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Virtual Environments as a Medium of

Communication and Information Delivery on the

Internet

Rani Jaspai Parmar

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ProQ uest Number: 10045672

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Abstract

Virtual environm ents are seen as the next com m unication metaphor, w hether on the

desktop or in a distributed fashion - it prom ises to expand our ability to interact,

com m unicate and deliver inform ation with the surrounding digital world.

The m ultidim ensional inform ation character o f the Internet fosters the use o f virtual

environm ents as a natural interface. The main aim o f this thesis is to exam ine w hether

virtual environm ents are effective as a m edium o f com m unication and inform ation

delivery on the Internet. Existing virtual environm ents on the Internet were review ed

and then a virtual environm ent m odel w as created for a financial institution for use on

the Internet. This m odel was analysed and exam ined together with a textual model

through a survey. The results have show n that virtual environm ents are effective as a

m edium o f com m unication and inform ation delivery on the Internet, not only in

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w o u ld like to thank N ic k D alton for his e n c o u r a g e m e n t, and all the s t a f f at D igital

P or tfo lios and M P & A s s o c ia t e s for their support.

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Contents

A bstract

Chapter 1

Introduction

The conceptual argum ent o f virtual reality

Interpretations o f virtual environm ents

Scope and lim itations

Chapter 2

Internet as a m edium o f com m unication and inform ation delivery

N eed for virtual environm ents on the Internet

Design as a governing factor

Present applications o f VE on the Internet

Discussion

Chapter 3

M ethodology

C onstruction o f a virtual environm ent model for Internet

Design Param eters

C hoosing VRM L to program VE for use on Internet

Chapter 4

Defining and designing the survey

Analysis o f the survey

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Chapter 5

Conclusions

Further research

Bibliography

List o f Figures

A ppendix

-Source Code for HTML site

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Chapter 1

Introduction

M an over the centuries has evolved ways o f com m unicating w ith each other across the

physical and geographical boundaries but nothing has created as m uch excitem ent as

virtual reality. The very notion o f com m unication and inform ation delivery by creating

“w orlds" sim ulating “real” w orlds has taken us by surprise. “ Virtual environm ents

displays potentially provide a new com m unication medium for hum an - m achine

interaction.” They m ay not only prove inexpensive and convenient but m ore efficient

than the form er traditional media. Infact the totally boundary-less additions o f “visual,

auditory and haptic interaction m odes” (17 Ellis) to virtual environm ents m eans a

totally new concept o f com m unication and inform ation delivery.

A sporadic grow th o f VE sites on the Internet has already been experienced. Human

intuition tells us that virtual environm ents (V E) is going to be not only an effective but

one o f the m ost popular means o f com m unication in the future. It is through Internet,

the m ost com m on platform , that VE is going to enter households and offices to enable

the m asses to com m unicate and interact with their offices, shopping centres and banks.

It is the purpose o f this thesis to exam ine w hether Virtual environm ents are an

effective m edium o f com m unication and inform ation delivery on the Internet.

In this introductory chapter term s o f virtual reality and cyberspace are going to be

introduced w hich will be follow ed by different interpretations o f Virtual reality. The

explanations o f various term s concludes with defining virtual environm ents,

com m unication and inform ation delivery in the context o f this study.

The second chapter review s Internet as a medium com m unication and inform ation

delivery, why virtual environm ents are needed on the Internet today and how Internet

is developing to incorporate the grow ing dem ands for bettering its existing textual

medium. Interface Design will also be looked at it has a significant role in governing

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VE on the Internet

will be

exam ined as tools o f inform ation delivery and

com m unication.

To put the argum ent to test, in chapter three, a m ethodology will be draw n to construct

a virtual environm ent for a financial institution and then test its effectiveness on the

Internet not ju s t in isolation but also in com parison to an existing textual environm ent.

During the course o f this section a program m ing language will be chosen w hich will

fulfil all the design and technical requirem ents for creating virtual environm ent on the

Internet. This will be followed by discussing the lim itations o f the VE model.

In chapter four the VE m odel will be tested on the Internet together w ith a textual site

through a survey. The results o f various parts o f the survey w ill be analysed and

discussed to dem onstrate the effectiveness o f the VE m odel as a m edium o f

com m unication and inform ation delivery betw een the user and the organisation. This

will be follow ed by exam ining the lim itations o f the survey.

The conclusions in

chapter five are followed by suggestions for further research.

The conceptual argument of Virtual Reality

On a general level virtual reality or virtual environm ents are concerned with

simulation, w here a feeling is created through a set o f stimuli that “one is elsew here.”

“A distinguishing feature o f all virtual realities is that they are highly interactive,

responding to the user’s input in ways that are designed to give him or her a feeling o f

control over the environment. Users are provided with a point o f view, w hich enhances

feelings o f control and o f being in the environm ent ”( 189, Newby) On a philosophical

level virtual environm ents are symbolic o f real environm ents w hich leads us to the

aspect o f perception in this science. Heim quotes Em m anuel Kant to explain this

notion “The categories o f the understanding along with the form s o f intuition (space

and time) mould the chaotic givens o f perception, forging an intelligible,

com m unicable structure o f experience."(28, Heim)

A nother im portant aspect in the context o f this study is that o f interaction and

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processors on desktop give the user no choice o f changing his or her point o f view in

the environm ent. In addition to this drawback, responses to input are not im m ediate,

and the only interaction the user has, is to give a com m and rather than a degree o f

control o f m anipulating the environment. The difference betw een textual and virtual

environm ents in not only that o f two dim ensional and "‘three-dim ensional, 360-degree,

colour landscape” (Heim) but that o f varying degrees o f interaction and m anipulation.

W hat does virtual reality mean? “Phrases are used synonym ously - cyberia, virtual

space, virtual environm ents, cyberspace, dataspace, the digital dom ain, the electronic

realm , the inform ation sphere” (123, W oolley) w hatever the term used, virtual

environm ents “give users the illusion o f displacem ent to another location” (17, Ellis)

thus com m unicating and delivering inform ation about another w orld w hich may or

may not exist in reality.

D iscussion on virtual reality cannot be com plete w ithout m entioning

the term

“cyberspace” . It was first coined by W illiam Gibson in his groundbreaking novel

N eurom ancer

- where he described it as a “consensual hallucination” (G ibson) - “the

point at w hich m edia (flow ) together and surround us. Its the ultim ate extension o f

exclusion o f daily life. With cyberspace as I describe it you can literally w rap yourself

in m edia and yet not have to see whats really going on around you” (G ibson as quoted

by W oolley; 122 W oolley) One o f the most im portant exam ples o f cyberspace is the

Internet w here millions o f digital docum ents reside virtually in electronic networks.

This m an-m ade digital space is proving to be one o f the m ost convenient m eans o f

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Interpretations of Virtual Environments

M ichael Heim in the introductory chapters o f

M etaphysics o f virtual reality,

outlines

several interpretations som e o f w hich are as follows: Sim ulation, w hich concerns with

sharp im ages and com puter graphics attaining a 'high degree o f realism ” . Exam ples o f

sim ulations are landscapes produced on GE A erospace “visionics” (H eim ) equipment.

T hese are done through texture m apping in real-tim e o f photorealistic im ages which

can be navigated through. The m ost im portant application o f these are flight

simulators.

Im m ersion is an im portant interpretation o f VR, according to w hich VR means

“sensory im m ersion in a virtual environm ent. Primarily these system s are head

m ounted displays and gloves oriented; “first popularised by Jaron L anier’s VPL

(virtual program m ing language) Inc. The H M D cuts o ff visual and audio sensations

from the surrounding w orld and replaces them with com puter-generated sensations.

The body m oves through artificial space using feedback gloves, foot treadm ills,

bicycle grips, or jo y stick s.”(H eim ) Im m ersive technologies are m ost w idely used in

flight simulation.

Telepresence - is to be present som ew here rem otely or virtually. “ Virtual reality

shades into telepresence when you are present from a distant location - present in the

sense that you are aw are o f w hats going on, effective and accom plish tasks

by

observing, reaching grabbing and m oving objects with your own hands as though they

were close up.” (H eim ) A very recent exam ple o f telepresence was its use on Rover

Pathfinder on M ars through w hich scientists at NASA w ere virtually and rem otely

present on Mars.

Full-body im m ersion is step ahead o f im m ersion, w here human and com puter takes

place without covering the body.

The burden o f input rests with the com puter, and

the body’s free m ovem ents becom e text for com puter to read. Cam eras follow the

user's body, and com puters synthesize the user's m ovem ents with the artificial

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N etw orked Com m unications - is one o f the m ost com m only used Virtual realities. The

interpretation arises from the ability o f com puters to be hooked on to networks, ‘'VR

seem s a natural candidate for a new com m unications medium. In this view, a virtual

world is as much a shared construct as a telephone is. Virtual w orlds, then can evoke

unprecedented ways o f sharing, w hat Lanier calls “post-sym bolic com m unication.”

(H eim )

Scope and lim itations

Interpretation o f VR in the context o f this study

is not going to be concerned with

head m ounted displays, datagloves, robots and other input and output devices, but will

concentrate on VR techniques o f three dim ensional interactive displays.

C om m unication

in the context o f this study will m ean sending and receiving

inform ation through e-mail, electronic form s and applications on the Internet and not

internet phone, or avatar-to-avatar chat.

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Chapter 2

In the second chapter, Internet will be review ed as a medium o f com m unication and

inform ation delivery, why virtual environm ents are needed on the Internet today and

how Internet is developing to incorporate the grow ing dem ands for bettering its

existing textual medium. Interface Design will also be looked at as it has an im portant

role in governing the effectiveness o f any kind o f environm ent on the Internet. Present

applications o f VE on the Internet will be exam ined as tools o f inform ation delivery

and com m unication. As not m uch academ ic research has taken place in this field thus

traditional sources as well as Internet has been used as sources o f inform ation.

Internet as a medium o f C om m unication and inform ation delivery

runs parallel to

the traditional, often cum bersom e media. The users are not constrained to ju st text only

inform ation systems but have m ore choices for view ing and selecting inform ation. The

Internet’s system o f hypertext gives users a high degree o f selectivity, and hyperm edia

opens up many options o f new kinds o f input for users. Users can access inform ation,

text and graphics, using the Internet. H ow ever it lacks dynam ic and visual interaction

betw een the user and the application, thus there is room for im provem ent.

Need for virtual environm ents on the Internet

Virtual environm ents are seen as the next com m unication m etaphor, w hether on the

desktop or in a distributed fashion - it prom ises to expand our ability to interact,

com m unicate and deliver inform ation with the surrounding digital world.

The m ultidim ensional inform ation character o f the w orld wide web fosters the use o f

VE as a natural interface. “Existing HTM L based pages cannot adequately convey the

w eb’s topolgy - cyberspace that knows no boundaries” (16, Vacca) VE features have

the potential for enriching com m unication, inform ation and interaction on the Internet.

This has been realised by Internet corporate houses - “One o f the big things that is

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environm ents are part o f that and we are doing all we can to move those standards

forw ards,” says the Internet product m anager at M icrosoft UK. (2, O nline -G uardian)

Design as a factor governing com m unications and inform ation delivery in virtual

environm ents

W ell executed virtual environm ents should provide “ a sense o f having had a life

experience'" (65 Helsel Roth) and to accom plish this, design is o f prim e im portance so

that the VE “are rich in concepts, (271-276 H enderson G alper Copes) that are realistic

in content and in their portrayal o f physical and social environm ents, (1115 H enderson

G alper) and that are interesting and entertaining to use.(H enderson)

Design o f VE governs the presentation and representation o f data and this issue is

often neglected as new concepts and technologies for com m unicating inform ation are

developed. Design orgainses the presentation o f textual, auditory and visual data

creating an environm ent through which com m unication can take place. This

com m unication could be for any purpose ranging from m edicine to architecture. One

o f the largest section o f VE sites on the Internet is in the entertainm ent and arts sector.

Education is another sector with a large potential “ w hether it is serving up explorable

anatom ies for schoolkids or establishing a virtual university w ith a global catchm ent

area.” (2, O nline-G uardian)

Present Applications of VE on the Internet

This section exam ines VE sites on the Internet which are m edium s o f inform ation

delivery and com m unication. The list is representative but not exhaustive o f all VE

sites on the Internet.

CAV Eview

CA VE view (Cave Automatic Virtual Environm ent view) is an interactive tool for

exploring virtual reality applications over the Internet via W eb browsers. With

CA V Eview , virtual reality applications are inserted into hypertext docum ents.

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network. H owever, the transferred data is an application object file. The object file

fully describes the environm ent, allow ing the user to explore the scene for an unlim ited

am ount o f time.

A ccessing application program files lets the user have control over the story. This is in

sharp contrast to being able to upload and view anim ations in w hich the exploration o f

the scene is restricted to a fixed interval o f a pre-recorded sequence, the anim ator

w ould have to have m ore fram es, increasing the size o f the data file that must be

transferred. C A V E view adds stereo, realism , interactivity, sound to view ing 3D objects

in w eb brow sers w ithout the cost o f large anim ation files.

W eb brow ser give access to hypertext docum ents on the internet, m ost o f w hich

contain prim arily text and inline images. H ow ever som e docum ents contain high

resolution im ages, audio clips, anim ations and video sequences. The web brow sers

present these docum ents by invoking an external viewer, such as xv, ghost view, or

mpeg. W eb brow ser serve as an interface to view er by locating retrieving and storing

the data and calling the view er with the appropriate arguem ents. V iew ers have specific

control functionality that allow s the user to modify or change the view ing param eters

o f an im age, anim ation or sound. The user may be able to change colour size or crop

an im age, replay an anim ation at different speeds, or view the anim ation backward.

Recently the w eb brow ser added form s support, w hich allow s the users to input

param eters and to receive back inform ation reflecting those choices. “A user m ay

request an im age o f the US w eather system designed to his or her own specification.

C A V E view expands this kind o f user driven data and inform ation gathering system to

three dim ensional com puter graphics and virtual reality by presenting interactive

C A V E applications w ithin the web b ro w ser's HTM L docum ents." (100 Vacca)

T he CAVE

The CAVE (Cave A utom atic Virtual Environm ent) is a virtual reality environm ent

designed and im plem ented at the Electronic V isualisation Laboratory at the University

o f Illinois at Chicago. The CAVE is a surround screen, surround sound , projection

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cube, w here im ages are rear projected in stereo on two or three walls, and dow n

projected onto the floor. The view er explores a virtual w orld by m oving around inside

the cube and grabbing objects by the w and, the C A V E input device. In the CA VE high

resolution stereoscopic images are generated by a Silicon G raphics w orkstation or

m ultiple w orkstations and are rear projected onto several walls and there projected

onto the floor. Several people can be in a CA V E sim ultaneously, all w earing stereo

glasses. One person is tracked, and as he or she m oves in the CAVE, the correct

perspective and stereo projections o f the environm ent are updated to m atch the

person’s viewpoint. ‘T h e rest o f the participants are passive viewers, as though

w atching a 3D movie. ’ (99, V acca)

Surrogate T ravel

This area describes several ways to use a com puter generated environm ent (virtual

reality) with the w eb browsers. Tw o approaches are taken. The first is to allow the user

to interact with

a virtual environm ent displayed as part o f the w eb brow ser’s

docum ent, an inline image. The second is to create an independent process with which

a user can have high bandw idth interaction( real-tim e m anipulations w hich can drive

the web brow sers remotely).

Inline G raphics Surrogate Travel

Using the inline graphics m ethod o f surrogate travel, the user is presented with a

graphic that visualises a first person point o f view (PO V ) in the m iddle o f a web

brow ser page. In addition to the graphic, the page contains buttons that allow the user

to control m ovem ent through the space in a virtual manner. W hen a button is selected,

the user moves through the space and the graphic is updated.

In the initial version o f this experim ent, each scene was hard coded into a separate

HTML page. Subsequently, a m ore extensive version (allow ing m ore com plete travel

through the room) was developed and called the virtual corridor. In this version the

user's m ovem ent com m ands interact with a CG l-bin com m and that com putes the

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External G raphics Surrogate Travel

Using this technique o f surrogate, the user is presented with a com pletely separate

application. This application drives the W eb brow sers via rem ote control. The

principle advantage is that the user is able to m anipulate and com m unicate in a 3D

environm ent in real tim e, using all o f the resources and perform ance o f the graphics

w orkstation and independently o f the netw ork bandw idth. The disadvantage is the

loose coupling o f the separate application with the W eb brow ser and the need for a

separate user interface.

The existing test application is a m odification o f the Scene V iew er, the O pen Inventor

application provided by Silicon G raphics. The Scene V iew er program was m odified to

interpret object labels that are URLs. The URL is sent to a script that generates the

appropriate UNIX signal, causing the w eb brow ser to go to the URL in the label.

Im m ersive T echnologies

NCSA tries to provide a variety o f VR technology to give users the opportunity to

experim ent with various im m ersive m odalities. “NCSA is collaborating w ith the

Electronic V isualisation Lab (EV L) at the UIC to create a CA VE at N CSA to develop

both an em ulation interface and an Explorer m odule interface for the C A V E.”

( http://www.ncsa uiuc.eduW iz/VR/vr_hom epage.htm O

E m erging Technologies

Since VR Internet technology is very scarce and lab tim e is at a prem ium , NCSA

hopes that by allow ing m uch o f the developed to be taken off-line, the VR labs will

have a higher rate o f being used for experiencing and experim enting with virtual

environm ents on the Internet. " O f course, occasionally developm ent m ust talk place in

the lab. Testing the stereo algorithm s o f a program , for instance is best done by

w earing the equipm ent instead o f passing otT an interactive gam e screen as real V R.”

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situations when a group o f people are w riting and testing code during the sam e time

fram e, as in a classroom or training environm ent.

The D iaspar V irtual Reality Network

Founded in 1991 by D avid M itchell the purpose o f the D iaspar virtual reality network

is to provide quality “ VR Edutainm ent (or educational entertainm ent on the Internet)” (

121 V acca) on the Internet. Education should be fun, and the best way to learn is by

sharing inform ation, products and services w ith others on the Internet.

D iaspar is an experim ental system focused on “learning by doing. This m eans that it is

not focused on projects w ith specific com pletion dates o f finite goals but rather on

evolving exploration and growth. Today the netw ork has the following:

V-nets - system s run by independent operators offering special services, products

and inform ation.

V ideo and graphics - online video im ages and graphics using Dmodem.

T eleoperations - the ability to rem otely control m odel vehicles.

Talk lines for live chat, conversation and com m unication.”

(Source: w w w .diaspar.com )

Virtual N etw orks

Virtual netw orks (V -N ets) are being added on D iaspar to m eet the interests o f

m em bers in various areas. Each V -Net has a system operator (sysop) that rents the

Vnet from the D iaspar for the purpose o f conducting business on the Vnet. V nets are

m uch like bulletin boards(bbs), except the sysop does not have to deal with ow ning

hardw are, softw are and m odem s to run the bbs. So a V net is a way for som eone who

wants to provide inform ation and products to D iaspar m em bers to have an online

office or store.

Diaspar currently has six Vnets open to all m em bers and additionally Vnets are added

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D iaspar Lobby - system inform ation and conference areas on virtual reality and

events: file areas with D m odem s and POLY

LT M l - Lunar Teleoperations Model 1

Planetary Society - the O nline Planetary Society

SenseS - SenseS virtual reality product support

Verdi - Verdi interactive product support

Precision System s - online events and softw are products”

(124, V acca)

Text Based Virtual Environments as a communication medium

M UD

The list o f virtual realities on the Internet w ould be incom plete w ithout the m ention o f

M UDs and MOOs. T Erickson in his paper - From Interface to Interplace: addresses

the future potential o f use o f spatial interaction for hum an interaction or as a metaphor.

How com puters can interact in providing a m etaphor for hum an interaction in real

space taking exam ples from M UDs i.e. m ulti-user dungeons w hich are text based

virtual realities.(Erickson)

M UD stands for M ulti-user dungeon although som e other nam es include M ulti-user

Dim ension or m ulti-user dialogue w hich in my opinion is the m ost appropriate yet it is

much more than that i.e. it is a text based virtual reality or multi user interactive fiction

programmes.

But the most im portant attribute is the ability o f a M UD to support com m unication.

M ost interestingly, people converse, chance m eetings occur, room s are constructed,

objects are created things are discussed or said.

'Three m ajor factors distinguish a M UD from an A dventure style com puter game

though: A M UD is not goal-oriented, it has no beginning or end, no score and no

notion o f w inning or success. In short, even though users o f M UDs are com m only

called players, a M UD isn 't really a gam e at all.” (Rosenberg)

MUDs began as a text based com puter gam e in the 1970s w here one could hunt

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M ellon U niversity constructed a M UD w ithout m onsters or w eapons but a place where

people could gather and talk and extend the M UDs structure by using a built in

program m ing language.

M UDs have been rediscovered recently and have attracted interest from m edia, science

and com m unications and hum an-com puter interaction. “A recent talked about exam ple

is M ediaM oo the M ud at MJT M edia Lab. There are around 200 to 250 M UDs active

on the Internet. There are at least 20,000 people using M UD s every w eek.” (Erickson)

M O O

M oo (M UD object-oriented) is now being w idely used by the research com m unity to

support collaborative work, due to the ease o f m odifying the virtual reality

environm ent to support scholarship and sharing o f inform ation.

The M OO W ebsite server is distributed by X erox PA R C(Palo A lto Research Center)

through its study o f collaborative com puter systems. A lthough a large num ber o f

M OOs are still devoted solely to socializing, M OO system s have been established at

the M edia Lab, the U niversity o f V irginia (postm odern theorists), CalTech

(astronom ers) and the W eizm ann Institute o f Science in Israel (biologists).

H ypertext in the M OO

It w as apparent the M OO system , could be easily m odified to create a hypertext

fictional VR environm ent, since the M OO architecture o f room s connected by various

passages could correspond to the hypertext architecture o f nodes connected by links. It

seem ed that it w ould be especially interesting to transform “ Storyspace” (130 Vacca)

docum ents into a MOO. This w ould keep the structural and narrative elem ents o f the

docum ents yet provide for the possibility o f additional richness by the social

environm ent. 'W riters could m eet their readers in their in their text and engage in

im m ediate dialogues with them , or w riters could arrange to m eet and w ork on

(24)

___

0 i?i Wlp7 >www.pi« ad u /~ |fg st7/M 0 0 cen«;ral.htmi

i^ S tw tl ^ PIPE<W J î j g W e U c a p e - [MOO C o ... jg-untitled - P a N

Fig 2.4: Moo

(25)

Discussion

In the concluding part o f this section som e applications o f VE as a m edium o f

com m unication and inform ation delivery on the Internet w ere discussed to reveal that

as a field it needs further developm ent, merely having virtual environm ents on Internet

sites is not enough. They need to perform in term s o f effective delivery o f content and

inform ation and enabling com m unication that is not cum bersom e to use. The sites are

not only slow to dow nload but slow to run even on a fast network because o f the size

o f the files.

The present virtual w orlds need m ore input in term s o f design o f scenes to m ake them

m ore realistic. VE on the Internet at present is largely exploratory in nature and m ore a

vehicle for learning for new m edia than a carrier o f content. H ow ever V nets prom ise to

be popular m eans o f com m unication over the Internet in the near future judging by the

(26)

Chapter 3

The aim o f chapters 3 and 4 is to put the argum ent o f ‘Virtual Environm ents as a

medium for effective com m unication and inform ation delivery', to test by first

constructing a VE model for Internet, and then surveying its effectiveness in the light

o f a textual docum ent to dem onstrate the results.

Methodolgy

- To create a virtual environm ent for an organisation for use on the Internet:

To identify the design param eters for the VE m odel

-

To identify the program m ing language to construct a VE for use on the Internet

To point out the lim itations o f the VE site

-

To test the VE for its effectiveness for com m unication and inform ation delivery

betw een the user and the organisation

-

To d efine the experim ent - survey

To collect and collate the data

-

To analyse the data

To discuss the data

-

To identify the lim itations o f the survey

Construction of a Virtual Environment Model for Internet

The purpose o f this section is to construct a Virtual environm ent w hich can enable

com m unication and deliver inform ation betw een a user and an organisation on the

Internet.

The organisation chosen for this study is a financial institution simply

because the author is conversant with the subject and has experience in providing

(27)

Design Parameters

The virtual environm ent model consisted o f the following spaces:

m ain room, an

entrance and tw o secondary rooms.

The entrance view point was set to be at the entrance space ju st before the main room.

In the m ain room links appeared as posters on the walls. The “p o s te r’ links were

docum ents constructed using HTM L and served as inform ation sources o f various

services o f the financial institution. The linked infonnation sources w ere taken from an

already existing H TM L site designed by the author for M idland and G eneral, a

financial

institution

offering

various

kinds

o f

loans

and

services.

( w w w .digitalportfolios.com /purple2.htm l)

Purpose for choosing VRML to program VE for use on Internet

Guidelines o f VE model for use on the Internet

platform independence,

extensibility and

ability to w ork well over low -bandw idth connections (224, Vacca)

VRM L m et all the above requirem ents. As with HTM L, these are absolute

requirem ents for a network language standard. The developers o f VRM L decided that

VRM L w ould not be an extension o f HTM L, w hich is designed for text, not graphics.

Also VRM L requires even more finely tuned netw ork optim isations than HTML. It is

expected that typical VRM L scene will be com posed o f m any inline objects and served

up by m any m ore servers than a typical HTM L docum ent. M oreover, HTM L is an

accepted standard with existing im plem entations. To im pede the HTM L design

process with VRML issues and to constrain the VRM L design process w ith HTML

com patibility concerns w ould do both languages injustice. “As a network language,

VRML will succeed or fail independent o f H TM L." (224, Vacca)

Because o f the above technical advantages VRML 2.0 "is in the process o f being

(28)

that it will becom e universally accepted for creating VE on the Internet. Therefore

VRML was an obvious choice to create a VE on the Internet.

VRML is designed for use on low -end m achines over low bandw idth networks and

polygon count and file sizes are im portant considerations. Converting existing 3D

m odels into VRM L via file translators does not usually yield good results.

Tw o unique features o f VRM L that help m anage these concerns are the LOD (level o f

detail) node and inline node.

The LOD allow s the user to specify m ultiple

representations o f objects at varying com plexities. The version o f the object that is

displayed is chosen autom atically, based on the distance betw een the object and the

view er’s eyepoint. Effective use o f LOD node greatly im proves graphics perform ance

by helping to lim it the total num ber o f polygons displayed at any one time.

The inline node points to other VRM L files and can be used to break up large VRML

files into sm aller pieces. As a VRM L file is being read into the user’s machine, the

brow ser interprets the file and builds the appropriate geometry. W hen the brow ser

encounters an inline node in the VRM L file, it begins fetching this new piece. In the

m eantim e, the user can begin navigating through the scene even w hile it is being

constructed. This is especially useful if the user has a low bandw idth network

connection.

W hen inlines are w rapped inside LODs, a double advantage occurs. If the user

happens to navigate aw ay from the location o f an inlined part o f the scene and never

activates the LOD that contains this inline, the brow ser will not even attem pt to load

that part o f the scene across the network. This is especially efficient, since it reduces

(29)

VRML Browser Standards

Browsers should im plem ent every VRM L feature but not all the ones available today

do so. Following are som e o f the VRM L browsers:

Cosmo Player (PC Brow ser)

W ebspace from SGI and Tem plate G raphics (U nix and W in/NT brow ser based on

Open Inventor)

W ebfx from Paper Inc. (PC brow ser not based on O pen Inventor)

W orldview from Intervista (PC brow ser not based on Open Inventor)

Elements of the VE model

(Source code - A ppendix)

Polygons

Shapes in a VRML w orld are m ade o f polygons. The m ore com plex a shape, the m ore

polygons are required. A cube, for exam ple, is typically com prised o f ju st tw elve

polygons, since each side is m ade o f tw o triangles. In contrast a seem ingly simple

sphere requires m ore than 200 triangular polygons. As m ore objects are added to a

world, the polygon count for that w orld increases. Each tim e a user’s view point

changes in the VRM L w orld, the brow ser has to redraw the scene. The m ore polygons

the w orld contains the longer the redraws take. Therefore. Low polygon counts are one

way to increase the user’s navigation speed.

Textures

VRML allows the textures to be m apped onto shapes. Textures used in a VRM L w orld

may increase its size considerably. This will effect both dow nload and redraw times.

Therefore, if textures are used, small textures are desirable as one way to keep

dow nload tim es low and navigation speed high. Also, textures used in VRM L worlds

will require fewer client resources if they use few er colours.

Coloured textures w ere created in Photoshop using only two colours to keep file sizes

(30)

W alls Fig 3.3

C eilings Fig 3.2

Floors Fig 3.4

Instancing

O nce defined, objects may be reused in a VRM L world. This technique can help to

keep a w o rld 's file size small. O nce defined, an object can be used again, once or

many times. This technique is called instancing. Though there are som e lim itations to

instancing, its use can m ake your VRM L code easier to w rite and m aintain, and your

VRM L w orlds easier to dow nload.

Level o f Detail

In the real w orld as you get closer to an object, m ore details becom e visible. Level o f

detail(LO D ) m akes this possible in VRML worlds. The LOD node determ ines w hich

objects will be visible w ithin defined ranges o f coordinates w ithin the VRM L scene.

This perm its both special effects and realistic simulations.

Inlines

O ther w orld files may be “ pulled into” a w orld to help create a VRML scene. W hen

used this way, these files are called inlines. The W W W Inline node is used to refer to a

world file to included and, optionally to display a binding box to show the user w here

the object, or objects will be positioned before they are rendered. The inlines used in

the m odel w ere five H TM L files on the follow ing inform ation; U nsecured Loans,

Secured loans. Com pany profile, Interest rates, e-m ail webmaster.

Compression

The larger the VRML w orld file, the longer it takes to download. W orld files may be

com pressed, using utilities such as GZIP. If a VRM L brow ser recognizes the file type,

(31)

etscape

-Edit View Go Bookmarks Options Directory % n d o w Help

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r M Home : Reload ; Wage's : Open ; Print ; Find

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(32)

F jV 3 .2 -C tiU M 6

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TEXTURE

t e x t u r e

TEXTURE

etscape - [fiie:///C W B M _G O L D /B A N K /N E W B A N .W R L]

Edit View Go Bookmarks Options Directory W indow Help

4 * ! ! & 1

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Back 1 Home ^ Reload ! Open : *N n , 1 Find :

Location;lfile:///CWBM GOLDÆANK/NEWBAN.WRL

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(33)

ks Options Directory W indow Help

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(34)

Performance

“Even the most enthusiastic user has limited patience for a slow Web page. This is a

key concern for VRML authors, since VRML is based on computation-intensive 3D

graphics and may incorporate other resource-intensive media. As with HTML

documents, download time is an important factor in VRML world creation. A VRML

world may require greater client system resources once downloaded. A fast browser

will offset this to some extent, but its important to construct VRML worlds efficiently.

(35)

Chapter 4

The aim o f this section is to conduct a survey to test the VE site constructed in the last

section, as a medium of communication and information delivery between the user

and the organisation. The results will then be analysed and discussed in the latter part

of this section.

Defining and designing the survey

Presently, on the Internet textual sites are predominantly the means of communication

and information delivery for organisations like banks. Therefore the survey was

designed so that the users not just judged the performance of the VE site in isolation

but also in comparison to a textual site.

Ten users (samples) were asked to view and navigate through the two sites: The VE

site for a financial institution constructed in the last section (Figs. 4.1 and 4.2) and a

textual site (Figs 4.3 and 4.4) already present on the Internet programmed in HTML by

the

author

for

Midland

and

General,

a

financial

organisation.

(www.digitalportfolios.com/purple2.html)

Both the sites contained the same information through hyperlinks therefore using the

same set o f icons. Description of Links used in both the environments:

Unsecured Loans

Secured loans

• Company profile

Interest rates

(36)

F ig 4 . 1 T H E MhiVl R.OOW OF THE VR.ML MO PEL,

elscape - [file:///C|/WBM_GOLD/BANK/NEWBAN WRL]

View Go Bookmarks Options Directory Window H«

> & ; ï H . :

m i

C$fO a ^ !

sfik'l^ Fonv&rT Home i Reload In sjK .-,, Open i Pnmt Rnd i-'l

Location: | file:///C|/WBM_GOLD/0ANK/NEWBAN.WRL

hat's New? | What’s Cool? | Destinations j Net S e a r c h L People j Software

[N etscape - |tile:///C L .. ^ Microsoft Photo Editor • {tig9|

(37)

MAIN PA6E

OF

TEXTUAL

p

( 0

4 . 3

-

STRUCTURE OF T H E TEXTUAL SITE

0 Bookmarks Options Directory Window Help

pie Loans]

è

Home

WU '■

Reload ' Open i Print j Find

1

).7/www. digitalportfolios. com/purple2. html

What's Cool? I Destinations I Net Search I People ] Software

U n s e c u r e d

loans

Completive I Company I :

ë-mail

interest rates I

pr^iRiè

webmaster

AND&GENfRA)

of Finance Brokers L td and F .I S. A

25K (at 6 .4 l^ s e a 4 s e c s remaining)

(Dial

I etscape - [Purple L. ..

untitled - Paint

(38)

F ( 6

l i - S -

A,»OVE U N K S VOERE

(39)

Q u e s t io n n a ir e

(Given: AU the subjects have the required p lug-in - C osm o player)

1 On a scale o f I to 4 w h e r e 1 is easy and 4 is difficult, please describe the task o f

finding and applying for “secured loa n s” in the t w o f o llo w in g sites:

Text based site

Virtual Environment site

2. On a scale o f 1 to 4 w h e r e 1 is easy and 4 is difficult, please describe the task o f

finding information on “ Interest rates” in the t w o fo llo w in g sites:

Text based site

Virtual Environment site

3 H o w many services d o y o u rem em ber w e r e available in the f o llo w in g sites:

Text based site

Virtual Environment site

4 G iven a c h o ic e w hich o n e w o u ld y o u prefer to use in a hurr\:

Text based site

Virtual Environment site

5. W hich site w o u ld y o u prefer as an alternative to g o i n g to a high street bank:

Text based site

(40)

Analysis of the survey

C hoice o f sam ples

Samples w ere chosen on the basis that they were used to using Internet and that they

already had the Cosm oplayer plug-in for view ing the VE site.

Part 1

In the first part o f the questionnaire (Fig 4.6) ten subjects w ere

given the task o f

finding and applying for “secured loans” in the tw o sites. They w ere asked to describe

the task on a scale o f 1 to 4 w here 1 is easy and 4 is difficult.

The results were then tabulated and the m ean was calculated:

Easy -1

2

3

Difficult 4

person 1

1

person 2

2

person 3

2

person 4

3

person 5

2

person 6

1

person 7

2

person 8

3

person 9

4

person 10

1

virtual environment site

mean value =

2.1

Fig 4.7 Result o f VE site o f part 1 o f Q uestionnaire

subjects

easy -1

2

3

difficult - 4

person 1

1

person 2

2

person 3

2

person 4

3

person 5

4

person 6

2

person 7

1

person 8

4

person 9

1

person 10

text based site

mean value =

3

2.3

Fig 4.8 Result o f Text site o f part 1 o f Q uestionnaire

(41)

Part 2

In the second part o f the questionnaire (Fig 4.6) subjects were given the task o f finding

inform ation on “Interest rates" in the two sites. They w ere asked to describe the task

on a scale o f I to 4 w here I is easy and 4 is difficult.

The results w ere then tabulated and the m ean was calculated:

subjects

easy -1

2

3

difficult - 4

person 1

1

person 2

1

person 3

1

person 4

2

person 5

3

person 6

4

person 7

2

person 8

2

person 9

2

person 10

2

Virtual Environment site

mean value = 2

Fig 4.9: Result o f Virtual Environm ent site o f part 2 o f Q uestionnaire

1 2

difficult - 4

person 1

person 2

1

2

person 3

2

person 4

3

person 5

person 6

1

3

person 7

4

person 8

2

person 9

4

person 10

2

text based site

mean value = 2.4

Fig 4.10: Result o f Text site o f part 2 o f Q uestionnaire

(42)

Part 3

In the third part o f the questionnaire (Fig 4.6) subjects w ere given the task o f

rem em bering after view ing the sites; how many services w ere available in both the

sites. This question was asked to determ ine how the tw o environm ents perform ed in

delivering inform ation about the organisation, as there were equal num ber o f services

available in both the sites.

The results w ere then tabulated and the mean was calculated;

VE

Text

person 1

4

2

person 2

4

3

person 3

2

2

person 4

4

5

person 5

5

5

person 6

3

2

person 7

4

3

person 8

5

5

person 9

4

4

person 10

5

5

total

40

36

mean

4

3.6

Fig 4.11 Part 3 o f Q uestionnaire

(43)

Part 4

In the fourth part o f the questionnaire (Fig 4.6)

subjects w ere given the task o f

choosing which site they w ould prefer to use if they w ere in a hurry.

The results w ere then tabulated and calculated:

VE

Text

person 1

1

person 2

1

person 3

1

person 4

1

person 5

1

person 6

1

person 7

1

person 8

1

person 9

1

person 10

1

total

4

6

Fig 4.12 Part 4 o f questionnaire

Total number o f people choosing Textual site if they w ere in a hurry = 6 w hich is more

than the num ber o f people choosing the VE site if they w ere in a hurry = 4.

Part 5

In the fifth part o f the questionnaire (Fig 4.6) subjects w ere given the task o f choosing

w hich site they w ould prefer to use as an alternative to visiting a high street bank.

The results w ere then tabulated and calculated:

VE

Text

person 1

1

person 2

1

person 3

1

person 4

1

person 5

1

person 6

1

person 7

1

person 8

1

person 9

1

person 10

1

total

6

4

Fig 4.13 Part 5 o f Q uestionnaire

Total number o f people choosing VE site as an alternative to a high street bank = 6

(44)

D iscussion

In the first part o f the questionnaire (Fig 4.6) ten subjects w ere given the task o f

finding and applying for 'secured loans” in the tw o sites. They w ere asked to describe

the task on a scale o f 1 to 4 w here 1 is easy and 4 is difficult.

As the M ean o f Text site=2.3 is greater than that o f VE site=2.1, therefore it can be

inferred that the users found it easier to apply for “ secured loans” in the VE site than

they did in the textual site. The VE site perform ed better than the textual site as a

m eans o f com m unication between the user and the organisation.

In the second part o f the questionnaire subjects w ere given the task o f finding

inform ation on “ Interest rates” in the two sites. They w ere asked to describe the task

on a scale o f 1 to 4 w here 1 is easy and 4 is difficult.

As the Mean o f T ext site=2.4 is greater than that o f VE site=2.0, thus it can be

inferred that the users found the infonnation that they were looking for, m ore easily in

the VE than they did in the textual environm ent; the interactive 3D interface o f the VE

site performed better in the delivering inform ation about the organisation - a financial

institution in this case, to the users. The users in the VE may have follow ed their

intuitive know ledge in navigating through a space w hile looking for som e particular

information. It is also possible that they w ere m ore aw are o f their surroundings in the

VE site than in the Textual site.

In the third part o f the questionnaire subjects w ere given the task o f rem em bering after

view ing the sites; how m any services w ere available in both the sites. This question

was asked to determ ine w hich environm ent perform ed better in delivering inform ation

about the organisation as there w ere equal num ber o f services available in both the

sites.

As the Mean o f T ext site=3.6 is less than that o f VE site=4.0, it can be inferred that on

an average more people rem em bered m ore inform ation about the organisation in the

VE than in the textual site. Thus it re-entbrces the argum ent in the second part that the

users were more aware o f their surroundings in the VE as they registered more

(45)

In the fourth part o f the questionnaire subjects w ere given the task o f choosing which

site they w ould prefer to use if they w ere in a hurry.

Total num ber o f people choosing Textual site if they were in a hurry = 6 w hich is m ore

than the num ber o f people choosing the VE site if they were in a hurry = 4.

This could be for various reasons and the main one being the dow nload time. As the

site consists o f w orlds wxitten in VRML this considerably increases the down load

time. Thus the size o f VE file proved to be a m ajor drawback. Also, on an average-

speed connection VE w orlds are not only slow to dow nload but slow to run and

navigate through.

U nder ordinary circum stances w here people w ould have to dow nload a plug-in

specially to view the site w ould also prove to be drawback. Thus if the user had to find

inform ation on an organisation in a hurry he/she w ould find the dow nload tim e to be a

deterrent in using the VE on the Internet.

In the fifth part o f the questionnaire subjects were given the task o f choosing w hich

site they w ould prefer to use as an alternative to visiting a high street bank.

Total num ber o f people choosing VE site as an alternative to a high street bank = 6

w hich is m ore than the num ber o f people choosing the Textual site = 4.

It can be inferred in this part that as more people chose to use the VE site than the Text

site as an alternative to doing banking in a high street branch, the VE site proved to be

Figure

Fig 2.2; Inline Image Surrogate Travel
Fig 2.3: External Graphics Surrogate Travel
Fig 2.4: Moo
Fig 4.7 Result of VE site of part 1 of Questionnaire
+4

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