[vos-d] Flux Worlds Server Announcement
Karsten Otto
otto at inf.fu-berlin.de
Tue Apr 3 04:29:23 EDT 2007
I have been wondering about 3D user interfaces recently. We got the
desktop metaphor for 2D, but does this really serve the requirements
of a 3D space as well? I get the feeling that we might need something
different here; the bulk of interaction in 3D space is likely to be
different from shuffling papers around. Of course, as long as the 3D
client does not replace the desktop entirely, some degree of
integration is necessary - copy+paste as input enhancement is a good
example.
However this is not my field of expertise (anybody got good papers on
this subject?), so I can only speak from personal experience. The "3D
interface" I used lately was WoW, and I found it responsive enough.
Interestingly, while it has buttons that trigger actions, I mainly
used them as a quick way to arrange keyboard shortcuts during normal
gameplay. The only time I ever used the interface in a "traditional"
way was for complex actions like trading items. Actually this is
quite similar to my Blender experience - it drove me crazy when I had
to use the menus, but was a breeze once I knew the keyboard
shortcuts. Not sure if there is a lesson there...
Regards,
Karsten Otto
Am 02.04.2007 um 17:55 schrieb Peter Amstutz:
> On Mon, Apr 02, 2007 at 09:26:59AM -0600, S Mattison wrote:
>
>> The TerAngreal browser, I feel, doesn't serve as an integrative
>> metaversal tool; because it uses proprietary OS-GUI-interface system
>> calls, to generate the 'chat area' as well as the 'user list', and
>> even the 'menus'.
>
> Well ironically, the point of that is to serve integration with the
> user's desktop. For various reasons, 3D-based GUIs tend to be clunky,
> due either to lack of polish (the GUI hasn't had the years of
> development attention that say GTK has), lack of integration with the
> desktop (things like cutting and pasting doesn't work like the rest of
> the desktop, if it works at all) or simply being slow (because the GUI
> is rendered on top of the 3D scene, the update rate of the controls is
> throttled to that of the update rate of the 3D scene as a whole.)
>
> Thus, the use of WxWidgets to create a native look and feel was a
> deliberate design decision, not because it was easier (because it's
> not,
> it actually makes some things a lot harder.)
>
> --
> [ Peter Amstutz ][ tetron at interreality.org ]
> [ peter.amstutz at gdit.com ]
> [Lead Programmer][Interreality Project][Virtual Reality for the
> Internet]
> [ VOS: Next Generation Internet Communication][ http://
> interreality.org ]
> [ http://interreality.org/~tetron ][ pgpkey: pgpkeys.mit.edu
> 18C21DF7 ]
>
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