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             Graphical User Interfaces: 2D, 3D, and Web3D 
              by Larry Rosenthal, cube productions inc. 
            What 3D Interface
              and Communications Add: Immersion, more powerful than
              an Intellectual Engagement.  
              The addition of the "3rd" dimension to an interface brings with
              it the new elements as listed above and the often mentioned "Z-axis"
              Depth, to the 2D screen that is physically an object of the y- height
              and the x- width. The 2D interface that has developed over he last
              decade has adopted the "desktop" metaphor stating that although
              "pages" or windows can stack up over each other. There is always
              a "back surface" or "desktop" below providing a final border to
              the interface in the z-axis. This "final border" provided with it
              a device to simplify the usage of the computer and how much information
              could be presented to viewer at one time. The user would always
              be "above" or in front of the screen desktop and in the same "still"
              seated position. This addition of "depth" to the screen and the
              change from "desktop" to a "window onto an extended world" brings
              with it the major changes to interface and communications that 3D
              brings.
              
             It is this "illusion" and "presence"
              that the user can now " be in" an environment as opposed to just
              "viewing it from above" that provides that greatest challenges for
              developers and designers. This "immersion" factor requires that
              developers/designers provide an interface that is completely consistent
              since the user will be "thinking" that they are within this world
              and reality. This "illusion of immersion " can be so much more effecting
              to the user than the "intellectual" involvement that 2D interfaces
              offer so well. They can become so effective that any element that
              seems out of place with the users' understanding of the 3D interface,
              can destroy the illusion thus the interfaces usability.
              
             If its a "real/virtual world” in
              the computer? What am I supposed to do? How does the "virtual world”
              work? And all of a sudden "I'm working in it?"  
              A "3D world" simulation brings with it two elements: those of Navigation
              and Emotional involvement. Although they can be part of a 2D interface,
              they are overwhelmingly more a part of creating a successful 3D
              interface.
              
             We are beings of movement and motion
              within 3 dimensions. We walk from place to place in the physical
              3D world. We navigate from position to position with our eyes in
              front of us. We see forward and rely on memory to tell us what we
              have walked past. We live in a 3D world of up/down/front back/right/left.
              Each direction with its own outcome and new confrontations. All
              of this stimulation has evolved us into beings that "feel" and "react"
              based on the ever-changing environments and confrontations before
              us. We use devices like "interfaces" to "clean up" those confrontations
              and distractions to focus our attention and do a task.
              
             Creating and developing a 2D interface
              allows us to immediately "cut out" the "backside" of our concerns
              in accomplishing a task. The real 3D world does not. The new 3D
              virtual worlds of interface available to the masses via web3D will
              undoubtedly be recreations of rooms, cities and spaces meant to
              "surround" the virtual presence of the user. The 3D spaces created
              will then require navigational devices within them to tell the user
              where and when they exist in this 3D world. The user will need to
              exist within the 3D space able to comprehend the space’s rules and
              laws that will very much be the users "reality" during their time
              "within" the interface. The users ability to understand and use
              the 3D world presented to them will be the mark of a "good" 3D interface.
              
             Navigation as Interface element:
               
              The mechanics of navigation for the web3D masses have become the
              immediate domain of the toolmakers. Each takes their own best shot
              at how to "offer navigation in 3D space". Most developers/designers
              will have to utilize one/all of their solutions during this early
              period of web3D integration into the WWW. Lets then discuss some
              questions about navigation that comes from within the world itself
              that’s offered by the developer/designer.
               
            An Object's Consistency in the World:  
              Inanimate objects around us do not move around and navigate as we
              do. A chair cannot instantly become a lamp, or grow an arm. Objects
              in the real world also have properties of mass and existence that
              define them as "real". The digital world does not have such guarantees
              and offers such miracles. It is the application of such events and
              the status of the user to comprehend the change that is the major
              factor as an interface device. In a 2D interface the change of an
              object can occur and most likely be witnessed within the framed
              window. In a 3D virtual world the user can be looking 180 degrees
              in the opposite direction at the time of an object's change. The
              challenge of the interface is to make the change known so that whatever
              purpose is served by the objects transformation, its "history" must
              be known by the user so that the object is useful for them. 
              
            Audio to suggest spatial relationships: 
              The ability to localize audio and effect is volume within the 3D
              world allows audio interface to become as important as any visual
              cue to understanding the world you’re within. Just as in the real
              world where you can "listen" to a conversation of the person your
              with in a crowded bar, and only "hear" the sounds of the distant
              others around the bar, such audio localization’s can be an effective
              interface element to communicate to a user in the 3D world. Audio
              has been used by 2D interfaces to offer at best an "ambience" or
              "direct imput feedback" to flat www interfaces, but audio as a localizing
              element to an object you cannot see ( behind you..) is a interface
              device that only the 3D interface offers. 
              
            The user's effectiveness to alter the environment.
               
              We affect and alter our real environment constantly. There are things
              we can do, like move a chair over to sit on, and things we cannot,
              like move a car over, sideways to fit into a too tight parking space.
              The same rules and laws are offered to exist with 3D web worlds.
              The user’s ability to create "cause and effect" will immediately
              place them in the world and define its rules. When a rule about
              an object is broken, consistency is lost and the user cannot be
              sure of an action’s reaction.  
              
            Time, Scale, and Distance as an Interface device: 
              When using a 2D interface the user is kept for almost all actions
              outside of the computer’s "clock" and is functioning within "real"
              time. The 2D interface is an element of the computer (object) on
              the desk in the users real world. Time may seem different as many
              experience when interacting with a computer but the rules of time
              are set by reality. Within the 3D interface elements like time can
              become altered and elements like distance that are associated with
              time can also be affected to behave "unreal".  
              
            Scale also becomes a variable for a developer/designer
              to effect in relationship to distance and time. Is the castle far
              away or just small? Or both as you navigate closer? The manipulation
              of time and its relation to 3D space can become a navigational nightmare
              within the 3D interface. Our body size in the real world sets many
              of our notions of time, scale, and distance. It’s no coincidence
              that we measure distance in "feet". We use our own mass and size
              to "fit" into our real world. Within a flat screen on our desktops
              3D offers the world paradigm but to most at small scale (a screen
              that’s about 15 inches across:). Interface designers working with
              3D will have to confront the issue of scale, speed, and distances
              in a way never required in 2D windowed interfaces. 
              
            The Addition of EMOTION:  
              The developers/designers use of the 3D space and the objects within
              will when coupled with the discussed elements of navigation cause
              an emotional response within the user.  
              
            Immersion within the (real)world will, by the nature
              of our being, cause an emotional response. Simulated 3D interfaces
              and worlds will offer the same responses. The "feelings" brought
              on by 3D immersion will be of an entirely different nature then
              those of the simple 2D interfaces immersion capabilities. The "roller
              coaster" IMAX film experience is very different than even the most
              well written and acted action movie presented on a normal movie
              screen. "Being there" within the world will effect our thoughts
              and feelings in a different way than the detached "windowed" 2D
              interface can offer. 3D interfaces offer the developer/designer
              the reaction of "I was there" to add too "I did/saw that" or "I
              read about that" when a user is recounting an interactive experience.
             
              
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