MUDs Grow Up Social Virtual Reality in the Real World
MUDs Grow Up:
Social Virtual Reality in the Real World
Pavel Curtis and David A. Nichols
Xerox PARC
3333 Coyote Hill Rd.
Palo Alto, CA 94304
May 5, 1993
Abstract. MUDs are multi-user, text-based, networked computing
environments that are currently used mostly for gaming. Despite the
obvious shortcomings of a text-only system, they are quite popular. The
Social Virtual Reality project at Xerox PARC is extending MUD
technology for use in non-recreational settings. Our goal is to keep
the strength of MUDs-shared computing with a powerful real-world
metaphor-while correcting their shortcomings by adding audio, video,
and interactive windows. We are building two specific prototypes:
Astro-VR, for use by the professional astronomy community, and Jupiter,
for use by researchers within Xerox.
1 Introduction
MUDs, or "Multi-User Dungeons," are programs that accept network connections
from multiple simultaneous users and provide access to a shared database of
"rooms", "exits", and other objects. Users browse and manipulate the database
from "inside" the rooms, seeing only those objects that are in the same room
and moving between rooms mostly via the exits that connect them. MUDs are thus
a kind of virtual reality, an electronically-represented "place" that users can
visit.
MUDs are unlike the kind of virtual realities that one usually hears about in
three important ways:
o MUDs do not employ fancy graphics or special position-sensing hardware
to immerse the user in a sensually vivid virtual environment; rather,
they rely entirely on plain, unformatted text to communicate with the
users. For this reason, MUDs are frequently referred to as text-based
virtual realities. [6]
o MUDs are extensible from within; MUD users can add new rooms and other
objects to the database and give those objects unique virtual behavior,
using an embedded programming language.
o MUDs generally have many users connected at the same time. All of those
users are browsing and manipulating the same database and can encounter
both the other users and their newly-created objects. MUD users can
also communicate with each other directly, in real time, usually by
typing messages that are seen by all other users in the same room.
A sample transcript of a user's MUD session appears in Figure 1; the user's
input is prefixed with a `>' prompt.
-------------------------------------------------------------------------------
>look
Corridor
The corridor from the west continues to the east here, but the way is
blocked by a purple-velvet rope stretched across the hall. There are
doorways leading to the north and south.
You see a sign hanging from the middle of the rope here.
Gumby is here.
>:waves.
Munchkin waves.
>read sign
This point marks the end of the currently-occupied portion of the house.
Guests proceed beyond this point at their own risk.
-- The residents
Gumby says, "What're you up to?"
>"Just exploring this place. Bye!
You say, "Just exploring this place. Bye!"
Gumby waves bye-bye.
>go east
You step disdainfully over the velvet rope and enter the dusty darkness
of the unused portion of the house.
FIGURE 1. A typical MUD encounter
-------------------------------------------------------------------------------
MUDs have existed for about fourteen years, beginning with a multi-user
"adventuring" program written in 1979 by students at the University of Essex,
England [2], and becoming particularly prominent on the global Internet over
the past five years or so. Throughout that time, they have been used almost
exclusively for recreational purposes.
About two-thirds of the MUDs in existence today are specialized for playing a
game rather like "Dungeons and Dragons," in which the players are assigned
numerical measures of various physical and mental characteristics and then have
fantasy adventures in a role-playing style. Nearly all other MUDs are used for
leisure-time social activity, with the participants spending their connected
periods talking with each other and building new areas or objects for general
enjoyment. A recent list of Internet-accessible MUDs showed well over 200
advertised, running at sites all over the world. The busiest of these
frequently host 50 to 100 simultaneous users.
Clearly, these recreational MUDs are very popular systems. There are a number
of reasons for this, we believe, but two that stand out for our purposes are
the social quality of these systems (one uses them in the company of other
people) and the richness of the metaphor they employ (much of what's possible
to do is intuitively obvious, appealing to the user's lifetime of real-world
experience).
We generalize from MUDs along these lines by referring to the notion of social
virtual realities, which we define as "software systems that allow multiple
people to interact and communicate in pseudo-spatial surroundings." It seems
clear to us that social virtual realities, especially as embodied in the simple
technology of MUDs, should be immediately useful in other, non-recreational
applications.
This paper presents our plans for exploring the implementation, applications,
and implications of social virtual realities in work-oriented contexts. In the
next section, we describe the ways in which we plan to enhance our own MUD
server. While we have prototyped all the technologies described there, we have
not yet combined them into an integrated system. We then describe the two major
systems we are building as foci for our research.
2 Enhancing the Usual MUD Model
Current MUDs use plain, unformatted text as the sole communications medium,
both between users and between the server and user. Text has the advantage of
being universally available, allowing a wide range of users to participate. For
recreational use, text has additional advantages similar to those of radio over
television, as words can often paint a more compelling mental image than can,
for example, a picture produced with MacDraw.
Unfortunately, text has significant drawbacks in a work environment. First,
typing is much slower than speech for real-time communications. While most
people can read faster than they can listen, they can speak much faster than
they can type. In a world where telephones and face-to-face communications are
readily available, real-time typing will not be a popular alternative.
Secondly, the aesthetic properties of text descriptions are largely wasted in a
work setting. A worker's use of the computer is generally secondary to
accomplishing some other task, and dramatic descriptions of the successful
printing of a document, after victory over the evil forces of paper jams and
toner spills, get old after a while.
In addition to text-based interaction, therefore, we are adding real-time audio
and video, and window-based graphical user interfaces. While typical MUDs
assume that users have only a dumb terminal, we assume that they have digital
audio and a graphics display, with optional video input. This is an
increasingly realistic assumption, as almost all computers sold today (PCs,
Macs, Unix workstations) have graphics displays, and most either come with
telephone-quality audio or can have it added cheaply (usually for about $100).
Just as workstations are improving, so is network technology. In particular,
"multicast" routing capability [7] is becoming available, in which individual
packets can be received by many hosts without duplicating the packets on any
link and without the sender having to know who any of the recipients are; we
use this to handle real-time audio and video traffic efficiently.
The LambdaMOO Server and the Client
As a base for our work, we are using a MUD server developed here at PARC,
called "LambdaMOO." The facilities it provides are generally typical of those
available on other MUD servers, though in a form that we find particularly
convenient [4].
The server has only three jobs: accepting and managing network connections from
the users, maintaining the database of rooms, objects, and users in a robust
and persistent way, and interpreting programs written in the server's embedded
programming language, called "MOO." Users invoke MOO programs each time they
enter a command.
MOO code has access to all of information about the objects stored in the
database (including the code for all of the stored MOO programs) and produces
its effects either by changing those objects or by reading or writing simple
text strings from or to the various users' network connections. To make the
programming model as simple as possible for naive users, each user command's
associated program is run to completion before any other command is begun;
thus, no issues of concurrency or locking arise.
As a consequence of this design, MOO programs do not run so quickly as to allow
them to be used to handle any high-frequency events, such as
character-by-character typing, mouse motions, or real-time network processing.
On the other hand, the interpreter is efficient enough for use in most
human-speed command-response interfaces.
A purely text-based MUD can be reached by users running any normal Internet
telnet program. All the characters typed by the user are sent to the server,
and all the server's output is displayed on the user's terminal. The extended
features we describe in the following sections require the user to run a more
specialized client program. This program passes normal user commands and
responses to and from the server as before, but also interprets special client
commands from the server. These commands can cause the client to perform
actions like creating windows, setting up audio/video connections, and fetching
files from anonymous FTP servers.
While the MOO server is extensible by users creating and programming objects in
the database, the client itself is not directly programmable. However, the
special commands that the client receives from the MOO code in the server are
fairly general in scope, so it can present a wide range of behaviors to the
user.
Window-Based User Interfaces
The first addition to the usual MUD model is support for graphical user
interfaces under the control of MOO programs. This allows MUD objects to
interact with users via windows that appear on their screens. For example,
"opening" a map object might display a diagram of the layout of the local
rooms, allowing the user to move between them simply by clicking with the
mouse. Window-based interfaces can also be used for various shared
applications, such as text or graphics editors that appear on more than one
user's screen at once.
Our protocol for communicating between the server and client programs uses
high-level descriptions of the interface elements, and borrows ideas from the
FormsVBT package for Modula-3 [1][3]. MOO code in the server sends to the
client a description of the names and layout of a number of user-interface
widgets. The client interprets this description and creates a corresponding
window on the user's screen. When the user manipulates the interface widgets,
messages such as "this button was pushed" are returned to the MOO code.
Low-level interactions, such as scrolling text or echoing typed characters, are
handled locally in the client and not reported to the server. MOO application
code can respond to input events by changing the contents or appearance of
widgets or other typical window-system operations.
-------------------------------------------------------------------------------
(VBox
(HBox
(Text LeftAlign (Name messageNum))
(Fill)
(Button (Name reply) "Reply")
(Button (Name delete) "Delete"))
(Bar)
(TextEdit (Name messageBody)))
FIGURE 2. Example window description
-------------------------------------------------------------------------------
[Figure not reproducible in plain-text form.]
FIGURE 3. Example result window
-------------------------------------------------------------------------------
This approach allows us to put as much of the window-system code as possible in
the client, as opposed to the server, thereby reducing server load and making
it easier to write new window-based MUD applications. It also reduces network
bandwidth since the communication is in terms of high-level interface element
events instead of low-level mouse and keyboard events. Finally, it allows for a
great deal of interoperability, since the details of each user's local window
system are hidden from the MOO program controlling the windows; thus, for
example, one user of a shared window application might be using a PC running
Windows while another uses a Unix workstation running X.
Shared tool access
One of the principal advantages of MUDs is that all the users share the
computing environment. If one user does something, others in the same room get
some sort of indication of the action and can follow along. Our modifications
provide this shared access for certain window-based applications. There are
several approaches to building such a facility, and there are times when each
is useful.
For applications written entirely in MOO, the code in the server simply drives
more than one window. Each update is sent to all clients with a copy of the
window, and events from any of them are processed as user input. The high-level
interface to the windowing facilities keeps the number of interactions for the
application to replicate to a minimum.
For terminal-based interactive tools, the server can act as a switch to mediate
shared access to the tool. We have implemented this for Unix applications using
XTerm, organized as shown in Figure 4. In this case, client A runs the
application locally (App. A), and forwards all output to the MOO server, which
repeats it to client B. Input from client B follows the reverse path, and is
shown to the user at client A as well as being forwarded to the application.
We support shared access to network-accessible tools using a similar model also
shown in Figure 4. Here, MOO code in the database directs the server to make a
network connection directly to an application server, and the I/O is
multiplexed among the various users as before. In some of these cases, we
direct each user's client to open a separate XTerm window for the interaction;
in other cases, it is more convenient for users to use MUD commands to
manipulate the remote application.
-------------------------------------------------------------------------------
[Figure not reproducible in plain-text form.]
FIGURE 4. Shared access to applications
-------------------------------------------------------------------------------
We are not yet trying to provide shared access to X window system applications.
However, we believe we may be able to do so by using one of the existing shared
X servers, running on the same machine as the MOO server and under its control.
Audio
Audio in our MUDs works much as it does in real life; anything someone says is
heard by all others present. We implement this by associating a multicast audio
channel with each room. Users hear all the sounds from the room they're in and
contribute to these sounds with their speech. When they move to a new room,
their audio is automatically switched to the channel for the new room. Because
the channel management is performed by MOO code inside the database, we can
even arrange for the sounds from "nearby" virtual rooms to filter through at a
lower volume, allowing users to notice when possibly-interesting interactions
are happening "right outside their door."
We consider audio to be the most productive addition we could make to the usual
MUD model. It substantially eases use of the communications aspects of the
system for most users, especially those who are not good typists. Also, audio
carries less ambiguously many of the non-language cues in conversation, such as
tone, mood, emphasis, etc. Finally, studies by Chapanis have shown that audio
is substantially more productive aid for problem-solving communications than
either text or video [4].
The audio is telephone-quality, 8 bits/sample at 8,000 samples/second, and is
transmitted via multicast over the local network. We are currently using the
audio devices built into our Sun SPARCstations, but any equivalent audio
hardware (such as the current flock of PC sound boards) would do.
Unlike text and window events, audio and video must be delivered to the
intended recipients within tight real-time bounds. Our central server-based
architecture will not work for audio and video, because the overhead incurred
by having the server receive and retransmit all the audio/video traffic would
be too high. Instead, we have the clients send the traffic to each other
directly using Internet multicast. Multicast datagrams are addressed to groups
of workstations instead of individual ones. Because of this, several machines
can receive the same copy of a packet, reducing the total load on the
underlying network.
Even with multicast, the clients must know which multicast address to use to
transmit and receive packets for a given room. Also, if the correspondence
between other users and their network addresses is known, the client can
provide speaker identification to the user by, say, highlighting the name of
the current sender. This control information is low-bandwidth and not as time
critical, and so can be easily managed by the central MOO server.
Video
While the addition of audio to MUDs provides a dramatic and obvious improvement
in communication, the effect of adding real-time video is more subtle. It can
enrich the perceived quality of computer-mediated conversation, as gestures,
facial expressions, and physical surroundings are transmitted. Also, it makes
it possible to monitor remote locations; for example, one can have a sense of
whether or not someone else has been "around" recently, or if they are
currently using the telephone by peeking into their office. Finally, video can
allow users to participate in remote meetings where overhead slides or other
visual props are used in presentations.
In our systems, we intend to make it easy for users to view the output from any
cameras associated either with other users in the same room or with the room
itself. The latter case comes up, for example, when the MUD is used to attend
meetings taking place in real rooms in the workplace.
At present, we are using Sun VideoPix boards and small attached cameras. We
have software-only video compression algorithms that allow any workstation to
display the resulting video, even if it is not equipped with a camera. The
resulting video is 320240-pixel, 7-bit grayscale at about 5 frames/second and
takes about 128 Kbits/second of network bandwidth to transmit. As with audio,
video will be transmitted between clients using multicast, with the MOO server
providing coordination of the video streams.
This video facility is not enough to support full video conferencing with
audio/video lip-sync. However, it is sufficient to provide a sense of the
activities of other users and for attending lectures via the MUD; in the latter
case, one only needs to see the speaker's slides and hear the audio to get most
of the benefit of a talk.
3 The Astro-VR System
In collaboration with Dave Van Buren, an astronomer at the NASA/JPL Infrared
Processing and Analysis Center, we are building "Astro-VR," a social virtual
reality intended for use by the international astronomy community. Our first
serious users, from a major research project with investigators in both the
United States and Italy, are beginning to use the system now.
The system is intended to provide a place for working astronomers to talk with
one another, give short presentations, and otherwise collaborate on
astronomical research. In most cases, this system will provide the only
available means for active collaboration at a level beyond electronic mail and
telephones.
Initially, Astro-VR will provide the following facilities of interest to our
user community:
o real-time multi-user communication,
o a self-contained electronic mail and bulletin board system,
o shared, user-supplied links to online astronomical images,
o an editor/viewer for short presentations of text and images,
o collaborative access to standard programs used by astronomers, and
o window-based shared editors.
Astro-VR is built on top of LambdaMOO, so all of these facilities can be
extended and customized by individual users, using the embedded programming
language built into the server. We are not providing audio and video initially,
since multicast capability is not yet widespread on the Internet, the home of
Astro-VR's user community.
Real-time Communication
The standard MUD means of textual self-expression and communication (e.g.,
speech, gestures, paging, whispering, self-description, etc.) are available to
our users as well, because Astro-VR is, at heart, a MUD. While such
communications channels are obviously not optimal, they are, at present, the
best kind of conversational tools widely usable in today's global Internet. The
wealth of experience already gained with recreational MUDs leads us to believe
that this level of communications technology will prove useful and even
sufficient until such time as something better (such as networked digitized
voice) becomes feasible on a large scale.
For some situations, especially those involving planned collaborations between
pairs of users, we expect that normal telephone calls will be used as an
adjunct to the communication facilities we're providing.
Self-Contained Electronic Mail
The international astronomical community, like most modern scientific
communities, already makes a great deal of use of electronic mail. However,
there remains a need for email forums both concerned with astronomical research
and restricted to use by working astronomers. Bulletin boards and mailing lists
such as the newsgroups of USENET have the problem (and virtue, perhaps) that
access is unlimited; every user on USENET has the option of reading and posting
to any newsgroup. From the perspective of a serious practitioner in some field,
this communication channel is very "noisy." The sci.space newsgroup, for
example, is posted to by people with all levels of astronomical background and
expertise, from utter novices to working professionals. The general level of
discourse is thus driven toward the middle ground, the knowledgeable hobbyists.
Clearly, such a forum is inappropriate and ineffective as an outlet for serious
discussion between experts.
The standard LambdaMOO database includes an electronic mail and bulletin board
system completely contained in the virtual reality; email sent on a MUD does
not, in general, leave it and email from outside the MUD cannot come in. In
effect, the MUD provides a self-contained electronic mail community; the users
can send email and maintain bulletin boards that are open only to that
community, even though the participants are geographically scattered. We expect
the users to find that a much higher level of bulletin board discourse is
possible inside Astro-VR than outside.
Active Links to Images
Astronomers, perhaps to a larger extent than many other professionals, rely
heavily on detailed photographs and other images to convey their ideas and
discoveries to one another. At present, however, it is difficult for them to
make their images easily available to one another. For example, it is difficult
to discover if any (local or remote) colleague has online an image of any
particular celestial object, let alone to get access to that image and display
it on a given computer screen. In Astro-VR, it is easy for users to "register"
the images in their collections, creating an object in the virtual reality to
represent it. When another user ``opens'' such an object, the corresponding
image is automatically fetched across the network and displayed in a window on
the requestor's screen. These active links to images will be indexed in a
number of ways on Astro-VR (e.g., by name, location, type of image, type of
celestial object, etc.) for searching and browsing by other users.
Presentation Editor and Viewer
An important part of the scientific work practice is the periodic meeting of
relatively small working groups, usually having 5 to 20 members. At such
meetings, individual project members frequently give short, 10 to 20 minute
presentations on recent efforts and/or results. To facilitate this kind of
activity within Astro-VR, we are providing a set of conference rooms, which
have extra commands for preparing and presenting such short talks.
A talk is structured as a sequence of segments, each containing a paragraph or
two of text and one image, accessed using the active links discussed above.
When each segment is presented, its text is printed out to all participants and
the associated image is displayed on their screens. A distinguished user, the
presenter, controls the "pace" of the talk by deciding when to move from one
segment to the next.
Any discussions that take place during the presentation are recorded and stored
with the talk. These discussion may be displayed during subsequent
presentations of the talk. This allows project members who were not present at
the initial presentation to catch up on what happened there and even to add
their own annotations to the talk for other listeners. All talks are
potentially archived for viewing by interested parties at any later date.
Collaborative Access to Standard Tools
There are a number of computational tools frequently used by most working
astronomers. For example, tools like the interactive plotting system mongo, the
symbolic algebra system Mathematica, a variety of astronomical database
systems, and even simple calculators all qualify as major tools in their
day-to-day work. Through Astro-VR, we allow astronomers to use these familiar
tools collaboratively. Using these tools is like crowding around the screen of
a shared workstation, handing the keyboard and/or mouse back and forth and
discussing the results produced. In the case of Astro-VR, though, the shared
workstation is a virtual construct and the users can "crowd around" from the
comfort of their individual offices around the world.
It is important to note that we are not, in this case, attempting to provide
any new tools for our user community; there are many more knowledgeable people
in astronomy doing that already. Rather, we see our task as providing the
"glue" that allows collaborative use of those tools the astronomers are already
using.
Window-based Shared Editors
Astronomers frequently talk about the orientations of and physical relations
between celestial objects, usually communicating these ideas through sketches
on paper or whiteboards. They also use sketches often for other purposes, such
as conveying the general shape of some plotted data or function. These sketches
are so important to their work practice that some astronomers even make these
drawings as part of telephone calls, when the other party cannot see the image.
To support this style of interaction in Astro-VR, we are building a few
especially important window-based MOO applications, the first of which will be
a simple shared drawing tool. This will allow each user to see the strokes or
figures laid down by the others and to "point" to parts of the drawing in ways
that are visible to each other. Given the facilities provided in the
window-system client program, we expect such an application to require about
100 lines or so of MOO server code.
Another likely candidate for early implementation is a shared text editor with
similar "pointing" capabilities, for communicating about relatively short
pieces of plain text, such as paragraphs out of a research paper or the results
of a collaborative database search.
4 The Jupiter System
To a large extent, Astro-VR represents the level of interface functionality
that we can easily export to a large number of users, given the current state
of the global Internet and the kinds of workstations typically available to our
users. In an environment where we have much more control over the network and
the workstations in use by the participants, though, we can explore the use of
more advanced technologies. Then, as the Internet and users' workstations
improve, we can use the lessons learned in our more controlled environment to
improve the general lot.
Our other major effort, then, is an extended MUD that supports all the features
mentioned in section 2. This system, called "Jupiter," will be used by
researchers both here at PARC and at our companion laboratory, EuroPARC, in
England. In addition, it will support users both within the laboratory
buildings and at their homes.
To support this, we are arranging for most workstations at PARC to be equipped
with microphones and, at the option of the user, a video camera. Our local
network infrastructure already supports multicast routing, and we have
high-speed ISDN telephone links to the homes of many PARC researchers.
Casual Interaction
One of our goals in building Jupiter is to support casual interactions between
its participants and to allow them to participate in the casual interactions
taking place in the real environment of the laboratory. The use of audio is
clearly important for this, because casual interactions must be essentially
effortless, and speaking is easier than typing. We plan to provide other kinds
of support, as well.
Informal meeting areas are one example. In addition to the meeting rooms and
offices, we envision areas that encourage casual interaction. The presence of a
user in such a room would be an implicit invitation for conversation from
others. One might keep casual use objects there, such as newspapers
(automatically generated from wire feeds) and games. It is important that users
be able to use these objects together, as this encourages conversation.
We also want to provide facilities to encourage chance encounters. One example
is to use computer-generated sounds to notify users of the arrival or passage
of other users. These electronic "footsteps" would remind a user to check to
see who else was in the area. Another example is to mix in a small amount of
audio from adjacent rooms, if their doors are open. These would provide the
snippets of speech that often draw newcomers into a conversation.
Finally, we intend to equip the casual meeting areas of our laboratory building
(such as coffee alcoves and lounges) with audio and video devices. These should
allow Jupiter users to "happen upon" people in those areas and then to hold
informal conversations with them.
Telecommuting
Many people currently spend some portion of their average week working from
home, or telecommuting. In our experience, such people are effectively absent
from the social milieu of the workplace, only "visible" in the form of
occasional electronic mail messages, if that. We are interested in exploring
the possibility that Jupiter can support a more effective form of
telecommuting, in which even remote workers can be active social participants.
Jupiter's relatively modest network bandwidth requirements, coupled with recent
advances in telephone connection quality, should allow workers to use Jupiter
almost as effectively from home as from work.
ISDN telephone service is slowly becoming available from local phone companies
throughout the world, and provides two 64-kilobit/second full-duplex channels
per user at affordable prices. Jupiter would have to fit audio, windows, and
varying amounts of video over such a connection. Audio can be compressed to as
little as 13kb/sec, using standardized algorithms such as GSM [8], without
major losses in quality. Our window-system protocol takes much less than half a
channel because the interactions are at a high level of abstraction. This
leaves one channel to use for video.
Our experimental video protocols can send 5 frames/sec of grayscale video using
128kb/sec of bandwidth. Using only 64kb/sec, the frame-rate is lower but still
tolerable, especially for largely static scenes such as workers in their
offices. For a talk, we can send single frames of each slide, which easily fit
into a single 64kb/sec channel.
The goal of telecommuting is to allow a worker to accomplish as much from home
as they can by physically going to work. While Jupiter cannot be a full
replacement for being there, it should provide a good substitute in many
structured situations, such as meetings. Beyond that, its value as a
replacement for travelling to work will depend largely upon the extent to which
the goals of casual interaction are met.
Convolving the Real and Virtual Worlds
There are a number of ways in which it appears to be useful to convolve the
Jupiter user's perceptions of the real and virtual worlds. The most obvious
example, alluded to earlier, is to have virtual rooms that correspond closely
to certain physical places, such as common areas and conference rooms, allowing
virtual visitors to encounter and communicate easily with people who are
physically present. This is only one such possible connection, though.
It would not be difficult, for example, to tie a particular telephone line here
at PARC to an virtual telephone handset in Jupiter. If a call came into that
line, the virtual phone would "ring", giving indications to the users in the
same location via text and audio. If one of them were then to "answer" the
virtual phone, the audio from the call would be patched into the room's
multicast audio channel, for all in the room to hear and respond to. A user
could "pick up" the handset and carry it to other virtual locations, with the
phone audio following the handset to other channels as appropriate. Of course,
the phone call could as easily be made in the other direction, outbound from
Jupiter, and the same sort of model could be used for fax transmissions.
Another possibility is a virtual bulletin board represented in the physical
world by a large-scale flat-panel display in some appropriate place. Either
interface could be used to add items visible to both the real and virtual
incarnations.
With appropriate sensors in users' offices, we could reflect into the virtual
world such important physical cues as closing the office door, or having a
telephone off-hook. These could be presented to potential visitors in the
virtual world to let them know that interruptions might not be appropriate at
the current time.
One particularly intriguing direction in this area is a connection to the PARC
building management computer system, allowing Jupiter users both to monitor
conditions (by moving to the virtual analog of a physical location of interest)
and to control them, using MOO programs. We have specific plans to investigate
this direction in the near future.
Use for Administrative Support
A goal of the Jupiter system is that it tie together all of the workers here at
PARC, not merely the research staff. There are a number of exciting scenarios
possible if we can achieve this. We envision being able to visit the PARC
library through Jupiter and to get the online assistance of the staff there in
learning how to use their specialized interfaces to a variety of information
sources. We would like to be able to confer with people in the accounting and
purchasing departments concerning such matters as expense reports and purchase
orders while sharing online views of those items. Our facilities staff, who
maintain the physical plant of the building, could be queried regarding office
furniture arrangements or telephone and network connections using a shared
office map and furniture layout tool. In all of these cases, we imagine
communicating easily with these people from our own offices using
application-specific props and tools, preferably of the specialists' own
design.
5 Project Status
Much of Astro-VR is running and it is now accepting its first users. We are
using all of the technologies for Jupiter, but have not yet brought up a fully
integrated system. We expect that both systems will be in daily use by their
intended communities by the end of the summer of 1993; we should be able to
report on our experience with the system at that time.
References
[1] Avrahami, Gideon, Kenneth P. Brooks, and Marc H. Brown, "A Two-View
Approach to Constructing User Interfaces," in the SIGGRAPH '89 Conference
Proceedings, Computer Graphics 23(3), pp 137-146, July 1989.
[2] Bartle, Richard, "Interactive Multi-User Computer Games," MUSE Ltd.
Research Report, December 1990. Available via FTP from parcftp.xerox.com in
pub/MOO/papers/mudreport.*.
[3] Brown, Marc H. and Jim Meehan, FormsVBT Reference Manual. Available as part
of the Modula-3 distribution from gatekeeper.dec.com.
[4] Chapanis, Alhponse, "Interactive Human Communication," in
Computer-Supported Cooperative Work: A Book of Readings, edited by Irene
Greif, Morgan Kaufmann Publishers, 1988.
[5] Curtis, Pavel, "The LambdaMOO Programmer's Manual," available via FTP from
parcftp.xerox.com in pub/MOO/ProgrammersManual.*.
[6] Curtis, Pavel, "Mudding: Social Phenomena in Text-Based Virtual Realities,"
in the Proceedings of the 1992 Conference on Directions and Implications of
Advanced Computing, Berkeley, May 1992. Also available as Xerox PARC
technical report CSL-92-4.
[7] Deering, Stephen E. and David R. Cheriton, "Multicast Routing in Datagram
Internetworks and Extended LANs," ACM Transactions on Computer Systems,
vol. 8, no. 2, May 1990.
[8] Rahnema, Moe, "Overview of the GSM System and Protocol Architecture," IEEE
Communications, vol. 31, no. 4, p. 92, April 1993.