinating ideas about how evil is represented in the virtual worlds of digital games. This issue includes five articles elaborating on the motivations for evil acts and their outcomes, hostile competitiveness, classification of deviant leisure, how immoral acts are determined, and our ability to thwart these cruel activities in the virtual environments and games.


2018 ◽  
Vol 10 (3) ◽  
Author(s):  
Aleena Chia

The sandbox genre of Massively Multiplayer Online Games (MMOGs) addresses players as subjects with agency to shape worlds, impact populations, and make history through their actions within virtual environments. Designed features afford feelings of empowerment and solidarity that undergird technoliberal forms of subjectivity, which uphold technological structures as legitimate means to emergent effects in virtual worlds. This article uses ethnographic fieldwork and player interviews at EVE Online fan conventions to examine how the ideas and affects of technoliberalism are afforded through procedurally-encoded game processes, yet are aestheticized through branding onto player communities and their platforms. This smooths over the contradiction at the heart of technoliberalism that players’ agency to shape virtual world content is contingent on rules encoded into platforms whose development and adjustment are beyond their control. These contradictions are the key to understanding the pleasures of freedom and complexities of control in designed environments beyond gaming.


Author(s):  
Nuno Rodrigues ◽  
Luís Magalhães ◽  
João Paulo Moura ◽  
Alan Chalmers ◽  
Filipe Santos ◽  
...  

With the increasing demand for more complex and larger models in different fields, such as the design of virtual worlds, video games, and computer animated movies, the need to generate them automatically has become more necessary than ever. Manual tools are no longer sufficient to match this rising need, and the impact that automatic tools may have within these fields is essential and may lead to an adoption of virtual worlds in a growing number of applications. Indeed, it is possible to eliminate most of the effort associated with the creation of such environments, by providing tools that may generate “massive” 3D content automatically. In consequence these tools may lead to an exponential growth of virtual environments and represent an important turn into the design of realistic virtual cities, which may have a huge impact on virtual world users. This chapter discusses the very complex issue of where and when procedural modelling may be used and presents some solutions and methods that have been successfully used in the aforementioned fields of application.


Author(s):  
Rosa Reis ◽  
Paula Escudeiro

As an answer to these questions, this chapter will define the virtual world concept, distinguish the different types of virtual worlds, and make a comparative analysis between them in order to bring out the features aimed at helping teachers to adopt them in their classes. In particular, we will focus our choice of virtual world environments on open source platforms. As the prevalence of mobile learning increases, this chapter also describes the m-learning scope, its contextualisation and advantages, as well as the learning methods. Finally, the relation of those methods with social virtual worlds is also discussed.


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