Usability of web-based VR - introduction |
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| Immersion on the WWW? |
A few years ago, several people were rather skeptical about web-based Virtual Reality, see Jakob Nielsen (1998), 2D is Better Than 3D, for an example. This skepticism was rooted in the discrepancy of what hardware is available in specialized laboratories, namely sophisticated and thus expensive projection systems and interactive devices, compared to what WWW users have at their disposal. This raised the question whether under the latter conditions at least some degree of immersion can be realized, as the pivotal quality criterion of VR applications. Meanwhile, creative developers have shown that users can get absorbed even by rather simple computer games, providing evidence that such a technology driven approach to immersion is too narrow. Moreover, a wide spectrum of web-based VR-applications has evolved, including data visualization, simulation and modeling, virtual prototyping, simulator training, education, communication, marketing, healthcare and telepresence. And finally, technical bottlenecks like low bandwidth and graphics board performance are getting less and less relevant. |
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| The usability problem |
Now, the question is not whether or not but rather how to design VR applications for the WWW. As this field is quite new, compared to conventional HTML applications, developers are very creative in designing the interface. On the other hand, this diversity results in several and quite severe usability problems. E.g., each time you start a VR application you need to read and memorize instructions on how to handle it, and frequently you give up already at this stage because of the required time and effort. |
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| Sources of usability |
Usability is a quite enigmatic and complex concept, but it seems to be rooted at least in the following two general principles:
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| The need for consensus |
We speculate that the success of conventional HTML applications is mainly based on establishing social agreements on how to design and use them. This process is backed by numerous guidelines and checklists, one example are the Research-Based Web Design & Usability Guidelines. Unfortunately, none of them covers VR applications. In addition, the Web3D Consortium and developer centers for proprietary viewers (see, e.g., Adobe) do not provide support on usability questions, but rather focus on the technical realization of certain VR features und applications. As a result, this field is rather ruled by anarchy - consensus on the essential principles of user interface design still needs to be established, to open up the full potential of VR in the context of web-based applications. |
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| Topics |
On the following pages we will discuss some general aspects of usability, namely the selection of an appropriate 3D format, the realization of navigation options, and the proper representation of interaction functionalities. These discussions should not be viewed as providing the 'ultima ratio' - rather our intention is to contribute to the development of some basic standards, on the background of the experiences that we acquired with our own VRML and Shockwave applications in the field of eLearning. |
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