Re: [vos-d] notes from IRC, pt 2

2007-10-24 Thread reed
Posted at: http://interreality.org/phorum/read.php?2,110,115#msg-115
reed wrote:

Peter Amstutz Wrote:
>- The "d" key goes into drag and drop mode,
> which overrides the 
> movement keys and is not obvious how to escape
> from (you hit "escape").

Minor mode should be indicated in the status bar (so should major mode 
actually).

>  - Did not think splitting was a common enough
> operation to support 
> having those buttons on the button bar.

The panel header bars and what controls on it will have to be refined over 
time. There are several little tricks we could use to make them more elegant, 
but should probably wait to see what the most important operations will be.

Splitting could be frequently used, but only in some use situations. I.e. it 
depends on what kind of thing you're doing in VOS.

How about putting those buttons in a toggle control, but sync all the toggle 
controls. I.e. a little button in each pane title bar causes a set of splitter 
buttons to appear or disappear in all title bars.

Or hide that set of buttons except when you mouse over that area.

Or make it a menu option.

A key binding could also be used to show/hide those buttons (like hold down 
shift).

I think we could also make the panel headers have two states, big and small. In 
big state it could have all the stuff it currently has, but on two lines and be 
less crowded.  In small state.

Some additional panel controls I think might be useful:
 * Buttons to do a combination of split and set major mode
 * Minimize/Restore the pane to a very small unobtrusive button
 * Minimize/Restore all other panes except this one.
 * Collapse/Restore the pane to just its header (like MS Word's panels IIRC)
 
 
>  - Mentioned running out of space in the window
> when using the mouse to 
> move.

I have this same problem. Should keep walking or turning when the mouse is at 
the edge of the screen.   Or act like S4 and use click to walk, mouse to turn 
only.


>  - Did not like Emacs-style multi-key chords.  I
> pointed out that the 
> majority of Ctrl- and Alt- prefix key shortcuts
> are already monopolized 
> by the OS, other GUI controls or by convention, so
> there are very few 
> shortcut keys available without getting into
> multi-key chords.

I think we should reserve multi-key chords for more advanced actions.  I don't 
see why we can't use any CTRL key we want, including CTRL-SHIFT keys, and also 
the F-keys.  Let the OS have ALT.  



> 
>  - Agreed the the UI will probably become clearer
> once its purpose is 
> clearer.  Lacking the ability to do any
> interesting browsing or editing 

Any ideas on how we can set up something in the prototype that shows this? 
Maybe set up a special view of "interesting objects" that you can play with, 
like change colors of the trees or something?


Reed

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[vos-d] notes from IRC, pt 2

2007-10-22 Thread Peter Amstutz
Additional notes on interreality3d gui from IRC.
Participants: mm765, tetron

 - Had trouble moving the avatar.  Determined that this probably 
stemmed from a combination of issues:
   - Initially tried to use WASD keys (typical first person shooter 
configuration).  Interreality3D 0.1 doesn't bind these keys to movement.
   - The "d" key goes into drag and drop mode, which overrides the 
movement keys and is not obvious how to escape from (you hit "escape").
   - Once figured out arrow keys for movement, reported stuttering 
movement.  This seemed to be tied to resizing the window (?).  Mentioned 
he was using Windows Vista -- interreality3d hasn't been tested first 
hand on Vista, so it may be an issue with that OS.

 - Reported crash when clicking on "?" button, then closing the help 
panel.

 - Did not like having to push "escape" to cancel out of minor modes.  
Should at least be able to cancel mode using the same key that got into 
the mode.

 - Did not think splitting was a common enough operation to support 
having those buttons on the button bar.

 - Mentioned running out of space in the window when using the mouse to 
move.

 - Liked the ability to go back to previous views.

 - Suggested having view "templates" for set GUI configurations.  I 
mentioned and we agreed this is the same idea as UI "skins" discussed 
previously on vos-d.

 - Suggested that chat view should be integrated as an overlay on the 3D 
view; a suggestion also put forward by winterk (I believe.)

 - Did not like Emacs-style multi-key chords.  I pointed out that the 
majority of Ctrl- and Alt- prefix key shortcuts are already monopolized 
by the OS, other GUI controls or by convention, so there are very few 
shortcut keys available without getting into multi-key chords.

 - Agreed the the UI will probably become clearer once its purpose is 
clearer.  Lacking the ability to do any interesting browsing or editing 
(which depends on the backend to supply that data) it requires a bit of 
imagination to see what the workflow will be like, and how a 
configurable UI plays into that.

-- 
[   Peter Amstutz  ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://interreality.org/~tetron ][ pgpkey:  pgpkeys.mit.edu  18C21DF7 ]


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Re: [vos-d] notes from IRC

2007-10-19 Thread Peter Amstutz
On Fri, Oct 19, 2007 at 05:40:40PM -0400, Reed Hedges wrote:

> I agree, this is something I suggested to Pete earlier. Do people want this
> feature added to the prototype, or wait for the real app?

Well, the intention is for the prototype code to morph into the real 
application frontend, so work on it won't go to waste.  It's called a 
prototype largely because the all-important network backend is a mockup, 
so it looks pretty but doesn't do the most important things the real app 
will do.

So if this is something you'd like to work on, I encourage it.  However, 
if the goal is to get something useful in peoples hands sooner, I think 
I should focus on identifying a minimal set of backend VOS functionality 
for version 0.2, implementing that, and porting the UI prototype to use 
the real backend.

> This is something that will make it really useful and work well, but 
> is pretty novel AFAIK. I don't really know of any other application 
> that does this, except that Javascript has a key handler so web pages 
> can get keystrokes (except control keys).  VRML does it similarly I 
> guess.  But those are all used by the "content", neither of those is 
> customizing the shape of the meta-UI.

By comparison with the web, arguably the splitters are kind of like the 
much-hated web frames.  It's worth considering why people hate frames so 
much, and make sure we avoid those mistakes.

Also, I really want to support a floating heads up display (HUD) 
overlayed on the 3D view.  My idea is to have some kind of vector 
graphics representation (based on SVG, probably) that can be used to 
describe floating HUD elements/UI controls.  This actually would be 
quite useful independent of a HUD.  It would be able to render to 
texture so you can interact with GUI elements in-world, and could be 
used for rendering generic embedded cross-platform 2D UIs (what people 
are trying to do with web apps these days).  If we develop a really good 
2D UI kit, we could throw out wxWidgets and just use our own 
vector-based UI :-) But I'm getting ahead of myself.

> So we need to think through how it works.  E.g. should it 
> automatically reconfigure, then show a message at the top notifying 
> you that it did? Or should it ask first? Should it only allow 
> configuration within the one pane that is viewing the Vobject that 
> wants to reconfigure?  Should it open a new window frame with the new 
> configuration, leaving your old configuration alone?

Hmm, well a multi-panel configuration is a bit different from a minor 
mode, which only affects a single panel of a specific mode.  I'm not 
sure how to group it, although at the level of the entire frame would 
make the most sense.  When you join a world, it could pop up a dialog 
saying, "this would would like to set a custom UI, is that ok"?  As you 
mentioned, we'll have standard UI configurations that people can use as 
defaults or to build from to create their UIs.

-- 
[   Peter Amstutz  ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://interreality.org/~tetron ][ pgpkey:  pgpkeys.mit.edu  18C21DF7 ]



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Re: [vos-d] notes from IRC

2007-10-19 Thread Reed Hedges

Just thought of this: One thing that a remote app. might want to customize about
the UI is how some things are labeled, or it might want to add special
informational labels/text blocks/tooltips/bubbles/whatever.

Reed



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Re: [vos-d] notes from IRC

2007-10-19 Thread Reed Hedges
On Fri, Oct 19, 2007 at 05:16:27PM -0400, Peter Amstutz wrote:
> Notes from some initial discussion of the interreality 3d interface.
> Participants:  winterk, zaharazod, tetron
> 
> - Should be more like "stuff people expect"
>   - Splitting and merging panels is likely to confuse casual 
> users
> 
> - Casual users should not have to mess around with the interface 
> (splitting, creating new panels, changing modes, etc)
>   - Suggested having a "basic" layout and an advanced layout to help 
> casual users
>   - Discussed implementing different layouts as UI "skins" which set up 
> a particular panel/mode configuration for a particular task (browsing, 
> editing, programming, etc).  Skins could hide customization buttons like 
> splitting.

I agree, this is something I suggested to Pete earlier. Do people want this
feature added to the prototype, or wait for the real app?

Other things that can go into saved GUI configurations are shortcut commands for
the particular application. Esp shortcuts to creating objects of a certain type.
So if you are in 3D mode and are going to create a new object, the menu gives
you all the a3dl types (at the top of the list.)

It should also remember your last UI configuration and could also ship with a
default configuration in a file. Having the UI configurations in files lets
people set up configs for different purposes or users and share and redistribute
them.

> - Suggested initial 3D panel after "login" should include chat panel 
> (good idea).

This could be part of the default UI configuration. (I actually am not a fan of
having "login" be a full panel, it should be a temporary panel or dialog box
shown by other view modes as needed.)

> - Discussed that the goal is for UI controls to be per-world 
> configurable

This is something that will make it really useful and work well, but is pretty
novel AFAIK. I don't really know of any other application that does this, except
that Javascript has a key handler so web pages can get keystrokes (except
control keys).  VRML does it similarly I guess.  But those are all used by the
"content", neither of those is customizing the shape of the meta-UI. 

So we need to think through how it works.  E.g. should it automatically
reconfigure, then show a message at the top notifying you that it did? Or should
it ask first? Should it only allow configuration within the one pane that is 
viewing the Vobject that wants to reconfigure?  Should it open a new window
frame with the new configuration, leaving your old configuration alone?

Reed

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[vos-d] notes from IRC

2007-10-19 Thread Peter Amstutz
Notes from some initial discussion of the interreality 3d interface.
Participants:  winterk, zaharazod, tetron

- Should be more like "stuff people expect"
  - Splitting and merging panels is likely to confuse casual 
users

- Casual users should not have to mess around with the interface 
(splitting, creating new panels, changing modes, etc)
  - Suggested having a "basic" layout and an advanced layout to help 
casual users
  - Discussed implementing different layouts as UI "skins" which set up 
a particular panel/mode configuration for a particular task (browsing, 
editing, programming, etc).  Skins could hide customization buttons like 
splitting.

- Mentioned that even in a virtual worlds like Second Life where 
building is emphasized, the majority of users don't want to create, just 
use other people's prefab stuff.
  - But still important to make build tools accessable to ensure that 
curious users can get into it easily.

- Suggested adding right-click context menus to 3D mode (good idea).

- Suggested initial 3D panel after "login" should include chat panel 
(good idea).

- Discussed different input schemes for controlling avatar movement.
  - Suggested that first person shooter "WASD" + mouselook is most 
immersive
  - Drawback is that it requires grabbing the mouse, which is 
incompatible with other user interface modes such as editing, where you 
want to stay in one place and grab and move things around with the 
pointer.

- Discussed that the goal is for UI controls to be per-world 
configurable
  - The idea is that when you join a world, you download a bundle of 
scripts and key/mouse bindings which provide a customized the user 
interface to that world.
  - So the issue of what 3D controls to use is primarily an issue of 
preference or what makes sense for a particular application, and not one 
of policy
  - Key and mouse bindings could be reconfigurable by the end user.

I think this idea of reconfiguring the UI for different worlds also fits 
nicely with the idea of beginning/advanced/task-specific UIs discussed 
at the top.

-- 
[   Peter Amstutz  ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://interreality.org/~tetron ][ pgpkey:  pgpkeys.mit.edu  18C21DF7 ]



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