NPSNET: Four user interface paradigms for entity control in a virtual world
1995; IlmuKomputer.Com; Volume: 5; Issue: 2-4 Linguagem: Inglês
10.1515/jisys.1995.5.2-4.89
ISSN2191-026X
AutoresDavid Pratt, John Locke, Paul T. Barham, John S. Falby,
Tópico(s)Scientific Computing and Data Management
Resumobeen researching networked shared environments for the last four years.The NPSNET series, our current family of virtual worlds, emphasizes ground-based and low-flying networked entity simulation.We have developed four distinct user interface paradigms for NPSNET (keyboard with mouse, dial/button box, SpaceBall, stick and throttle), the choices governed by available equipment, the entity to be controlled, the purpose of the virtual world, sponsor request, and previous experience.Each paradigm has strengths and weaknesses for different purposes and entities.A wide spectrum of users has provided feedback on the various paradigms, under learning conditions ranging from training in our laboratory, minimal instruction at demonstrations like SIGGRAPH '91 and '93, and a user's guide provided with the software distribution.NPSNET has served as a networked game, surrogate crew station, analytical model display, out-the-window and sensor display, and command and control tool.Different users and operational platforms demand different interfaces.From these varied user experiences, we have developed anecdotal guidelines for developing virtual world interfaces.This paper examines the 89 Vol. 5, Nos.2-4, 1995 NPSNET: Four User Interface Paradigms for Entity Control in a Virtual World fundamentals of entity control, the different interface paradigms and their impact on the utility of the simulation for different audiences and purposes, and our guidelines.
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