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- Path: sparky!uunet!zephyr.ens.tek.com!uw-beaver!news.u.washington.edu!milton.u.washington.edu!hlab
- From: jwt!bbs-airwick@peora.sdc.ccur.com (Eric Van Hensbergen)
- Newsgroups: sci.virtual-worlds
- Subject: TECH: Text interfaces
- Message-ID: <1992Jul22.005552.9901@u.washington.edu>
- Date: 19 Jul 92 15:21:37 GMT
- Sender: news@u.washington.edu (USENET News System)
- Organization: The Matrix
- Lines: 30
- Approved: cyberoid@milton.u.washington.edu
- Originator: hlab@milton.u.washington.edu
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-
-
- Not to diminish any of the great discussions on graphics and hardware,
- but I have a question to purpose. In my own research and study of VR,
- I have yet to come across proposals for "nice" text interfaces with
- the environment. That is to say, that even though primary interaction
- with VR environments will be pointer related (tracking systsmes, mice,
- joysticks, gloves, etc), there will undoubtably be the need for some
- text input. How does everone propose to accomodate for this in their
- designs??
-
- Certainly a nice text window system that overlays itself on the
- environment would do the trick, but it seems to me that this would
- play nasty tricks on both speed and on the shutter glasses.
-
- Effectively, it would seem we would need to shut down the environment
- (at least from the users' perspective) whenever he needed to give
- input from the keyboard (I believe this is how REND386 handles text
- i/o). Is there any way around this????
-
- (Of course there is always Gibson's method of unmarked keyboards and perfect
- typists, but that would restrict alot of us from the VR interface. :)
-
- -------------------------
- Eric Van Hensbergen
- airwick@nick.csh.rit.edu
- VR Learning Systems Development
- Computer Science House
- Rochester Institute of Technology
- -------------------------
-