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1、原文:virtual realitycyberspaceinterface designeric van hensbergen(airwicknick. csh. rit. edu)january 30, 1993computer science housecpu 86125 andrews memorial driverochester, new york 14623716-475-3305cshousenick csh rit. edurochester institute of technologyone lomb memorial driverochester, ny 14623(71
2、6) 475-2400abstractvirtual reality as a concept essentially deals with convincing the participant that she/he is actually in an other place, by replacing the normal sensory input received by the participant with information produced by a computer. cyberspace, a visualization of the computer environm
3、ent, is a practical applicat ion of virtual reality, providing a more natural interface between the user and the computer.designing virtual worlds is a chailenging departure from traditional "interface" design. this document contains information on the basic concepts behind cyberspace visu
4、alization and interaction techniques.1. introduction: defining interface & cyberspacecyberspace: a new universe, a parallel univorse created and sustained by the world? s computers and communication lines. a wor1d in which the global traffic of knowledge, secrets, measurements, indicators, enter
5、tainments, and alter-human agency takes on form: sights, sounds, presences never seen on the surface of earth blossoming in a vast electronic night.cyberspace is a con sensual hallucination that these people have created. it/ s like, with this equipment, you can agree to share the same hal lucinstio
6、ns. tn effect, they" re creating a world. it' s not really a place, its not really space. it" s notional space.cyberspace represents one of the most potent and impressive visualization tools ever creatednow, entire universes, whether they be of our design or others, not only lay at our
7、 fingertips, but surround and envelop us as wel1 it represents the next generation in the evolution of the human-computer interface medium.virtual reali ty al lows a more naturalized interface with the computer, that goes far beyond the graphics user interface (gui), point & click window environ
8、ments that are so popular now. with virtual reality, the user is surrounded by his environment, and an interface can be established not through the conventional keyboard or mouse, but through more complex tracking systems that keep record of hand and head orientation.the concept of the virtual reali
9、ty terminal was introduced by gibson, along with his concept of cyberspace. the progression of distributed system access has progressed from the text terminal to the x window workstation, and virtual reality is the next step in interactive access to multi-user computer systemsas the evolution from t
10、he text terminal to the x workstation brought about advancement in both visualization and problem solving, the giant leap into cyberspace will radically transform the way we interact with computers. the transformation of data into geometric representations will allow us to view complex systems as si
11、mplified shapes from afar, or as a complex matrix of networked modules from an interior view.the possibilities that cyberspace represents cannot even begin to reveal themselves until the first prototype systems have been implemented. it is such an new concept, one which represents a whole new medium
12、 of existenc® that we have no frame of referenee to make predict!ons on its usefulness.an interface is a surface forming a boundary between two regions. virtual reality allows the user to break through the interface barrier to interact directly with various information forms in an inclusive env
13、ironment.2. design considerationssince virtual reality transcends the two di mensional existence we have bee n forced into through the use of convensional computer monitors, it al so makes most traditional theories of interface design obsolete. operating within an inclusive three dimensional environ
14、ment requires special physical and psychological considcrationsan important design consideration stemming from inelusion is that whi1e we interac t wi thin a virtual worl d, we are simutaneousl y in habiting the physical worl d people are functionally attuned to the earth" s gravity and to vert
15、ical position. perceptual conflicts between the virtual and physical worlds cause physical discomfort and feel ings of disorientation that can last we 11 beyond the period of inclusion.tn order to overcome these natural conf 1 icts it becomes necessary to introduce several types of reference points.
16、 the most common so far is the "'extended ground plane" which forms an artificial horizon to be used in order to gain personal oriontation. however, this causes conflicts with information from the inner earan other personal point of refre nee woul d be virtual body parts (ie the virtua
17、l hand) self representations have proven to be one of the most engagin£ parts of the primative virtual realities that exist today. the virtual hand provides a focus point, removing senses of vertigo and disorientation.system performance plays a part in design considerations. a slow system or ne
18、twork can cause dizziness; the lag is especial 1 y noticeable when tracking systems are part of the environment. for example, a lag between when you turn your head and when the screen updates is quite disturbingan other possibi 1 i ty which is in troduced with cyberspace is sen sory overload individ
19、ual learning and preformance styles differ greatly, and without proper calibration an "immersive" experience can be confusing and even disturbing.according to bricken, there are four general categories of vr behavior that have to be considered when designing the interface:relocation 一 simp
20、le movementmanipulation 一 modification of environmentconstruction 一 creation of environmentnavigation - long range location and movementin order to be immersive there can be no menu bar, no list of icons without the keyboard there is no hot-keys all traditional methods of interface are not possible
21、inside the virutal world new methods of interaction for the above four catagories must be desig ned 一 that i s the chai lenge of cyberspace in terface design.3. process visualization3.1. surface activationmost current views of cyberspace seem to point towards a polygon-based environnient. therefore,
22、 in order to keep the experience immersive, no menus can magical ly,z pop-up tns tead, the polygons themsel ves must be used as an in terface method. since a single shape may have more than one function, it is therefore logical to assign function activation to the surfaces of the object.each surface
23、 then, has to check for col 1 i si on, and the n decide how to react as another object approaches it. this could mean that while you, re evaluating a certain button, i t woul d al so be evaluating you. to make the interface more fri endly, surfaces could announee" (through text messages or perh
24、aps digitized sound) what their function is. it also follows, that the surface would "highlight" itself in order to indicate to the user that it is about to be activated, or has been activatedfor example, picture a text editor as a box. to edit the file within it you would approach the top
25、, to check the spel1ing you would approach another side, to delete it- yet another side. this may seem a bit cryptic, but with appropriate labeling (either graphic, sound, or text) it would be far easier than current interfacc methodssurfaces could have a variety of functions 一 from sending a file o
26、r activating a process, to teleporting the user to another network certain surfaces would have to be ' solid" , or without any type of functionality, in order to allow object manipulation. a primary factor in how an object physically appeared would then be based upon the functionality of it
27、s surfaces - this could be important as a distinguishing factor between objects.3. 2. connections & portsthe computer world is moving more towards network environments, not just externally, but internally. internal network connections (ie a network of processes on a computer cormected by intraco
28、mputer pipes & sockets) are an integral part of many unix-based workstation environments. virtual reality is perfect for design, representation, and interaction with these internal connections.consider another function for the surface of a polygon. instead of reacting to a user' s approach,
29、what if you could hook a network pipo up to a port on the surface then, a stream of data, from some other object, could be transmitted to the object through the pipe and socket. the connecting "pipes" could be attatched and detatched to different objects at the whim of the user. with a lit
30、tle thought, design, and programming, a neural-net could be created within the virtual environment with each ncuron being an object, and each neural-connection being a pipe.3. 3. autonomous entitiesanother aspect of a virtual environment and its interface would be virtual entities, and our interacti
31、ons with them. certain system utilties (daemons) will no doubt take form within the electronic void of cyberspace. these daemons will have special interface requirements, seeming more like conversations than commands. their ful1 knowledge of both the system and virtual environments make them quite a
32、 complex interface puzzle.4. data representationwhere interacting with static data is easier than active processes, static data requires a more acurate representation of the actual content. whether index design wi 11 mimic reality, or use the advantages of vr to evolve is yet to be seen. designs for
33、 vr card-catalogs are being designed at the same time as complex multi-dimensional hyperstackshow to catalog information for easy retrieval has always been an interface problem using virtual file cabinets or spiral staircases that extend into infinity does not seem very innovative. the question is w
34、hether to index information in a mannet that people are used to, or to innovate new and more effective methods.one of those "innovative" methods is called ' folding" . folding is a mutli-dime nsional index system the throe dimensi onal coord in ates formed by two axis index lines
35、(cormected to side surfaces with color coded index information) form a point in the index. this point ' unfolds, to a new threedimensional index system. you proceed to unfold data until you reach the actual information layer.index information is not the only data which can be represented within
36、cyberspace many types of information and data can be mapped and modeled within virtual space. for example 一 abstract data types in software engineering can be easi1y represented using virtual reality. what may look muddled on paper can be easily represented in cyberspace. extra climensions can be us
37、ed to dispose of clutter and hidden contents can be exposed by entering the,node" . adts that would be well suited to vr include trees, graphs, and skip 1ists.fin ding a uniform method for data represe ntation wi thin cyberspace may be an impossible quest. however, for sake of uniformity, some
38、means of standard needs to be established the technology is too young for standards to start taking root, but the ideas in use today will become the standards of tomorrow.5. conclusionsvirtual real i ty is at a critical desig n phase. the theories behind its design and operati on are still bei ng wr
39、it ten. natural in terfaces have taken a lot of guess work out of design, but visualization is as much of a key element. it is a time for dreamers and innovalors to compose worlds of discovery for themselves and others 譯文:虛擬現實網絡空間接口設計eric van hensbergen(ainvicknick. csh. rit. edu)1993 年 1 月 30 h計算機8
40、61安德魯斯里爾車道25號羅切斯特,紐約14623716-475-3305cshouse 羅徹斯特理工學院其'piwl-倫里爾車道羅切斯特,紐約州14623(716) 475-2400摘要虛擬現實作為一個概念實際上是處理一件事就是通過替換所收到的電腦產生的信息參 與的止常感覺輸入來事參與者信服他/她實際在另一個地方。網絡空間,一個可視化計算機 壞境,是一種虛擬現實的實際應用,為用戶和計算機提供了一個更口然的借口。虛擬世界的設計是一個挑戰從傳統接口分離的設計。這個文件保護了虛擬網絡空間和交 互技術背后基礎概念相關的信息。1介紹:接口和網絡空間的定義網絡空間
41、:一個新的宇宙,一個由世界的計算機和通訊線路創造和使其持續的 平行的宇宙。這個世界有全球的知識、秘密、方法、指標、娛樂和人與人之間連接建立在視線、 聲音等方式的前所未有的巨大電子的世界。網絡空間是一個人們協商一致創造的虛擬的毗界。正是這樣,用這些設備,傷可 以和他人分享同樣的虛擬幻覺。事實上,他們正在創造一個世界。它不是一個真實的 地方,也不是一個真實的空間。它是一個國際空間。網絡空間代表了曾經創造的最有力和最令人印象深刻的可視化工具之一。如今,整個世 界,無論是我們的設計還是他人的,不但纏繞在我們的指尖,還環繞和包圍著我們。它代表 了人機交互介質進化的下一代。虛擬現實允許更多的歸化與計算機接
42、口,遠遠超過圖形用戶界iftl(gui),點和點擊窗口 壞境現在很流行。有了虛擬現實,用戶可以身臨其境,接口可以不通過既定傳統的鍵盤或鼠 標,但通過更復雜的跟蹤系統,保持記錄和方向定位。虛擬現實的概念最終由吉布森介紹,加上網絡空間的概念。分布式系統的進程從文本到 x終端窗口工作站已取得進展,以及虛擬現實是在下一步交互式訪問多用戶電腦系統。由于從文字演變到x終端工作站在可視化和解決問題方面都帶來進步,大步躍入網絡 空間將徹底改變我們與電腦交互的方式。這個轉換成幾何表示的數據將讓我們簡化的查看或 者內部看像一個復雜的網絡模塊的矩陣。網絡空間的可能性,甚至不能代表開始顯露出來,總到第一次原型系統己得
43、到執行。正 是這樣一個新概念,它代表了一個全新介質的存在,我們沒冇參照此作出其冇用的預測。接口是在兩個區域z間形成的一個邊界。虛擬現實可以在一個內部的環境讓用戶突破為 多種信息形式直接交互的障礙。2 設計注意事項白從虛擬現實超越了二維存在我們已經被迫使通過方面的計算機顯示器進入,也使得 人多數界而設計中的傳統理論過時。使用這個包容性的三維環境時,需要特殊的物理心理因 素。從一個重耍設計考慮列入我們互動的虛擬世界,我們同吋也居住在物理世界里。人們 適應了地球的重力和垂直位置。虛擬和物理世界z間的感性沖突造成身體不適合迷失方向的 感覺,遠遠超岀了包含時期。為克服這些自然沖突,有必要引進多種類型的參
44、考點。到目前為止,最常見的是擴大 地面,形成一個人造地平線以獲得個人取向。然而,這些會導致信息的內部沖突。另一種觀點則冇可能參考個人虛擬部分(即虛擬手)。白我陳述已被證明是現今存在的原 始虛擬現實最吸引人的部分之一。虛擬手提供了一個焦點,可以消除眩暈和迷失方向的感覺。系統性能發揮了設計上的考慮。慢速系統或網絡可能導致頭暈,尤其當跟蹤系統是環 境的一部分時,會感覺明顯滯示。例如,當你轉頭的時候,屏幕更新會覺得讓人不安的滯后。這與網絡空間的期一個可能性是引入感覺超負荷。個人學習和性能與風格差異很大, 如果沒有正確校準的“身臨其境“的體驗,可能令人困惑,英至不安。根據bricken所說,-般有四類的虛擬現實的行為必須考慮在設計界血里:定位簡單運動操作改變cation環境建筑物環境創造導航長距離定位和運動為了身臨其境,可以沒有菜單,沒冇圖標列表。沒冇鍵盤就沒冇熱鍵。所有交互的傳 統方法都不可能進入虛擬世界。為上面四個口錄的新的交互方法必須設計出,這是網絡空間 交互設計的挑戰。3 過程可視化31表面活化冃前大多數的網絡空間的視野似乎指向一種
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