Bespace: Realism and the Design of Virtual Space
Steve Guynup
University of Baltimore
10 East Biddle Street
Baltimore, MD 21202, USA
Tel: 1-443-257-7668
R. Russell Kinter
4980 Irene Dr.
Harrisburg, PA 17112, USA
Ron Broglio
Georgia Tech
686 Cherry Street
Atlanta, GA 30332 USA
ABSTRACT
One insight on realism and the nature of avatars, is the
cognitive divide that arises between behaviors and beliefs
that drive user interaction and the users ability to express
those behaviors and beliefs. This divide can be addressed
through the conflicting functionality of interfaces and
environments. In a sense, this new divide replaces the form
based construct of contrasting 2D against 3D with one
based on functionality. As form now follows function, it
becomes free of realistic constraints. Past failures are easy
to perceive though this new lens of a divided virtual
domain, though the divide of interfaces and environments.
Bespace is a synchronous web3D lecture hall and
performance system that seeks to tap the educational and
entertainment potential of virtual space. Its underlying
interactive methodology is focused on the efficient delivery
of information within the space. The entire virtual
environment is treated as a one interface. Principles of
human computer interaction are applied to the activities,
avatars, and architecture. The outcome is an environment
that utilizes the power of a digitally created reality and does
not sacrifice usability in pursuit of realistic appearances.
Bespace’s interactive methodology seeks to implement the
promises made by the early pioneers of virtual space.
A harder task is to refocus this abstraction forward into
practical application. Creating content, building new native
interactions and architecture, we can begin with film theory
and use Noel Carroll's construct of real world invention vs.
filmic convention. Unfortunately these ideas, individually
straightforward, are also sweeping and hold radical
implications. To appreciate them and Bespace requires an
exploration of the past and present state of virtual design
theory, through which Bespace can be fully understood. It
also requires a long look at realism.
ACM Classification: H5.2 [Information interfaces and
presentation]: User Interfaces. - Graphical user interfaces.
General terms: Design, Human Factors, Documentation,
Performance, Reliability, Experimentation, Standardization,
Theory
Keywords: web3D, X3D, virtual reality, distance learning,
education, avatar, multi-user, game, shared, simulation.
Bespace offers practical examples of a broad, abstract theory of virtual design, yet its full impact is difficult to express in current academic terms. Furthermore, the primary
example in this paper, Bespace as education hall, is only
one of several explorations of these underlying principles.
Other works include musical performances, poetry readings, and experiments in human cognition and communication. As a whole, these works revive the ideas of previous
generations of virtual design. In the early 1990's, abstract
visions of virtual cyberspaces with isovists and liquid architectures, were plentiful. Authors such as Michael Benedikt,
editor of Cyberspace: First Steps, would offer the following
dream-like viewpoint:
I. THEORY – FUTURE, PAST & PRESENT
The foundation for Bespace is the assertion that an avatar
is, in the abstract, a four dimensional point for data exchange (x,y,z and time) and that it is bound to an individual
user. The avatar is generally seen in the domain of realism,
as a humanoid representation endowed with gestural expression, but this viewpoint limits its functionality to a narrow band of realistic activity. To address the limits of realism, a second broad assertion must be made. Realism is not
a goal, but a means to achieve a goal. Realism is a method
of generating behaviors or beliefs within a user. These assertions, on realism and the nature of avatars, allow for
unique insights into questions of content development and
user interaction.
Cyberspace: Through its myriad, unblinking video eyes,
distant places and faces, real and unreal, actual or long
gone can be summoned to presence. From vast databases
that constitute the culture's deposited wealth, every
document is available, every recording is playable, and
every picture is viewable. Around every participant, this: a
laboratory, an instrumented bridge; taking no space, a
home presiding over a world. ... and a dog under the table.
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In the 1990's, developers and educators embraced these
idealistic views. Visions of virtual classrooms, immersive
learning programs, and museums built to situate knowledge
have been described in books, panels, and papers across the
academic spectrum. Computer scientists, architects, education specialists, literary theorists, and HCI scholars agree
that virtual space holds the potential to be a powerful educational tool. (Trindade, Fiohais & Almeidia 2002; Ware
2000; Winn, William & Jackson 1999; Murray 1997; Norman 1993; Benedikt 1992).
When realism interferes with the achievement of these
goals of entertainment, education, or achievement, the design discards or distorts the realistic elements accordingly.
Most developers recognize that realism holds a number of
problems, yet their response is often more editorial than
example based. None in the ACM, IEEE-VR, or the journal
Presence have dealt with the matter in depth and with examples. At best we see respected developers, such as Ivan
Poupyrev acknowledge myths – manipulation techniques
should be 6DOF and that we should focus new devices and
techniques. Poupyrev states that constraining the DOF and
moving away from 6DOF is needed. He states that it is possible to design virtual environments that maximize the performance of existing techniques. Both these suggestions
move us away from realism. Sadly he offered no examples
of these newly designed virtual environments and no principles to guide their development. Other researchers have
made similar remarks, and a few have offers somewhat
more in the way of guiding principles. In a 2003 paper entitled "Why Not Make 3D interfaces Better Than 3D Reality", well known HCI author Ben Shneiderman places the
obvious question in plain sight. It is worth noting that the
very fact that in 2003, the question of making 3D interfaces
better than reality is still just that - a question - highlights
the failure of the entire academic domain to move beyond
realism. In his paper, Shneiderman's advice is good, but
still somewhat general. Borrowing from his HCI experience
Shneiderman offers a number of guidelines for 3D development including:
• Minimize the number of navigation steps needed by
users to accomplish their tasks.
• Avoid unnecessary visual clutter that distracts from or
inhibits user tasks.
• Simplify object movement; use predictable paths and
less than 6DOF
• Organize groups of items into aligned structures for
easier access.
Unfortunately, how these guidelines could be implemented
is unclear. Examples and applications of even these basic
constructs is not offered. This is disappointing as Shneiderman himself suggests a look at novel interactive approaches but does not follow up on the matter. This problem extends out to academia as a whole. Web3D has over
ten years worth of work that runs the gambit of design possibilities. New and novel ideas, readily available online and
that have been displayed by major art institutions like the
Whitney and the Guggenheim are untouched by academia.
There are no critical, comparative papers discussing the
interactive and structural design of online worlds in the
ACM library. At best, we see lists of features, singular academic projects or narrow papers on interactive techniques –
similar to those of Poupyrev. Given the issues of content
and interactive development in virtual space, it is unforgivable that ten years worth of online work is undocumented,
unreviewed, destined to disappear without a trace and also
that comparative philosophy with a set of tangible design
examples that could provide a means to link disparate virtual projects, as noted by Manovich, is unavailable.
This potential remains untapped. The visionary viewpoints
melted into the mundane and excessively obvious. Scholars
have turned away from broad dreamscapes and applied
their energies towards the narrow goal of creating faux
physical realities. There has been economic and educational
success in this direction. Simulations of activities in physical space have proven their value. Flight simulators, military and police training, drunk driving simulators, and educational role playing games support experiential learning
and have many other practical benefits.
However, for the study of virtual space, the question of
visionary potential remains. The first sections of this paper
critically examines the existing virtual works in academic
structures such as the ACM, the IEEE-VR, and various
journals and conferences like SIGGRAPH, UIST and
Presence. Part III. Bespace: Form follows Function
discusses the Bespace project and its' offering of an
alternative theory of virtual space - a direction in which
"the rules of reality need not apply" (Sutherland, 1965).
II. REALISM ADDRESSED
Realism, Goals and Missing Research
It is not unusual for papers in the ACM library that cover
virtual space to declare that there is little research concerning their targeted area of interest. While these papers typically acknowledge that a great deal of research has been
done, they fail to explain why little research has been undertaken in their area of interest. Lev Manovich, in "The
Language of New Media" creates a plausible explanation
when he declares that there is no overall philosophy guiding the development of virtual space. Manovich states
ACM library holds a collection of narrowly focused, unrelated papers that can only be loosely grouped by a shared
goal of realism. These narrow explorations of virtual space
in the ACM library fail to build any unified understanding
of the medium. Despite a large body of work, designers
lack a foundation on which to build.
Mavovich, citing Bordwell's work on the development of
film, states that realism offers a tangible goal for hardware
and software development. Fast rendering, rich textures and
cast shadows are not unimportant; they are useful tools for
developers. From Bordwell, realism is a competitive edge
and plays a powerful role in the marketing of hardware and
3D engines. For content developers however, realism is not
the end goal. Their end goal is typically one or more of the
following: to educate, to entertain, or to accomplish a productive task. Realism is a only means to deliver that goal.
2
Examples of new and novel ideas are exposed by Bespace,
often to the extent that it addresses issues others may not
have seen as problematic. Additionally, Bespace, with its
avatar as a four dimensional point for data exchange and
realism as method mechanism, far exceeds the boundaries
of realistic behavior, and for those with a realistic mindset.
may be difficult to comprehend. This is hinted at as other
developers, armed with Poupyrev's and Shneiderman's advice, still fall prey to the allure of realistic interaction.
Figure 1 – Library at Adriane - (Sonstein, 1996)
Seeing a book in the Library at Adriane and understanding
its function may inspire the user's desire to thumb through
it. Yet, the user has no thumbs! The scroll-wheeled, twinbuttoned mouse is no replacement for an adaptable, sensitive, and expressive human hand. A mouse offers only
scrolling values along the x and y planes. A hand gives a
full six degrees of freedom for both the object and its pivot
point. This addition of a mobile pivot point gives the human hand 9DOF not 6. Putting this type of expectation on
mouse and keyboard is at best clumsy and at worst frustrating and a failure. Simple interactions required by the
physical world are often unwieldy in the simulated world
embedded in the computer screen.
The Problematic Allure of the Real
The 2005 UIST conference offered a call to solve the problem of 3D interaction. A competition was proposed and
new and novel ideas were specifically requested. The task
that was proposed as the test however was problematic. The
task involved the moving of virtual silverware from a virtual kitchen counter to a virtual dining room table. While
the improvement of object selection, manipulation in 6DOF
and navigation of space is important, the baggage of realism has closed off the structure of the environment and the
objects themselves to Poupyrev's and Shneiderman's suggested improvements. Silverware, knives and spoons are
objects that were invented to fit the human hand and assist
the physical task of eating. In virtual space, neither the
hand or the need to eat is present. Borrowing from popculture convention - there is no spoon. In designing interaction around a spoon one can only assume a realistic, simmlike function. The spoon would be carried by a fake avatar
hand and used to lift faux food from a virtual plate. The
placement of this non-existent spoon is dictated not by what
is best for a user but by the imposed rules of the realism
which states that items to be touched should be placed on a
platform that allows easy access by a hand, which is attached to an arm on a physical body. Contrast this with the
real reality, in which a user interacts in virtual space
through mouse, keyboard and screen. Here a divide
emerges for the developer, as they must choose to design
for a faux hand, arm and body - that exist in the environment or see the space as interface and add elements and
interactions optimal to mouse, keyboard and screen. While
game designers generally resolve this by placing environments in interfacial frames, the trend seems to be one of
losing the frame.
While some scholars may offer object manipulation strategies for interacting with the book, the computer in the Library at Adriane exposes an interactive truth: No reasonable person would attempt to use a mouse and keyboard to
use the mouse and keyboard on the other side of computer
screen. The goal is to tap the power of the computer not
emulate it's interface for nonexistent hands. One need only
look to high end 3D modeling software and note they are at
least comfortable with mouse and keyboard. They lack the
burden of realistic interplay and can focus on GOMS driven
processes to achieve their goals.
Surprisingly, as realism is seen as a goal and not a problem
(Manovich 2000), its unclear if any ACM scholars have
formally addressed this basic issue, that realistic space triggers a desire for realistic interaction. It is certainly true that
there is an awareness of it. Game developers adjust their
spaces to train the player as to what realistic objects are
interactive and what are not. Yet in games, these object
manipulations are typically kept as simple as possible,
chances for failure are limited, and realism is occasionally
broken to highlight the proximity of an interactive object.
Academia seemingly has taken a completely opposite path.
There are scholars who take the desire for realistic interaction in virtual space and it’s subsequent failure as justification for more realism. To them it fails because it is not realistic enough (Shaw 2002). Their approach has correctness
about it and an appeal for those creating two-handed gloved
input devices. Their approach also has a cyclical quality in
that any failure in a realistic space can seemingly be fixed
by more realism. In general, however more realism brings
more failure, solvable again only the by the addition of
more realism. The final solution is the worthy goal of perfect simulation. Perfect simulation is problematic as the real
world is becoming increasingly virtual. RFID, Bluetooth,
GPS, proximity sensors, video in real-time, and tricked-out
cell phones all create new computer driven abilities for
people. It seems odd then that inside the computer, the
place in which the power of digital media can be most
sweepingly expressed, it focused on creating the most
mudune aspects of our world.
Just as realism forces a number of rules on the developer, a
user embedded in a realistic scene seeks to respond accordingly. Interactions within most virtual spaces are screen
based and driven through mouse and keyboard. There is
then an immediate cognitive conflict. Users can see the
book on a shelf and understand that it contains knowledge,
but they have trouble in moving through the space and interacting with the book itself. Realistic space triggers a desire for realistic interaction (Guynup 2003).
Interface – Environment & 2D – 3D
This conflict between interface and environment is rooted
in the mixed desires and goals of the user. It is seen when
3
Murray’s warning is predicated on the idea that the user
exists in a story space. Narrative becomes the primary
principle of design, as all objects must now work within the
confines of a believable or realistic story. Behaviors within
the virtual world must fit the cognitive definitions set by
their historical and environmental settings. Within the
virtual world, usability concerns are delegated to issues of
object manipulation and avoiding objects while walking.
Questions of usability regarding the world as a whole, its
architecture, its objects, the activities of the users, and the
abilities of their avatars are predefined by the story.
the simplicity and clarity of task-oriented interfaces are
contrasted with the richness and diversity of an enthralling
environment. This conflict is manifested in the separation
of input tools (mouse, keyboard and screen) and the
behaviors users wish to accomplish in virtual space (getting
a book from the shelf and reading). An overview of this
division, this cognitive divide includes the following
characteristics:
Environments:
Interfaces:
• Immersive
• Larger than the user
• User responds to it
• Value created through
Time (Experience)
• Transparent
• Smaller than the user
• Responds to the user
• Values speed & measured
by GOMS (Immediacy)
Stories and simulations situate the user in an alternate
reality. High quality textures, millions of polygons, and
accurate physics contribute to the believability of a virtual
space. However, in simulations and stories the goal is not to
be realistic; it is to be believable and/or place knowledge
and experience in the minds of the user. Film theory offers
several unique insights on the matter of realism.
The key element is the issue of response. In a purified,
theoretical sense environments move the user. They create
user action and in contrast interfaces are tools through
which these actions are taken. In reality this divide is not
clear, there is overlap. It is however much more useful to
designers than ascribing meaning based solely on a division
between 2 and 3 dimensions.
Film is often most immersive when it breaks the rules of
reality. In service to the narrative, film leaps through time
and space; show hidden thoughts and desires; and offer
impossible action, audio, and explosive sequences. Film
uses narrative conventions, techniques such as jump cuts,
pans, dissolves, flashbacks, split-screens, over the shoulder
shots, and close-ups to meet the informational needs of the
viewer Caught in the storyline, the audience suspends its
disbelief. In film, reality is secondary to the story.
The impact of the divide between interface and environment appears when scholars propose the use of agents in
virtual space. Rarely do these scholars address the well
documented failure of anthropomorphic design (Chittaro,
Ranon & Ierorutti 2003). Projects that would immediately
be rejected in a 2D space are lofted upwards by an additional third dimension. It should be stated clearly that anthropomorphic design suffers from complex AI issues and
that an additional third dimension only complicates matters
further. At best humanoid guides offer a means situating
goals in a narrative content, in creating tasks. As an aid in
task completion they are currently a well documented burden not a benefit.
Convention, Invention, & Beyond Reality’s Surface
Noel Carroll recognized that a farmer’s plow on film functions differently than a physical plow in a farmer’s field.
The filmic plow’s functionality lies solely in its narrative
value. It is a symbol positioned in time and space which
typically brings to the viewer a sense of human labor, a
connection to the land and of rural values. Its’ overall shape
is guided by historical norms; its details are highlighted for
dramatic effect. The filmic plow both a product of and a
delivery mechanism for cultural conventions. In stark contrast, the physical plow is a cultural invention – it was
adopted because it worked, because it met a physical / cultural need and accommodated natural and biological factors. It simply provided food. The clarity of this division,
between the creation of an object (invention) vs. the use of
its image (convention), is shattered with the introduction of
a new example construct – the virtual plow. While the virtual plow is simply theory and difficult to explain, it’s practical counterpart is Bespace.
To be fair AI is improving, the use of guides in the game
and education environment is successful. game developers
are also using the concept of pets aggressively. Its worth
noting that players may treat pets as real, they use pets as
tools, as weapons, as a bit of the interface separated by
character properties. Buttons are pressed and it acts.
Realism & Immersion: Lessons from Film
Often conjectures on the uses of virtual space tack towards
storytelling, and narrative driven spaces that allow authors
to explore human behavior and activity. In this light, the
Holodeck on Star Trek is in fact a plot device. The
Holodeck functionality is in service to the storyline, generally as a conflict generator due to failed safety protocols.
Often new media projects touch on this grey space of invention and convention. It seems that the juxtaposition of a
3D world in a mouse driven 2D frame brings the matter in
focus, if not resolution. Bespace spans issues of convention
and invention. It is not to be judged by its adherence to
realist norms, but by how it manages those realistic norms
in support of the informational needs of the user and educational and or entertainment goals of the developer.
Janet Murray’s Hamlet on the Holodeck paints a picture of
realistic-looking worlds that immerse the user in interactive
game-play. From a design perceptive, she cautions against
“celebrating the affordances of the media.” Breaking away
from realistic scenes and behaviors of physical space may
break the sense of immersion, un-suspending the disbelief
of the user. The result is a retreat from the abstract, usercentered visions of virtual space.
4
III. BESPACE: FORM FOLLOWS FUNCTION
Figure 4 shows Bespace and the 2D synchronous learning
application Horizon Live. In both spaces, educational materials are presented via text, images, bulleted lists, flash animations, audio, and movie clips. (While the shared white
board option is not currently available in Bespace, there is
no insurmountable technical reason why it could not be
added). In terms of functionality, Bespace matches all the
abilities found in current synchronous learning software.
An Environment – An Interface
Bespace addresses major concerns of distance learning and
online synchronous interaction. Many scholars have asked
“Where is the teacher – where is the community of
learners?” (Shotberger, 1998). In the three-dimensional
space, we can visually support the presence of multiple
users. Simply put, other users can be seen in the 3D space,
the learning community is visually present. Our testing,
though still informal at present, has consistently confirmed
that users feel also that a real teacher is present and guiding
the learning process. This is in contrast to the unseen,
controlling force that places content on the Horizon Live
page. Educational materials are visually associated with the
instructor. Interestingly, users react well to the morphing
process. Magical, shape-shifting characters are common
culture conventions used in games and stories. Their
response to the initial morph is usually like that of Neo in
the Matrix – Whoa… Still, to ease the user into this new
convention we initially show the avatar morphing into the
title graphic and then return to the humanoid avatar after a
few slides to answer user questions.
Figure 2- Bespace Lecture Hall 3/4 View
By default, this shift back into humanoid form to address
user questions sets a new user behavior mechanism in
place. Often lectures, or segments of lectures, are not meant
to be interrupted. The teacher can create open spaces to
deal with user questions by returning to humanoid form.
Visually we create a means to structurally smooth out
communication issues in synchronous space, the chaotic
conversational issues that dog instant message and
synchronous chat usage. We empower the teacher to
visually dominate the virtual space, while lecturing and
then provide clear space for open discussion.
Figure 3 - A Student Walking to Class
Bespace is simple. In Figure 1 we see a 3/4 layout of an
educational lecture hall. Like a real world classroom, it is
designed to hold a variety educational material. Figure 2
shows the back of a student walking to class, in the distance
a small floating figure, the teacher, awaits. That small
figure, the teacher’s avatar, morphs, moves and switches
into a variety of 2D slides, 3D interactive objects and small
3D landscapes. In a sense, this simple delivery method is
akin to standard PowerPoint presentations and current twodimensional synchronous learning applications such as
Horizon Live. Rather than view Bespace in terms of a
conventional 3D environment, we can, for the moment,
switch back to the domain of a 2D interface and simply see
3D as a value-added proposition.
On the user side we have an issue; user questions typically
arise during the delivery of the lecture. We again can draw
from the real world solution
– the raised hand. Not only
does the hand raise give a
quiet visual cue that a
question exists – it reinforces
polite behavior by providing
a well-worn and cognitively
embedded outlet for the
user’s questioning needs.
Figure 5 – Questions
At the onset, this paper declared that realism is not a goal; it
is a method of achieving goals. This paper also declared
that realism instills beliefs and behaviors in the user.
Hopefully this discussion on community and conversation
has shown these ideas in the context of practical
application. The next section tackles the issue of usability
and the limitations of realism.
Figure 4 – Bespace & Horizon Live
Bespace shown without chat window
5
experience is valuable. 3D Game developers often confront
the issues of unneeded travel and unforeseen user
behaviors. To be blunt singular spaces can be more difficult
to manage. Users can get lost and confused. Users are often
forced to walk distances that hold no educational or
entertainment value. In a large space, users engage in long
chains of behaviors that may build into false mental
modeling of the space and end in unpredictable results. In
the game world, if the players succeed and enjoy, the path
they take is less important. In an educational setting, free
thinking is highly valued, but so are the goals of the
assignment. The common issue with 3D educational games
is getting the desired knowledge into the minds of all the
students and being able to measure that result. Often
educational game papers cite a singular epiphany of an
individual student. The trick is to focus that epiphany and
to allow the mass of students to discover it.
Real Behavior vs. Real Usability
Small focused environments, along with interactive objects,
graphic slides and teacher guidance – in human form or
through the ever present audio and text can be used to
manageable immersive lectures. Student epiphanies do not
require large complex virtual spaces. In the end, large
complex worlds seem unneeded and unwieldy for much of
what educators wish deliver.
Figure 6 – Transition from Human to Title Graphic
Both Poupyrev and Shneiderman suggest altering the
virtual space, limiting behaviors and navigation to achieve
better functionality. Figure 6 demonstrates the most direct
method of delivering educational content into a virtual
lecture, the humanoid representation morphs into the
educational content, in this case the title graphic. From a
pure HCI perspective, having the humanoid representation
walk on and off screen is unnecessary navigation. Sharing
the screen is simple, yet it is not the most usable. Screen
real estate is a precious commodity and giving maximum
space and unfettered access to the educational material is a
goal of any good design. A humanoid avatar standing in
front of a slide is slightly distracting. A humanoid avatar,
standing in front of an interactive 3D model is the
definition of Shneiderman’s unneeded clutter. It serves no
function and does, sometimes critically, inhibit the users
ability to manipulate the 3D model. While we could shrink
the model to share the screen with the humanoid avatar, a
smaller model offers less detail and smaller targets for users
to hit – assuming the model has explorable features like
buttons or sliders.
Inside a Lecture
To recap the previous sections, a wealth of information is
placed directly in front of the students. There is no needed
navigation. By controlling the visual presentation and
having it attached cognitively to their avatar, the teacher is
empowered. Combined with the teacher’s central location
in the world, social constructs emerge to guide the behavior
of the students.
Bespace’s test lecture is on Charles Darwin. It uses the
immersive quality of virtual space to show how Darwin
came to his conclusions and how he was accepted in very
conservative and Christian 1900th century England. The
lecture is designed for undergraduate students. Darwin and
the issue of his acceptance was chosen because adaptation
to the digital environment is at the heart of Bespace.
The humanoid avatar’s role as generator of a teacher’s
presence, as seen in our small scale testing,
is
accomplished early on. With it’s task complete, there is no
functional or cognitive reason requiring it to be on screen at
all times. In fact several academic testers familiar with
PowerPoint presentations liked the undivided attention paid
to the information centered on the screen. In real world
situations, watchers of PowerPoint presentations look back
and forth between the speaker and the presentation. This
small issue of having two places to look, speaker and the
presentation, and being unsure what to look at any given
moment is resolved. In Bespace users see only what they
need to see, when they need to see it. Whether it's a human
form, an informational slide, an explorable 3D model or a
small 3D environment, Bespace delivers.
Figure 7 – Two images of the avatar. The agricultural
context of Darwin’s work and an interactive model discussing fossils found in rock strata, note the cross.
The image on the left highlights British farming and the
Enclosure Movement. Students are asked about enclosing
animals and the relationship to Darwin. The answer is the
rise of selective breeding. Later, selective breeding’s
influence on England’s economy and culture is discussed.
The standard imagined practice of virtual environments is
to be a large singular world with users roaming about
exploring, playing and or learning. This approach has a
great deal of value, provided that the whole of the
The image on right, the interactive model, has a menu
attached to it. By pressing buttons on the menu, users can
shift through layers of rock strata and discover fossils just
6
A range of educational questions emerge as we ourselves
learn about the methodology. Future research will be
conducted on the amount of knowledge and interactivity
students can reasonably handle in a model or environment
also the overall scope and length of a lecture needs review.
Learning to interact with various models and worlds is an
issue, but our simplicity and standardization of the
interactive processes appears to be inbounds of the learning
curve of our users. Young researchers, ages 11-14 with the
University of Baltimore’s KidsTeam were awestruck by the
single user version and without provocation pondered about
the multi-user version. Multi-user is offline, and the full
Darwin material above the KidsTeam age level.
like people in Darwin’s time. A small bit of text on the
lower part of the menu describes what they’ve found. The
job of interpreting the fossil data as people in Darwin’s
time is based not on carbon14 dating but on the changes
seen in their complexity and their resemblance to modern
era animals. The cross in the background highlights the
religious, great catastrophic flood viewpoint.
Formal testing is set for spring of 2006. The major issue
has been the lack of real-time audio, which is seen as
critical to the teacher’s ability to deliver the lecture and
manage the space. With audio soon to be resolved, noted
game and education scholar Stuart Moulthtop at the
University of Baltimore, will have his Games and
Education class not only test the usability of the Darwin
lecture, but create their own virtual lectures as well. This
raises the final issue of this paper, the ability to easily
create content for Bespace.
Figure 8 – A partially submerged student explores
the Temple of Serapis, a small environment.
Creating Content and Usability
Students follow Darwin’s path to the Temple of Serapis and
discover an example of a counter argument to that of a
catastrophic flood – gradual change. Buttons move the
Temple up and down in the water. The Temple of Serapis
has indications at the top of the columns showing that it
was once deeply underwater. Certainly it was not build
underwater. The earth changes gradually over millions of
years – giving time for evolution and paralleling the
evolutionary idea of slow constant change having great
impact over millions of years.
Constructing a Bespace lecture is simply a matter of
building individual slides, 3D objects and small 3D
environments. To control the show, the teacher uses
forward and back buttons. In terms of modeling, Bespace
uses simpler objects than complex simulation spaces. In
production, models and worlds produced by students or
professionals are an affordable possibility. Additionally,
free models are online. (See Figure 11, free cow) Lastly,
Bespace’s use of easily produced two-dimensional
materials and texts brings content development within
reach of a teacher.
Each educational object is in a sense a singular slide in a
slideshow and so the ability to add, subtract and modify
these small 3D objects is relatively easy. In a large
simulation, objects and their behaviors are tied together –
removing something may have dramatic, unforeseen
consequences. The simulated world is large and
complicated. In contrast, Bespace, designed as an interface,
is three simple sections. Below is a top down view of
Bespace. 3D content is delivered by the teacher’s avatar
into Section 3, the presentation ring.
Figure 9 – A slide offers Malthus’s Population Principle. Right, same slide – in an animated sequence
it turned flat, grew large, and spawned dozens of
hungry poor.
In the third part of the lecture, the idea of survival of the
fittest is introduced as it was to Darwin, through the
Reverend Malthus’s Population Principle – that feeding the
poor led only to more poor people so then society ought not
to help them. For Malthus, the poor would only improve
their lot in life through struggle and discipline.
Students arrive in Section
1, the landing pad.
Section 2 contains kiosks
with a few 2D graphics
that
foreground
the
coming
lecture
and
assignments. Section 3,
the presentation ring act
Figure 10 – Bespace, top-down
like a frame, guiding the behavior of the user and
maximizing the usability of the 3D content.
The preceding examples only highlight the three sections of
the Darwin lecture (Breeding, Geology & Survival). A
good deal more is available online. Between each section
and at the conclusion the teacher takes human form and has
an open discussion.
7
Deep Matrix is flexibility through cross-platform performance. The Deep Matrix applet works with the three main
VRML plug-in for the Windows operating system: Bitmangement/blaxxun Contact, Parallel Graphics Cortona,
and Cosmoplayer (created by Silicon Graphics, but now
orphaned though still available). It will also work in the
very antiquated WorldView VRML plug-in. On Macintosh
it works with Cosmoplayer using a Mac G4 or greater. In
the very near future, once the open-source VRML browser
FreeWRL for Linux and Macintosh has EAI spec compliance, Deep Matrix will be developed for it.
The HTML browser and Java requirements for the Deep
Matrix applet are as follows: HTML browser needs to be
either Internet Explorer versions 4-6 using the Microsoft
Java Virtual Machine or the Netscape 4* series with its
own built-in JVM. The Netscape 4* series is freely available from the Netscape archives and offers the ability to run
all three VRML plug-in with working EAI. The Deep Matrix applet will not work with the Sun JVM. On Macintosh,
the HTML browser needs to be of the Netscape 4* series.
Figure 11 – Free Cow with interactive buttons
The presentation ring maximizes usability by creating a
frame around the teacher. Confirmed by informal testing,
students stop at the edge of the ring. With the students and
teacher’s position known, we can build objects that fill the
students screen. The removal of the ground plane allows
objects to be bigger. If not removed, the ground plane
would take up half the screen real estate, the cow and the
buttons in Figure 11 would be have to be made smaller.
III. CONCLUSION: PAST PRESENT & FUTURE
The Works of Others
Technology
Despite the radical nature of its design, there can be little
doubt that the principles behind Bespace present a practical
methodology for developing virtual spaces. Reality as a
goal is discarded as we move to meet the informational
needs of the users. Virtual space as an information space
forces a complete reassessment of the constructs of interface, environment, and avatar. Usability standards are applied to the entirety of the virtual domain, not subjugated to
issues of object manipulation and navigational avoidances.
The underlying technology of Bespace is a revamped version of Deep Matrix. Deep Matrix is a Java client applet/server system utilizing VRML to create a 3D shared
environment. The client VRML is done with plug-in for the
HTML browser and implements the first EAI (External
Authoring Interface) specification classes (to communicate
between the VRML plug-in and the client applet embedded
in the HTML browser.
Admittedly, the EAI mechanism Deep Matrix relies upon
has in recent years become unfriendly to the casual user,
mainly because of JVM issues and to a lesser extent security issues of Windows. However the developers of Deep
Matrix intend to give it -and EAI- a new lease on life for
research in the fields of education and the arts where the
technical issues can be addressed for users beforehand
within a closed technical environment, because once the
JVM and technical issues are out of the way, EAI can work
magic.
Issues of methodology and usability are critical. Bespace is
only one of several projects that see the avatar as point for
data exchange. Others too look beyond the narrowness of
realism as a goal and reach deeply into visionary ideals of
virtual space. Melinda Rackham’s Softspace and Viral projects explore avatar as data carrier concepts. The chat dialogue box is removed, and users can only communicate
through their abstract avatars. Adam Nash opens a new
genre of online musical performance. His work Memory
Plains Returning dramatically breaks from realism.
Why contend with these technical issues at all? Deep Matrix is open source and free. It is supported at
http://www.deepmatrix.org where JVM, Java classpath
issues and Windows XP service pack 2 issues are addressed. Deep Matrix is power through flexibility. Its goal
is to achieve total integration of the monitor screen. The 3D
VRML scene can send chat strings to the network and visaversa. HTML GUIs in the surrounding frames can also
communicate back and forth with both the 3D VRML scene
and the network chat. These GUIs can be made with basic
HTML, JavaScript and VRML knowledge - or the ability to
copy/paste and follow direction. No Java knowledge is required. Moreover, it is possible to incorporate other plug-in
such as Flash into the mix. The Deep Matrix monitor screen
can be a unified multiplicity of html, applets, network controls and plug-in.
Figure 11 – Music in Memory Plains Returning
8
ACKNOWLEDGEMENTS
Figure 11 the users – the audience are dropped into a completely empty space, a black void. The user's avatars are
semi-transparent grey balls. The musical concert begins
when three huge abstract structures enter the scene. The
three structures are in fact three musicians and the structures are both instruments and architecture. The three structures move and interact with one another with musically
charged results. Early projects include lectures on other
topics and a variety of poetic and theatrical works. Figure
12 – highlights two projects. On the left the teacher’s avatar
is a spinning galaxy in a lecture on comets. The right
shows the first 3D project in this genre, a poem called
Laundry Girl is being read to a group of visitors to Jeff
Sonstein’s Town Square.
Support for the University of Baltimore’s KidsTeam research was provided by NSF grant EIA-0203323 and by
gifts from the Robert W. Deutsch Foundation.
Humanoid Avatars created by Josquin Bernard.
WEBSITES
1.
Adam Nash, http://www.yamanakanash.net/3dmusic/
2.
Melinda Reckingham, http://www.subtle.net
3.
Jeff Sonstein, http://ariadne.iz.net/~jeffs/
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Figure 12 – Early projects in education and art.
In Closing
Bespace is not a singular solution to issues of online
learning, but could be a useful part of a larger program
using both synchronous and asynchronous methods.
Bespace’s own methodology on the avatar and the concept
that realism is not a goal but a method of achieving goals
does not infer a lack of value in the work being done to
further greater realism in rendering and interaction. By
placing realism in the domain of a method, we follow the
conceptual footsteps of filmmakers and game designers
who both rely on realism to achieve their goals. Both
filmmakers and game designers understand that realism
alone does not make for a successful project, furthermore
they know that breaking the rules of reality can actually
lead to greater immersion.
Bespace offers a new flexible and practical conceptual
position for understanding and developing virtual
environments. It offers a series of real examples that
demonstrate its position and its value. It is also just the
beginning. Bespace begins to tap the visionary potential of
virtual space and is one answer to the lost generation of
virtual developers who saw within virtual worlds a limitless
potential. We close with a link to the Bespace site and a
quote from Michael Benedikt.
“Cyberspace: Its corridors form wherever electricity runs
with intelligence. Its chambers bloom wherever data is
gathered and is stored. Its depths increase with every
image or word or number, with every addition, every
contribution, of fact or thought. Its horizons recede in every
direction; it breathes larger, it complexifies, it embraces
and involves. Billowing, glittering, humming coursing, a
Borgesian library, a city; intimate, immense, firm, liquid,
recognizable and unrecognizable at once.”
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Cambridge: The MIT Press.
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9
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