The intention of Team MellaniuM to integrate an immersive 3D environment into the Virtual Real World experience was in large part to provide the social intuitive tools for managing the total 3D experience. Frames or terms of reference will be necessary for navigating among the conversational sub-groups. The use of distance, perspective, and orientation in a social context are only meaningful in a 3D spatial environment. In addition to providing familiar paradigms for managing social interaction however, the shared virtual space also allows the user other quasi-organic channels of communication. Using basic navigation skills, the user can implement common gestures such as non-verbal communication (e.g. nodding, looking up/down, cocking the head, turning away in disgust, and other pre-programmed actions, etc.) Dancing, laughing, and other exuberant motion can be used in conjunction with voice and other actions to enrich emotional expression. Landmarks and rooms containing artifacts (TARDIS, Egyptian art, pyramid, art galleries, bedroom, conference room or even the facility to teleport to a different Virtual Real World) can also be used to rendezvous with other individuals or groups for planned tours and events. The 3D virtual real world environments also provide a symbolic and thematic background for communication. While text chat rooms are generally categorized by naming conventions, the experience of using each 3D virtual real world space is identical and the theme is maintained only by the combined consent of the group to speak on a certain topic. Adding the dimension of in-world thematic elements (e.g. Egyptian art world, art galleries, tables and chairs and other executive artifacts in a business conference space, a molecular model for a scientific discussion, 3D fish and skull models, TARDIS, etc.) While the content of the speech is still determined by the individual participants, the virtual real world has a persistent thematic suggestion. In addition to theme, mood, and setting can be suggested in a 3D environment space, through the use of architectural design, images, and sculptural elements as well as background textures, music, sounds, and lighting. Environmental audio (EAX- surround sound) in the form of randomly or sequncially cycling layers of sounds or music are added to the 3D environment space to provide a greater depth of experience. Walking and running on different surfaces produce different sounds. Most physical entropies can be simulated; e.g., gravity, velocity, mass, friction, lightening, etc. Facilities for interaction between the avatars and the space are not limited. However, objects can be authored to produce spatialized audio in response to proximity/collision to an avatar and simulate the sound or sight in the specific environment. Thus, for example an object representing an information provider (radio, drawing, text sheet, etc.,) could give audio and visual information to an avatar as well as machinery, birds, wind, etc. to simulate the background actual real world. Access to the local computer and internet within the world as well as the facility to teleport to other Virtual Real Worlds also exists. Objects can act as links to other 3D spaces or as triggers to launch a web page, document, tool, or visual display.
Avatar implementation.
In an attempt to further enhance the organic feel of the 3D environment virtual real world experience, the decision was made to implement avatars as smoothly morphing 3D models that animate in response to the user's demands. Usually, as in the case of anthropomorphic avatars, this animation takes the form of synchronizing the movement of the limbs with pre-programmed commands and movements. This creates the profound illusion of an avatar in the process of producing speech while looking in a certain direction. This animation helps the user to determine which avatar in the field of view is speaking and adds to the overall illusion of being in the direct presence of living, conscious creatures. This same morphing technique is used to implement pointing, breathing, changes in emotional state and other lifelike sequences to further enhance the subtle impression of life in the avatars. Because avatars showcase the body language so prominently, this organic effect is highly resonant with users, due to the extreme psychological and neuropsychological importance of the body language and speech to the human psyche. Users have reported a desire to maintain contact and to feel the effects of personal space during a session, indicating a high level of immersion in the social environment.
The 3D environment experience.
Users are immersed in a shared 3D virtual real world, with first-person perspective or a just behind view. Each user is able to navigate his or her avatar with six degrees of freedom (up, down, left, right, forward, and back) and each sees the other participants as fully modeled 3D characters or avatars. As a user moves or speaks, his or her body language emanates from the corresponding avatar to each of the other avatars. The avatar's body language and structure synchronize with and the sound of the voice is distance-attenuated and spatialized in EAX surround sound stereo, according to its position in the 3D virtual real world relative to the local user.
The voice communication server driven with full EAX surround sound and fully multi-point, i.e., the user is receiving audio while speaking and multiple streams of voice audio are delivered to each avatar. The overall effect of the voice delivery in conjunction with the visual and audio environment is that of a virtual "cocktail party". Users spontaneously form and re-form conversational subgroups, using natural social conventions as well as pre-programmed activities. Initial contacts are made using real-world methods, such as saying "Hello, there!" towards another avatar and waiting for the other participant to turn and orient (in response to the spatialized audio cue) before proceeding.
These experiences are now available from Mellanium Design and Tele3DWorld. You can experience the above defined Virtual Real World now and specify one of your own. The 3D environment Virtual Real Worlds will be available 24/7 on a accessable server for holding meetings or just general conversation. Join us now and be one of the first to experience this new technology.
Note: the philosophy of commincating information using 3D to 3D requires the user to accept this concept; the 2D paradigm has to resisted and new methods devised to create 3D environments that enable this philosophy to be realized. This is a new concept for all to experience; allow the humans to take charge of the farm. The pigs are just making a mess of it.
See www.mellanium.com for more information.
For a demonstration contact skype id joe133952
Copyright(c) ken rigby for Mellanium Design and Tele3DWorld
http://mellanium.com