| It
is fundamental you thoroughly develop a concept
before you begin working. A clear map of what
you want to show and how you want your users to
interact with your data are fundamental to any
electronic visualization project. Your concept
will evolve and possibly change as your project
begins to take shape, but it is a good idea to
start with a basic problem such as a transit oriented
redevelopment, decide how you want to represent
the physical environment, such as in a density
study, and how the environment will change over
time (models increase in bulk from original to
proposed as the user enters within 10 feet of
the building). Layering over of the basic problem,
you should also consider how enhanced visual presence
or immersive interaction will aid the project.
I encourage you to consider pushing your concepts
beyond aesthetic observations by utilizing interactivity.
Choosing between VRML and the
CAVE is one of the first decisions to make. You
must consider your audience, accessibility issues,
and the complexity of your project. Fully define
the concept before working to assess your project
timeline. Generally, I would double the amount
of time you think it will take you, but for CAVE
programming, I might even be inclined to triple
it. VRML projects for the web will not take you
as long because these projects require significantly
less steps. Novices to 3D interaction and world
creation will have innumerable stumbling blocks,
however you gain a plethora of experiences and
exposure to key ingredients that create a successful
interactive piece.
CAVE Projects
It is important to be able to
justify a CAVE project. If you could easily accomplish
the same results on the Desktop, you might want
to reconsider a CAVE project. The dilemma with
the CAVE is the creation of intuitive navigation,
interaction, and accessibility. Usually, a designated
"driver" shows a CAVE piece to an audience,
while a VRML piece can be shown over the web with
instructions for the user. The advantage to using
the CAVE is the obvious immersion of the user
but also the CAVE can be networked with other
CAVEs. Users from thousands of miles away can
enter into the same virtual environment simultaneously
and can talk to each other while interacting with
the same objects. Rem
Koolhaas used the CAVE to have a design charette
for the New Campus Center at the Illinois
Institute of Technology in Chicago without leaving
Holland.
Most user interfaces in the CAVE,
the way in which you manipulate the environment,
are programmed. The CAVE only comes with the default
walk mode. You must program and plan for all other
types of navigation (such as flying and inspecting)
as well as the interactivity. Your project will
introduce you to a world of computer interfacing
beyond basic navigation issues. It might be helpful
to research how navigation and interactivity has
been addressed in the past to help you make informed
choices.
For the Hazel Crest Planning
project, an interface for moving buildings was
constructed that enabled the user to click a button
on the wand and the world would change. Like a
garage door, the world slips from underneath and
around the user to be displayed on one wall of
the CAVE in aerial view. The user can point at
buildings and rearrange them in this perspective.
This was designed around the nature of the transit
oriented project which included replacing most
of the buildings within a Metra corridor. While
standing in front of a particular building, the
user was presented with a series of three dimensional
buttons that enabled him to scale, rotate, and
swap buildings. The user is presented with the
existing conditions and can replace the existing
condition with the proposed development, as well
as scale and rotate the new building.
This experimental Hazel Crest
piece was both a success and failure. The idea
of restricting views to two dimensions when the
user wants to move buildings worked wonderfully.
Within a three dimensional environment, it is
very difficult to stand in front of a building
and move it to a more desired location. The buttons
to swap, rotate, and scale could have been better
integrated into the built environment without
taking up physical space in the simulation. Way
finding was not a concern because the corridor
only consisted of several blocks. Planners did
not have time to come to the CAVE. Thy only interacted
with the VRML piece minimally. Due to timeline
constraints, the planners developed plans about
the corridor without the VRML simulation having
any affect on their decisions. The simulation
was under construction right up to the community
meeting; its only use was to convey the plans
to the community. The final community meeting
was successful and the audience asked the planners
to "drive" the corridor to address questions
immediately. It was a successful visualization
tool but not a tool the planners actually used
to make informed decisions.

Image from Hazel Crest TOD Project, done in both
VRML and the CAVE, Crystal Wilson, 2002. This
image shows the three dimensional button to enable
the user to switch between new and existing buildings.
VRML Projects
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| VRML
projects present similar navigation issues, however,
the plug-in viewers for the browser have inherently
more functionally built in than the CAVE wand.
It is easier to navigate a VRML world. Added functionality
can be added to both the CAVE and VRML. In the
Kenosha VRML project, a two dimensional map can
be called up from the bottom of the screen. The
user's position is tracked on the map for way
finding purposes. This method is one way to expand
the navigation of the virtual environment.
Below is a CAVE Versus VRML
overview. You can make an informed decision about
which path to take when you consider what you
want to do in your virtual world, the project
timeline, and audience.

CAVE Versus VRML Overview
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| |
CAVE |
VRML |
| Inherently Networked* |
Yes |
No |
| Simulation Sickness |
Yes |
No |
| GUI Interface for Programming
Interactivity |
No |
Yes |
| High Learning Curve |
Yes |
No |
| Supports Audio, Video, and Complicated Dynamics |
Yes |
Yes |
| Node based |
Yes |
Yes |
| Includes Arithmetic in the Scripting Language |
Yes |
No |
| Complex Node Support |
Yes |
No |
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* Inherently Networked means that more than one
person in different locations can enter into the
same environment together.
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