Thanks for the pointers.
X3D is basically an XML encoding of VRML, which is basically a
declarative scene graph description. To the extent that you can
procedurally generate this, it's all the same thing.
VWF can be considered the successor to Croquet and OpenCobalt (albeit in
HTML5/WebGL form). David Smith was/is a key contributor to all of these
systems. (Of course, we know that there were other contributors to
Croquet as well :).
cheers, danm
On 9/25/13 12:05 PM, David Barbour wrote:
As I said below, this is no longer part of my 'recall' memory. It's been
many years since I looked at the existing research on the subject, and
I've lost most of my old links.
A few related things I did find:
http://homes.cs.washington.edu/~landay/pubs/publication-list.htm
ftp://ftp.cc.gatech.edu/pub/people/blair/dissertation.pdf
Landay I had looked up regarding non-speech voice control (apparently,
it's 150% faster), and I recall some of the experiments being similar to
programming. I've never actually read Blair's paper, just 'saved it for
later' then forgot about it. It looks fascinating.
VRML sucks. X3D sucks only marginally less.
If your interest is representation of structure, I suggest abandoning
any fixed-form meshes and focusing on procedural generation.
Procedurally generated scenegraphs - where 'nodes' can track rough size,
occlusion, and rough brightness/color properties (to minimize pop-in) -
can be vastly more efficient, reactive, interactive, have finer 'level
of detail' steps. (Voxels are also interactive, but have a relatively
high memory overhead, and they're ugly.) Most importantly, PG content
can also be 'adaptive' - i.e. pieces of art that partially cooperate
with their context to fit themselves in.
If I ever get back to this subject in earnest, I'll certainly be
pursuing a few hypotheses that I haven't found opportunity to test:
http://awelonblue.wordpress.com/2012/09/07/stateless-stable-arts-for-game-development/
http://awelonblue.wordpress.com/2012/07/18/unlimited-detail-for-large-animated-worlds/
But even if those don't work out, the procedural generation communities
have a lot of useful stuff to say on the subject of VR.
I haven't paid attention to VWF. If you haven't done so, you should look
into Croquet and OpenCobalt.
Best,
Dave
On Wed, Sep 25, 2013 at 10:30 AM, danm <[email protected]
<mailto:[email protected]>> wrote:
Hi David,
Moving this outside the FONC universe, although your response might
also be of interest to other FONCers.
Can you share with me your findings on VR programming? I'm aware of
VRML and X3D (and its related tech.) as well as VWF (Virtual Worlds
Framework), but I'm always interested in expanding my horizons,
since this topic is near and dear to my heart.
Thanks.
cheers, danm
On 9/25/13 10:22 AM, David Barbour wrote:
I would also be interested in a history for this subject.
I've read a few papers on the subject of VR programming. Well, I
remember the act of reading them, but I can't recall their
subjects or
authors or being very impressed with them in PL terms.
Does anyone else have links?
On Wed, Sep 25, 2013 at 2:43 AM, Jb Labrune
<[email protected] <mailto:[email protected]>
<mailto:[email protected] <mailto:[email protected]>>__>
wrote:
oh! and since i post on fonc today, i would like to say
that i'm
very intrigued by the notion of AR programming (meaning
programming
in an actual VR/AR/MR environment) discussed in the recent
mesh of
emails. I would love to see references or historical notes on
who/what/where was done on this topic. I mean, did Ivan
Sutherland
used its HMD system to program the specifications (EDM) &
code of
its own hardware ? did supercockpit VRD (virtual retinal
display)
sytem had a multimodal situational awareness (SA) real-time
(RT)
integrated development environment (IDE) to program
directly with
gaze & neuronal activity ? :)))
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