3D MULTI-USER
COLLABORATIVE WORLDS FOR THE INTERNET
by
Bruce Campbell
A Project
Submitted to the Graduate
Faculty of
Rensselaer Polytechnic Institute - Hartford
in Partial
Fulfillment of the
Requirements
for the Degree of
MASTER OF
SCIENCE
Approved:
___________________________
Principal Advisor
___________________________
Committee Member
___________________________
Committee Member
Rensselaer Polytechnic
Institute
Hartford,
Connecticut
December 1997
CONTENTS
LIST OF TABLES. . . . . . . . .
. . . . . . . . . . . .iv
LIST OF FIGURES . . . . . . . .
. . . . . . . . . . . . v
ACKNOWLEDGEMENTS . . . . . . .
. . . . . . . . . . . . vi
ABSTRACT . . . . . . . . . . .
. . . . . . . . . . . .vii
1. INTRODUCTION . . . . . . . .
. . . . . . . . . . . . . . 1
2. Collaboration Through
Technology - A History . . . . . . 5
Paper . . . . .
. . . . . . . . . . . . . . . . . . .11
Telephone . . .
. . . . . . . . . . . . . . . . . . .12
Electronic Mail
. . . . . . . . . . . . . . . . . . .14
Chat. . . . . .
. . . . . . . . . . . . . . . . . . .15
Video
Conferencing. . . . . . . . . . . . . . . . . .17
Multi User
Dimensions and Object Oriented MUDs. . . .18
Networked
Groupware . . . . . . . . . . . . . . . . .20
Networked Video
Games . . . . . . . . . . . . . . . .22
Distributed
Interactive Simulation. . . . . . . . . .23
Greenspace. . .
. . . . . . . . . . . . . . . . . . .24
Avatar based
Multi-user Worlds. . . . . . . . . . . .25
Conclusion. . .
. . . . . . . . . . . . . . . . . . .26
3. 3D Collaboration on the
Internet . . . . . . . . . . . .28
The World Model
. . . . . . . . . . . . . . . . . . .28
Communications.
. . . . . . . . . . . . . . . . . . .31
The Browser . .
. . . . . . . . . . . . . . . . . . .33
The Server. . .
. . . . . . . . . . . . . . . . . . .37
Client/Server
Communications. . . . . . . . . . . . .38
Extending the
VRML Standard . . . . . . . . . . . . .39
Client based
APIs . . . . . . . . . . . . . . . . . .41
Considerations.
. . . . . . . . . . . . . . . . . . .43
4. Interface Strategies for a
3D Collaborative World. . . .45
2D GUI Interface
Controls . . . . . . . . . . . . . .46
New
Opportunities with 3D . . . . . . . . . . . . . .48
Today's 3D
Multi-user World Interface Solutions . . .50
World
Navigation. . . . . . . . . . . . . . . . . . .50
Integrated
Communications . . . . . . . . . . . . . .54
Personal
Choices. . . . . . . . . . . . . . . . . . .55
Immersion
Strategies. . . . . . . . . . . . . . . . .56
5. My
Collaborative World . . . . . . . . . . . . . . . . .57
Objectives for My World . . . .
. . . . . . . . . . .57
Design Overview . . . . . . . .
. . . . . . . . . . .67
Client. . . . . . . . . . . . .
. . . . . . . . . . .71
Server. . . . . . . . . . . . .
. . . . . . . . . . .73
6. Testing My Collaborative
World . . . . . . . . . . . . .75
Preparing Marbles World for a
Pilot Test. . . . . . .79
My Pilot Test Plan. . . . . . .
. . . . . . . . . . .80
The Post-Participation
Questionnaire. . . . . . . . .81
7. Results of My Collaborative
World. . . . . . . . . . . .84
Overall Thoughts. . . . . . . .
. . . . . . . . . . 84
Experiment Results. . . . . . .
. . . . . . . . . . 89
What To Do Next . . . . . . . .
. . . . . . . . . . 104
A. Instructions
for Marbles World . . . . . . . . . . . . 109
B. Marbles
World Client Code. . . . . . . . . . . . . . . 118
C. Marbles
World Server Code. . . . . . . . . . . . . . . 172
D. Marbles
World VRML 2 Listing . . . . . . . . . . . . . 182
Trademark
List. . . . . . . . . . . . . . . . . . . . . . 190
Reference
List. . . . . . . . . . . . . . . . . . . . . . 191
LIST OF TABLES
Page
Table 2.1 Characteristics of Collaboration Enabling
Technologies . . 8
Table 5.1 Alphabetical List of Project Major
Classes . . . . . . . .71
Table 7.1 Simulation Completion Times. . . . . . .
. . . . . . . . .90
LIST OF FIGURES
Page
Figure 2.1 Collaboration Enabling Technologies
Timeline. . . . . . .10
Figure 3.1 The Alias’ 3D Modeling Interface. . . .
. . . . . . . . .29
Figure 4.1 blaxxun interactive’s Passport Viewer .
. . . . . . . . 34
Figure 4.2 OnLive! Technologies Inc.’s Traveler
Viewer . . . . . . .35
Figure 4.3 Sony Corporation’s CyberPassage Viewer.
. . . . . . . . .35
Figure 4.4 OZ Interactive Inc.’s OZ Virtual Viewer
. . . . . . . . .35
Figure 5.1 A Screen Shot of Marbles World. . . . .
. . . . . . . . .68
Figure 5.2 My Client/Server Architecture . . . . .
. . . . . . . . .70
Figure 7.1 Post-Simulation Questionnaire Results .
. . . . . . . . .91
ACKNOWLEDGEMENTS
I wish to acknowledge my advisory council: Dr. Michael Danchak and Don
Merusi at Rensselaer-Hartford; Dr. Tom Furness at The University of Washington,
who directs the Human Interface Technology (HIT) Laboratory - a place where I
was fortunate to access a lot of information, use a wide range of computing
resources, and debate with a talented group of staff researchers and students.
More generally, I must acknowledge all the individuals out there in
cyberspace who responded to my email inquiries requesting more information on
VRML, Java APIs, and philosophical questions. I must also thank Ian and Shirley
Campbell for helping with the tedious job of proof-reading into the wee hours
of the morning. Lastly, I want to acknowledge specific colleagues at the HIT
Lab who helped me refine my project goals and kept me going during my slower
periods of progress: Dace Campbell, a virtual architect, helped me realize that
I should better leave the design of public cyberspace to others and instead
focus on what happens inside the architecture; Susan Tanney, also a virtual
architect, kept me excited about the significance of my work; Suzanne Weghorst,
a human factors specialist, provided me with other opportunities to practice
the tools of the trade in VRML 2 world creation by assigning me meaningful lab
projects; Mark Billinghurst, a cyberspace engineer, debated my approach to
solving problems; Toni Emerson, a cybrarian, found me relevant magazine
articles and books which helped me think through my ideas.
ABSTRACT
3d Multi-User Collaborative Worlds For The Internet is a
Masters project looking into the potential of using VRML 2 and Java to create
multi-user worlds on the internet to foster collaboration between
participants. The author reviews the
history of technology-enabled collaboration and then reviews the current
technologies available for creating interactive 3D collaborative worlds using
the internet to connect participants.
The author then explains his own approach to
creating a flexible architecture in which virtual participants can share rules,
objects, and actions between themselves while collaborating in a virtual
world. The author suggests the
importance of rules negotiation and design participation to making
collaborative worlds succeed. The
author discusses a collaborative multi-user 3D world of his design and then provides
results on the success of the world after having subjects spend time together
in the world working towards a pre-defined objective.