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Artefacts facilitating navigation in a vrml world


Artefacts

Functions which they fill

Viewpoints

Allow to move quickly in space.
Most popular navigation system.
With some " plug' in ", one can change Viewpoints with the buttons " up page " and " down page " of the keyboard.

Animation between Viewpoints makes it possible to better understand displacements.

ex: http://www.dmc.dit.ie/guests/eirenet/eirenet/eirenet/sgithic.htm

Panels

Allow to indicate directions. Clickable elements (Touch sensors, ...) can bind Viewpoints.

ex: http://www.dmc.dit.ie/guests/eirenet/eirenet/eirenet/sgithic.htm

Vehicles

Not easy to use (cf experiments of Vanessa...). In general used with a " dashboard ".

ex: http://advicom.net:8000/%7Ecrispen/vrmlworks/faq/hud3.wrl

Static maps

Allow to create and maintain a 2D representation of the scene. In general, maps are apart from the scene in a html page. These versions are not dynamic.

ex: http://www.fnmt.es/esp/museo/visita.htm

Dynamic maps

Allow to create and maintain a spatial representation of the scene. Allow to move in the scene by clicking on the map. Some versions are integrated in the scene and dynamically update / indicate the use's position.

ex: http://www.fnmt.es/esp/museo/visita.htm

Compass

Indicates the 4 cardinal points in a permanent way on the scene. Allows not to lose north...

ex: http://www.3dvr.org/vrstrasbourg/welcome1.html

Force fields

This technique incorporates gravity in the environment.
Allows powerful and comfortable navigation because the user is guided around the obstacles rather than to enter in collision with them.

ex: http://www.contentcreator.com/hmaze01.WRL

" Peripheral Lenses "

The purpose of these " lenses " are to simulate peripheral vision, increasing immersion.
They decrease the search time of information.

" WorldInfo node "

Can be used to give information to users. Allow to insert a small form of assistance.

Sound

Can help orientation with background noise.

Markers

For example large arrows pointing to the clickable zone

Proximity Activations

Light, sound or any other action to underline the presence of things of interest. Allow to support the focusing of the attention on nearby places of the scene. Avoid having too much of visual / noise overload in the scene.

" Dashboard " (HUD)

Allows permanent visible assistance buttons or navigation instruments.

ex: http://www.nbc.com/3dstudios/ds_tour1_lite_fst.html

Puppet

There is one strong correlation between the use of a "out of body" avatar and the improvement of control as well as the precision of positioning and engagement.

Guide

To follow an avatar which automatically involves us (by animations of Viewpoints or other techniques) towards the relevant places.

ex: http://vrml.fornax.hu/aqua /

Slime trail

Device leaving permanent traces with the passage of users. Allows to know where one passed and where one did not pass.

Architectural design

Lights, colors codes , size exaggeration of significant objects, widening of the passages...

External interfaces (Java)

All kinds of things allowed, interaction with vrml scene in a user-friendly way. for example in large worlds, the user can enter locations points of the place where one wants to go.

ex: http://zemm.ira.uka.de/cyberversity/start.html


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