Tuesday, January 15, 2008

Thinking inside the box

Not that I have time for this sort of thing right now, but when I saw a post on the NMC Campus Observer advertising the availability of Stephane Zugswang's Virtual Reality Room (VRR), free and copyable for educational or non-profit uses within Second Life, I felt I couldn't miss the opportunity to observe the Tuesday demonstration, which as it turned out, included a whole wealth of attendant information.

The VRR is basically a square room. The nuance is in the application of seamless tiling to create an expansive vista that is not square but which appears, for lack of a better word, global - hence depending on the subject chosen, endless, as if you were standing in a real environment stretching all around you. This is achieved by using Apple Computer's QTVR technology. It is not a true QTVR viewed through the Quicktime player, but done to export textures applied to a Second Life cube to achieve the same effect.

And this effect can be quite remarkable insofar as Second Life graphics, that is as long as you can manage to stand inside the circular boundaries of the floor marker. As you can see if you have occasion to visit the NMC Resource Center to secure your own copy, stepping outside that boundary can sometimes lead to distortion as if you're standing in the sky for instance. Since the location at the NMC is also a working VRR, you'll have an option to judge for yourself by clicking on the HUD to change the setting and see the change render around you. Based on your choice, you can set the HUD on your own copy to be only visible by you or available to be clicked on by anyone as it is at the NMC. Depending on the speed of your computer, you'll just need to wait a bit for the scene to render. Examples ranged from real world vistas such as cityscapes to effectively shrinking one down in size to stand inside of a now larger than life room. And the entire affair can be rez'd or collapsed with hardly any effort.

vrr2

To create the raw material for his rooms, Stephane prefers a good SLR camera along with a steady tripod. The process of photographic QTVR creation requires rotating the camera to take a series of overlapping pictures which are stitched together within a QTVR application. The pictures can be retouched if necessary using an application such as Photoshop. Stephane uses two lenses, depending on the subject. His Nikon 10.5 mm fisheye lens lets him capture his scene in eight pictures while he uses a telephoto lens that lets him do same in 16.

After capture, the whole affair is assembled and converted into a QTVR image using any number of available QTVR applications. Stephane uses and recommended the RealViz Sticher, which comes in three price options. The unlimited version, which depending on the exchange rate, currently costs just under $600 U.S, has features and options that Stephane recommends will be very welcome and worthwhile for anyone who seeks to create a number of such room textures. There are number of other applications and utilities that can create QTVRs, even freeware like Panotools (see SourceForge link). Given that it's free and has a user and knowledge base to draw from, Panotools is certainly worth more than you paid for it, but Stephane suggests that if you can afford it, you'll find it much easier and far less frustrating to use something like Sticher. A good application and a practiced hand can produce a QTVR in 10 minutes, depending on the subject.

Another exciting option is to create your landscape, even fantastic or otherworldly ones, within 3d applications and export the render as QTVR. Some applications already support this option (Bryce, Lightwave, Terragen) or require a add-on/plug-in (Mojoworld, 3DS Max) or a helper application to post-process (Maya). Post-processing output is sometimes done as well in lieu of internal or add-on methods for better speed to render.

Either photographically or via 3d rendering, the final output is exported as flat images to be imported into Second Life as textures: six, one for each wall, floor and ceiling. The process is described in a tutorial within the VRR Documentation packet. Also, there is a VRR Picture Controller for sale at Stephane's store, the VRR Shop if one would rather opt for that method.

This project is a cooperative venture between Stephane, the NMC, infoisland.org and the Commonwealth Islands to help expand the tools available to educators and non-profits. The particular version in question will only work on a select list of sims, all of which relate to education or non-profit use. Currently there are over a hundred such sims. To be added to this list, the requirements are that the sim must be founded for educational or non-profit use and be tied to a real-world organization. Parties interested in adding their own sim to this list need contact Lorelei Junot in Second Life.

Eight sizes of the VRR are included within the kit, starting at 20 square meters and going up to 120 sqm, which constitutes a near quarter-sim. There is a larger size that is a full sim that is available only in the retail unrestricted version (as in can be placed anywhere). That and all other retail versions, along with more environment textures and an application to help bring your own custom textures into use are available for purchase at the VRR Shop. The NMC has stated that they also intend to make more room textures available at their location as they become available, I assume through the product of community efforts now that this free version of the VRR is available.

I had been thinking that one of the effective uses for virtual world education might be to negate scale and as well place the student inside of a setting for a new perspective. This tool is pretty much an application towards that end. I'm very much looking forward to the novel uses that I'll have wished I'd thought of yet to come.

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