This report is also available as an
Acrobat file.
Contents
The Design of Virtual Environments with particular reference to VRML
Contents
About this report
Introduction
Definition
The challenges of VR are not only technical
The uses of spatiality
Do we know what space is?
Transformative technologies
Fundamentals of spatial organisation
The active eye and the layout of information
Movement perception
Mnemonic uses of space
Social interaction mediated by space
Spaces and power
The meaning of buildings
Architecture as spatial design
Planning permission in Cyberspace
Postmodern geography and the semantics of space
Theatricalities - realism and non-realism
Omission and abstraction
More spaces in literary imagination
Virtuality
Direct manipulation and virtuality
Virtuality and human error
Design faults in virtual environments
What you see is ALL you get
More prerequisites for successful virtuality
Environment into process
Protagonists and point of view -- a case study from film
Social space and Virtual Worlds
Representation
Issues of realism and photorealism
Perspective systems to choose from
What is three-point perspective for?
The truth in photography
The truth in drawing
Selection in drawing and photography
Productive ambiguities in drawing
Distortion
The viewpointless view
Taking liberties with realism
Information spaces: from database to the Virtual Museum
The 'homeopathic fallacy'
Design into production
Some metrics of reality
Before embarking on VR...
Designing the world - managing the process
VRML now
The future of VRML
Future roles of VRML in Higher Education
Recommendations
References
Internet resources
Contents
Graphics
Multimedia
Virtual Environments
Visualisation
Contents