From: Jeff Pierce [jpierce@cs.cmu.edu] Sent: Tuesday, August 03, 1999 12:46 PM To: Robert W. Lindeman Cc: 3d-ui@hitl.washington.edu Subject: Re: Idea for discussion: violating assumptions At 11:16 AM 8/3/99, Robert W. Lindeman wrote: >Objects have substance > - Turn off collision detection (if it was ever turned on). Here you go: we can extend this into "Objects have weight/mass/substance". Then you can do things like blow objects around with a little fan. =) >To turn things on their head, I would argue that many (most?) interfaces >routinely violate assumptions. Which brings me to another point. There is >also the notion of the source of the assumptions. Some come from the >physical laws, some abstract ones come from the things we have learned >by using GUIs, and some from other technologies, like >telephones/televisions. Anyway, I guess I'm just trying to say that it >might be important to look at the source of the assumptions. Very possibly. I've jotted a few ideas down about origins, but haven't spent time doing any hard thinking on this yet. >(I think some of your things from #5 below could fit here too. The thread >being non-linearity). I'll definitely eventually need a better hierarchy; many of the assumptions I listed really play with non-linearity in different ways. >> 9) The world we perceive really is 3D >> >> * pulling away current view as 2D image to reveal another reality >> * "pop up" worlds that user can fold up and put away > >- Web pages? I'm not sure exactly what you mean. Could you say more? >Others I can think of: >a) Your avatar looks like you > - "On the Internet, no one knows you're a dog." Good one. I once toyed with the idea of essentially allowing the user to shape change in VR. What if you could be an octopus or an elephant or (just for Jaron Lanier) a cuttle fish? >b) You only have 2 hands > * Can we activate/manipulate multiple (>2) hands? Another good one. You can imagine having hands you're not currently using holding stuff you'll need later. I thought about something similar awhile back for CSCW: what if you attach multiple arms to the user, and then allow remote users to work different pairs? The working title was "Octopus Telepresence". ;) >c) All objects are oriented alike, wrt the UP vector. > - Why is it that all Star Trek ships always meet with the same UP > vecotr? This always amused me about Star Trek. Star Wars sometimes does a little better, but they still don't go completely free with orientation. >Some thoughts... >1) It might be a good idea to insure reliability, if not predictability. >What I mean is that an interface should act *consistently* if it is to be >usable. It can still be fun (and powerful), but it needs to be usable. >(Unless your goal is pure fun, of course). No argument here. >2) It is difficult to tell if you are looking at: > a) Navigation, > b) Maneuvering, > c) Object manipulation, > d) General interaction, or > e) Fun and Mayhem. Overall I'm looking at general interaction, although a lot of times I'll pick a specific task (ex. object manipulation) and then run through the assumptions to see what I can come up with. Good discussion! Jeff