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- From: pepke@gw.scri.fsu.edu (Eric Pepke)
- Newsgroups: sci.virtual-worlds
- Subject: Re: SCI: Dimensions of virtual reality - are we really constrained
- Message-ID: <1992Aug13.002704.16338@u.washington.edu>
- Date: 11 Aug 92 15:51:49 GMT
- References: <1992Aug7.091348.1314@u.washington.edu>
- Sender: news@u.washington.edu (USENET News System)
- Organization: Florida State University, but I don't speak for them
- Lines: 47
- Approved: cyberoid@milton.u.washington.edu
- Originator: hlab@milton.u.washington.edu
-
-
-
- In article <1992Aug7.091348.1314@u.washington.edu>
- jonh@david.wheaton.edu (Jonathan Hayward) writes:
-
- > In the one (extremely limited) situation when
- > I've been able to work in hyperspace - writing a very simple 4
- > dimensional maze program on Apple ][ series computers at the end of
- > middle school - I found myself able to learn to master the mazes very
- > quickly (to the point of finding them to be easier than those that
- > occupy only 2 or 3 dimensions).
-
- Sorry to be a party pooper, but this really doesn't get at the
- problem. A maze is basically a graph. You have a node that you're on
- and a set of moves that take you to other nodes. The problem of
- solving a maze is basically the problem of understanding the graph.
- Some classes of maze graphs can be mapped onto a space, making the
- moves correspond to "directions" in the physical sense, but that's
- just a mechanism of classifying the moves. It's pretty easy to think
- in terms of an arbitrary number of degrees of freedom. It's even
- fairly easy to understand mazes that make no attempt to map their
- moves onto physical dimensions at all.
-
- The real problem is imagining a volume in 4-space. I'll take a simple
- intance that I usually use: a density volume of a thunderstorm, shrunk
- down to the size of a living room. It's easy to imagine such a volume
- and how it's distributed in space. It's easy to think in terms of
- moving your hand through it in X, Y, or Z. It's easy to think how
- your hand would pass through different densities in the storm if you
- moved it along an arbitrary path in X, Y, and Z. It's easy to think
- of another orthogonal axis (call it W), and it's easy to think how the
- field might change if you turned the W knob, making "slices"
- orthogonal to the W. However, it is definitely NOT so easy to think
- of how your hand would pass through an *arbitrary* path in X, Y, Z,
- and W, i.e., one not. It is definitely NOT so easy to grok the field
- distributed through 4-space without treating one of the four axes as
- special in such a way that one is really thinking about a continuum of
- slices orthogonal to these axes.
-
-
- Eric Pepke INTERNET: pepke@gw.scri.fsu.edu
- Supercomputer Computations Research Institute MFENET: pepke@fsu
- Florida State University SPAN: scri::pepke
- Tallahassee, FL 32306-4052 BITNET: pepke@fsu
-
- Disclaimer: My employers seldom even LISTEN to my opinions.
- Meta-disclaimer: Any society that needs disclaimers has too many lawyers.
-