[opensource-dev] New topic: Snowglobe 2.0 way forward?

Tateru Nino tateru.nino at gmail.com
Wed Mar 10 17:41:43 PST 2010


Building and scripting are generally high-immersion activities (that is,
they work best with plenty of focus and few distractions).

On 11/03/2010 9:41 AM, Martin Spernau wrote:
> Ok, this is my very personal impression from my use:
> * anything that requires me to switch focus will break my immersion
> That is true for having to switch from keyboard to moise (like if I 
> need to CLICK to focus on the IM text entry, instead of being able to 
> use a keyboard shortcut)
>
> In that thought... I'd think that having to switch windows - or even 
> monitors to read the chat/IM or select things in the inv... would 
> break my immersion.
> Note that this does not apply lilewise for activities like scripting 
> or building. These are not so much about immersion, but more about 
> effcient workflow and 'having it all organized' - sp here being able 
> to put the script editor etc on a window outside the world view seems 
> very much a want-to-have
>
> My current concept was this:
> * I was thinking of reducing the clutter of UI widget on the world 
> view by taking the sidebar conceot to it's max... putting all UI (or 
> most) panels into this sidebar. Important here would be a good set of 
> keyboard shortcuts to quickly switch between tabs etc
> That might slo have the added benefir of being able to quickly blend 
> out all UI or bring it back - sliding the sidebar as it does. (ok, you 
> can do that with mouselook)
>
> Anyway, my feeling is that immersion is less a matter of where things 
> are on screen... but how naturally I can access them.
>
> -Martin
>
> Am 10.03.2010 um 23:13 schrieb Tigro Spottystripes:
>
> having GUI elements as completly separated windows from the world
> rendering is much different form squeezing the world view in order to
> show more GUI elements, it's actually kinda like having windows on top
> of the world view, except that you can also move them from out of it.
>
> That approach actually may allow for both styles (over the world view
> and fighting for space with it), while also allowing the third style  
> for
> people with multiple monitors, where the world view uses the whole
> screen space, while communications and other elements are still
> displayed without reducing the visibility of the world at all.
>
>
> I'm not completly sure about how i feel in relation to the immersion  
> of
> the third style, i think i would interpret the external windows as
> additional senses to vision, i think it's a nice mix of all sorts of
> possibilities, it's flexible enough to satisfy all tastes, or at least
> the most common ones.
>
>
>
>
> On 10/3/2010 18:47, Martin Spernau wrote:
> >>> Am 10.03.2010 um 22:35 schrieb Tigro Spottystripes:
> >>>> IMO, windows that are on top of the view like a Heads Up Display  
> >>>> feel
> >>>> more like they're part of the world, like they are in the same place
> >>>> as
> >>>> i am, while a bar that makes the world view smaller makes it feel  
> >>>> like
> >>>> the world view is just a screen showing images on a panel with a  
> >>>> bunch
> >>>> of controls in it.
> >>>
> >>> It's interesting then that many of the alternate metaverse viewers  
> >>> try
> >>> to fully decouple the UI (chat boxes, imventory etc) completly from
> >>> the world view window to the point where they are separate windows
> >>> (while the Sl viewer still has it 'all in one wndow').
> >>> Seen with this view of 'immersion' that seem like not so good an  
> >>> idea...
> >>> Thanks for bringing this up, it got me thinking about a few  
> >>> concepts I
> >>> had.
> >>>
> >>> -Martin
> >>> _______________________________________________
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-- 
Tateru Nino
Contributing Editor http://massively.com/

-- 
Tateru Nino
http://dwellonit.taterunino.net/


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