Why use text-based
environments in an age of images?
The Internet offers enormous potential to
overcome the barriers of space and time among human
beings bringing the potential to maximize the economical
use of people's time and material in activities ranging
from manufacturing to training and education.
- Provides access to scarce or specialized
resources
- Permits an economic way to provide enriched
experiences and contacts
- Enables institutions and corporations to share
diverse strengths
- Facilitating real-time contact and communication
among people working on distributed endeavors.
However, while the Internet has succeeded
in providing the basic connectivity to achieve these
goals it lacks an effective means to interface
institutions, resources, faculties, decision-makers,
students, and workers in a shared, multi-person,
real-time experience.
The essential aspects of real-time
cooperative effort are difficult to capture at a
distance, even when that distance is bridged by the vast
information-carrying capacity of the Internet. Even the
powerful, new capabilities of affordable, desktop video
conferencing can't adequately mediate the full range of
social, intellectual, and physical dynamics required to
represent and transfer knowledge within an institution.
The Lanning Hybrid Environment takes an
inclusive, holistic approach to media integration
creating an environment that - beyond replicating
physical space - augments or extends it by bringing tools
and capabilities which simply are not available in
physical time/space interactions.
These tools and capabilities include:
- Time Shifting
- Space Shifting
- Choice of media
- Low Cost
HOW?
One obvious approach to such a goal
would be to use virtual reality technology for the
interface. Virtual reality is a highly popular topic
recently, and if it could achieve its claimed
potential it could inject the participants seamlessly
into remote working environments. Popular discussions
of virtual reality typically refer to graphics-based
virtual environments - systems that provide an
excellent interface for some purposes.
They are, however, very costly; are
oriented towards a single user; and don't provide the
opportunity for multiple remote users to
interactively examine and control the environment. In
contrast, the Learning Organization (be it business,
military, or educational) require interfaces which
support multiple, interacting users in real time, and
which can be accessed through low-cost, PC-based,
dial-up systems.
An alternative form of virtual
environment known as text-based virtual reality
(TBVR) can fulfill both of these requirements for
many kinds of applications. In text-based virtual
reality systems, the remote environment contains
locations which have properties and appearances,
objects which can be looked at, picked up, carried
about and passed between virtually-present persons,
and which can interact with them in appropriate ways.
It is inhabited by multiple virtual
personae who are the manifestation in the environment
of real people at remote locations, and who can talk,
gesture, carry on group conversations or whisper
privately to one another, move about at will, examine
things, and in general behave as they would in the
real world and interact richly with the virtual world
in which they find themselves.
The great advantages of this approach
in cost, simplicity of hardware requirements, and in
applicability to large numbers of simultaneous
interacting participants are due to the use of text
rather than graphics to convey the occurrence,
appearance, and real-time behavior of events in the
virtual world. One 'sees' the world with the mind's
eye much as one does while reading a novel, only here
the novel is alive, the reader is a participant, and
the 'plot' develops based on the actions and
interactions of the persons present.
In many ways such text-based systems
provide a richer view of reality than graphical
systems. Most of what may be seen may be described,
but much information which is invisible to the eye
may also be given. Because the interface technology
is simpler, the user can have much more control of
the environment, and of materials and objects in it,
than is the case with current graphics-based
approaches.
With What?
In most applications, the use of TBVR
will need to be easily accessible to large numbers of
users with diverse backgrounds, levels of experience,
and abilities. This mandates human-interface
properties oriented towards simple, natural-language
operation in interactions with the system itself, and
supportive of natural formats for communication among
simultaneous human users of the system. A TBVR
technology which has evolved to support such demands
exists in a variety of forms of real-time,
multi-user, game-playing systems currently found in
significant numbers at many sites on the Internet.
These systems possess the technology
to interface multiple, remote users to one another
and to a remote virtual environment over standard
Internet connections. In greater or lesser degree,
the virtual environments implemented on these systems
achieve the goals of natural-language operation and
natural formats for inter-user communication and
interaction. Such systems come in generic types
commonly known by acronyms such as MUD, MUSH, MOO,
MUSE, MUCK, etc., and often generically referred to
as MU**.
Although such systems have until now
most frequently been employed for the development of
game-playing systems, they are adaptable to serious
non-recreational purposes. A number of none-game
applications already exist, including several
academic applications. It is interesting to note in
this context that the high-technology field of
graphics-based virtual reality similarly had its
origins in games, in video-arcade applications.
All of the problems of ease of use,
system comprehensibility, and ease of interaction
which will be faced by designers of non-recreational
applications have been encountered in the established
base of MU** game-playing systems. The approaches to
such problems developed at these sites have typically
evolved by trial and error, but have the benefit of
having collectively been put to the test by hundreds
of thousands of users over a time span of several
years.
Typically sites which do not
successfully provide the users with ease-of-use and
an accommodating environment find the users migrating
to sites which do. The lessons learned in this
application, and the solutions implemented can
therefore be of great value to us as designers of
similar applications of this technology to
non-recreational uses.
The Lanning Group excels at building
on the base of MU** software currently in operation.
We have the knowledge and contacts with expertise
necessary to build text-based virtual environments
tailored to the needs of any application, including
the ability to functionally extend the basic
operation of MU** as required. Let us discuss with
you the ways in which we can provide low-cost,
effective environments to tie together your
distributed operations and maximize your use of
resources and personnel.
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Editor's Note: Development efforts by the
Lanning Group/Worldsmiths ceased
in 1998. These pages remain online solely
as historical reference.
Copyright © 1997 The WorldSmiths Group
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