Techniques of Perception in VRML97
by n_polys 08_2001

Existential Perception
What can I do in this world? What is my relation to this environment?
  • NavigationInfo: AvatarSize, Headlight, visibilityLimit, type, speed
  • Timesensor: cycleInterval
  • Background: colors and textures give a context for the environment
There is also a binding stack which changes the active node for NavInfo and Background.It is recommended to limit user movement through both the binding of various navigation types and the use of invisible walls and barriers to keep users from getting lost or sidetracked.



Existential Example: slow
Existential Example: speedy


When you go to the Columned Grove, clicking on the different objects will take you from Alice in Wonderland to Kubrick to Camus.

 

note: In order to efficiently acheive Einsteinian Relativity in simulation, we would really like to have the Timesensor cycleInterval field be an exposedField so scripts and interpolators can dynamically drive the world or clock time... maybe in X3D?

next page

Table of Contents: Abstract

Current features
* Graphical User Interfaces: 2D, 3D, and Web3D
* Techniques of Perception in VRML
Onsite Features- Europe:
* Echtzeit AG
* Lunatic Interactive
* PhilemonWorks

Previous Features
* Interactive Web Graphics with Shout3D Book
* Web3D 2001 Coverage
* Core Web3D Book
* Spazz3D: Authoring-tool
* Game Programming in VRML
* State of the Industry
* The X3D Initiative (2000)
* Alphabet Soup: Our glossary of technical acronyms

What do you think of this article?
Excellent! 
Informative 
O.K. 
Not so hot 
Drivel

What did we miss?