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计算机专业论文翻译片段
Distributed Virtual Worlds System
Abstract
We have developed an object model that
facilitates the development of shared virtual
environments. We have implemented our object
model on top of COM and OLE Automation and
facilitated access from Active Scripting
enabled languages. This paper provides a
brief description of the work we have done
on the V-Worlds project.
1. Introduction
Virtual reality is a user-interface paradigm
in which the user feels immersed in a computer-generated
space. Two aspects of this feeling of immersion
have been discussed: simulating the sensory
experience of being in a space, and the
non-sensory aspect of presenting the user
with consistent structure and action. The
sensory aspect has been pursued by research
and development in 3D computer graphics
and display technology. Some currently popular
computer games have demonstrated immersive
3D graphical interfaces on personal computers
available to the general public.
We use the term virtual world for virtual
reality systems that allow multiple users
to interact in the same space. Adding multiple
users to VR creates a number of interesting
new problems. Networking with multiple clients
is obviously necessary, and in some cases
the technology of distributed databases
may be required to support a multi-user
VR system. The interface now requires social
functionality for talking and gesturing.
The graphical presentation of the space
must allow a group of people to interact
socially and see one another's actions and
responses. Security is an issue, especially
if the system allows users to build and
program within the world.
Current work on multi-user VR systems can
be divided into graphical chat systems,
characterized by static spaces and transient
user identity and persistent worlds with
dynamic spaces, movable objects and permanent
user identities. Two very different kinds
of systems have pioneered the development
of large-scale virtual worlds: military
simulation networks, and text-based multi-user
worlds known as MUDs. SIMNET is based on
vehicle and flight simulators that generate
real-time 3D images of a virtual world.
A peer-to-peer network protocol allows these
simulators to display other users' vehicles
and projectiles during virtual battle simulations.
MUDs maintain long-term persistent worlds
in a central object server; these worlds
are accessed via clients similar in appearance
to the old text adventure computer games.
Having existed for almost twenty years,
MUDs are a rich source of experience about
the structural aspects of virtual worlds.
Some MUDs have been in continuous operation
for ten years and have on the order of 10,000
subscribed users, so there is also considerable
experience about the sociology of on-line
worlds. We've drawn more extensively from
the technology of MUDs than from graphical
VR systems and standards, because we are
explicitly interested in supporting the
structural and social mechanisms found in
MUDs.
The thesis gives a well-researched history
and analysis of MUDs. Early multi-user combat/adventure
games appeared in the late 1970s, and by
the mid 1980s, some of them had abandoned
actual game play and enhanced user communication
and self-expression, becoming what are now
called social MUDs. The TinyMUD and the
Habitat system by Farmer and Morningstar
were good examples of purely social MUDs.
Habitat was distinguished by a 2D graphical
interface, and TinyMUD was the first system
to give users extensive abilities to build
new places and objects in the world. Stephen
White developed the TinyMUCK and the MOO
systems, extensions to TinyMUD that allowed
users to write scripts controlling objects.
The MOO was developed further by researchers
at Xerox PARC. In the meantime, combat/adventure
MUDs have also evolved, and servers like
the LPMUD have essentially the same technical
capabilities as the most advanced social
MUDs.
An object-oriented MUD, like White and
Curtis' MOO, is a network database server
which stores objects having properties and
methods. The topology of the space is defined
by "room" objects, representing
discrete locations, interconnected by portal
objects. Each room has descriptive text
which users read to situate themselves in
the location. Portals with names like "north",
"climb", "trapdoor",
connect one location to another and may
print text to embellish the user's experience
of movement and/or announce someone's entrance
or exit to others. MUDs are non-Cartesian,
meaning they are not limited by any geometric
constraint on the spatial arrangement of
rooms. For example, a portal named "sleep"
could connect a bedroom to a collection
of dream-world locations.
Objects in a MOO can also represent things
located in a room, and objects called "players"
or "avatars" represent the user's
character in the world. Users in the same
room are able to talk by typing text and
reading the text that others type. Each
MUD room is superficially similar to an
Internet chat room or IRC channel, but the
description of structure and actions repeatedly
suggest to the user that they are the avatar,
acting in a virtual space.
Our most fundamental departure from MUDs
is the support of a graphical view of the
virtual world. The medium of text is certainly
not inferior to graphics, and in fact many
types of MUD experiences would be difficult
to reproduce visually. However, the textual
descriptions of MUDs limit the speed with
which a large amount of interesting information
about the world's structure can be conveyed.
A graphical world is simply a different
user experience, in the same way that a
movie is a different way of seeing a story
than reading a book. We believe it will
be a more accessible experience, and we
want to explore the possibilities of this
new medium.
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