Virtual Applications: Applications with Virtual Inhabited 3D Wodds Springer-Verlag London Ltd. Peter Andersen and Lars Qvortrup (Eds) Virtual Applications Applications with Virtual Inhabited 3D Worlds i Springer Peter Andersen Department of Computer Science, Aalborg University, Denmark Lars Qvortrup Department of Literature, Culture and Media, U niversity of Southern Denmark, Denmark British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Library of Congress Cataloging-in-Publication Data Virtual applications: applications with virtual inhabited 3D worlds / Peter Andersen and Lars Qvortrup (eds.) p.cm. Includes bibliographical references and index. ISBN 978-1-84996-891-1 1. Human-computer interaction. 2. Virtual reality. I. Andersen, Peter B0gh. II. Qvortrup, Lars. QA76.9.H85V5352003 006.8--dc22 2003061742 Apart from any fair dealing for the purposes of research or private study, or criticism or review, as permitted under the Copyright, Designs and Patents Act 1988, this publication may only be reproduced, stored or transmitted, in any form or by any means, with the prior permission in writing of the publishers, or in the case of reprographic reproduction in accordance with the terms of licences issued by the Copyright Licensing Agency. Enquiries concerning reproduction outside those terms should be sent to the publishers. ISBN 978-1-84996-891-1 ISBN 978-1-4471-3746-7 (eBook) DOI 10.1007/978-1-4471-3746-7 Springer-Verlag is part of Springer Science+ Business Media springeronline.com © Springer-Verlag London, 2004 Originally published by Springer-Verlag London Limited in 2004 Softcover reprint of the hardcover l st edition 2004 The use of registered names, trademarks etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant laws and regulations and therefore free for general use. The publisher makes no representation, express or implied, with regard to the accuracy of the information contained in this book and cannot accept any legal responsibility or liability for any errors or omissions that may be made. Typesetting: lan Kingston Editorial Services, Nottingham, UK 34/3830-543210 Printed on acid-free paper SPIN 10880478 Contents List of Contributors VB Introduction Peter Bogh Andersen and Lars Qvortrup 1 The World in the Computer 2 VR for Decision Support in Urban Planning Erik Kjems .................. . 13 3 Virtual Reality and Habitats for Learning Microsurgical Skills lens Haase, Peter Musaeus and Egil Boisen ........ . 29 4 Theatrical Virtuality - Virtual Theatricality Niels Lehmann and lanek Szatkowski 49 5 Supporting Interactive Dramaturgy in a Virtual Environment for Small Children Claus B. Madsen 89 6 3D Technology in Design and Production Anders Drejer and Agnar Gudmundsson . .. ........ 117 2 The Computer in the World 7 Habitats for the Digitally Pervasive Wodd Daniel Chien-Meng May and Bent Bruun Kristensen .. 141 8 Lessons From Being There: Interface Design for Mobile Augmented Reality lesper Kjeldskov ........ . ....... . .. . . .... 159 v vi Contents 9 Modelling Moving Machines Peter B~gh Andersen and Paile Nowack .......... 189 10 Wayfinding, Ships and Augmented Reality Michael May ............... . .. 212 11 Conceptual Abstraction in Modelling With Physical and Informational Material Bent Bruun Kristensen, Daniel Chien-Meng May, Paile Nowack ............... . 234 Author Index 258 List of Contributors Peter B0gh Andersen Agnar Gudmundsson Department of Computer Science Department of Production Aalborg University Aalborg University Fr. Bajersvej 7E Fibigerstrrede 16 DK-9220 Aalborg 0. DK-9220 Aalborg 0. E-mail: [email protected] E-mail: [email protected] Website: http://www.cs.auc.dk/ Website: http://www.iprod.auc. -pba/ dk/internet/i9-visitkort/agnar gudmundsso.htm Eigil Boisen Department of Health Science Jens Haase and Technology Department of Health Science Aalborg University and Technology Fr. Bajersvej 7D-l Aalborg University DK-9220 Aalborg 0. Fr. Bajersvej 7D-l E-mail: [email protected] DK-9220 Aalborg 0. Website: http://www.hst.auc.dk/ E-mail: [email protected] Website: http://www.smi.auc.dk/ Anders Drejer members/jph/ Aarhus Business School Department of Organisation and Jesper Kjeldskov Management Department of Computer Science Haslegaardsvej 10 Aalborg University DK-821O Aarhus V Fredrik Bajers Vej 7 Denmark DK-9220 Aalborg 0 E-mail: [email protected] E-mail: [email protected] Website: http://www.cs.auc.dk/ -jesper vii viii List of Contributors Erik Kjems Daniel May VRMedia Lab Maersk Institute Aalborg University University of Southern Denmark, Niels Jernes Vej 14 Odense DK-9220 Aalborg 0. Campusvej 55 E-mail: [email protected] DK-5230 Odense M Website: http://www. vrmedialab. E-mail: [email protected] dk Website: http://www. thedanielmay.com Bent Bruun Kristensen Maersk Institute Michael May University of Southern Denmark, LearningLab DTU Odense Technical University of Denmark Campusvej 55 Building 101 - DTV DK-5230 Odense M Anker Engelundsvej 1 E-mail: bbkristensen@ DK-2800 Kgs. Lyngby mip.sdu.dk E-mail: [email protected] Website: http://www.mip.sdu.dk! Website: http://www.maritime -bbk hfe.com Niels Lehmann Palle Nowack Institute for Aesthetic Studies Maersk Institute Department of Dramaturgy University of Southern Denmark, University of Aarhus Odense Langelandsgade 139 Campusvej 55 DK-8000 Aarhus DK-5230 Odense M E-mail: [email protected] E-mail: [email protected] Website: http://www.nowack.dk Peter Musaeus Psykologisk Institut Lars Qvortrup Asylvej 4 Department of Interactive Media DK-8240 Risskov University of Southern Denmark, E-mail: [email protected] Odense Website: http://www.psy.au.dk! Campusvej 55 DK-5230 Odense M Claus B. Madsen E-mail: [email protected] Computer Vision and Website: http://www.qvortrup. MediaTechnology info/ Aalborg University Niels Jernes Vej 14 Janek Szatkowski DK-9220 Aalborg 0. Institute for Aesthetic Studies E-mail: [email protected] Department of Dramaturgy Website: http://www.cvmt.dk/ University of Aarhus -cbm/ Langelandsgade 139 DK-8000 Aarhus E-mail: [email protected] 1 Introduction Peter B"gh Andersen and Lars Qvortrup The present volume differs from the earlier volumes in this series about virtual inhabited 3D worlds in two respects: as the title says, it is focused on applications (trains, ships, toys, urban planning, brain surgery, design and production, and educational material); but it also took an unexpected turn, partly because half of the chapters are about augmented reality and partly because the concept of a habitat, originally proposed by Daniel May, turned out to be useful in a number of chapters. In addition to this, the focus on applications raised the issue of evaluation criteria: what is a "good" virtual reality application? Is a "realistic" application (Le. an appli cation that looks like reality) better than an application that does not look like the real world? Not necessarily. For instance, the animals in the virtual environment for small children analyzed by Madsen don't look like real animals, but the application still works. So what are the criteria for good VR applications? 1.1 Virtual and Augmented Reality That augmented reality is closely related to virtual reality should come as no surprise: both technologies are based on a mapping between two coordinate systems. In virtual reality, the user's view point is mapped into the coordinate system of a virtual world, so that he sees what he would have seen had he been located at a certain position in the virtual world. In augmented reality, the mapping works the other way around: the user's position and orientation is now the point of departure, and the virtual world is presented in such a way that the user sees what he would have seen had the virtual object been located at a certain position in the real world. Therefore, augmented versus virtual reality is a matter of balance: is the real world strong enough to make the virtual one adapt, or does the virtual world succeed in forcing the user to see and hear according to its logic? The chapters in Section 1 of this book are about the world in the computer that users can enter, i.e. about virtual reality applications. In Section 2, the chapters deal with computer applications that are placed in the real world. In both cases, the 2 Peter Begh Andersen and Lars Qvortrup problem reminds one of Chinese boxes: one box must fit into another box. In some cases, pieces of the real world, including real users, are put into the computer appli cation's virtual world. Here the application provides real-world simulations in which users can act and navigate. In other cases, the computer application's virtual world is put into the real world in order to help users to navigate in the real world. However, in both situations, of course, the final aim is to help people perform better in the real world. For instance, a 3D brain model (cf. Chapter 3) is a virtual reality application that users can enter in order to practice their surgery skills, or simulta neously to navigate better in a real brain. The user goes from the real world into the virtual world in order to perform better in the real world. In the interface designs for mobile augmented reality analyzed by Kjeldskov in Chapter 8, the application "enters" the user's real world. The application's virtual world is being merged into a physical space supporting the real-world users' collaborative behaviour. 1.2 The Habitat Concept The proliferation of the concept of habitat is at bit more surprising. It was tenta tively suggested as a common framework at a meeting in spring 2002, and a number of authors, more or less reluctantly, tried it out in their work. As might be expected, the result was a number of variants, but still sharing the same kernel. One constant feature is the idea of a boundary with an inside and an outside (Brown, 1971). The conditions inside are markedly different from those outside, so what can be said or done inside cannot necessarily be said or done outside, and conversely. For very good reasons this notion is heavily stressed in Chapter 3, which deals with various kinds of surgery: macroscopic surgery in an operating theatre, micro-surgery and endoscopic surgery. It is also a major idea in the Chapter 9, which looks at information needs in railways. When one is inside the boundary, certain things can be done according to this particular habitat's conditions and rules of behaviour. But when one crosses the boundary (Le. makes a transition from one habitat to another), new rules apply. It is important for a well-functioning virtual reality or augmented reality computer application to support the user in understanding and managing these changes. Another recurrent feature is the idea of simplification, i.e. reduction of complexity. Once inside a habitat, one can ignore many choices and complications that are dealt with outside. This simplification may be a necessity in order to survive, but can also be counter-productive - even lethal. The former is stressed in Chapter 6, which discusses organizational habitats, characterized by specialized languages and modes of thinking, as an obstacle for developing efficient design and production processes; the latter is important in Chapter 10 on wayfinding on ships during maritime accidents. In such cases, passengers really live in small chunks of space and have difficulty in getting the overview that might help them to escape to the muster stations. Nevertheless, a useful "overview" is not necessarily a grand model of everything. On the contrary: overviews are often too complex and provide too much
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