Object-Oriented Design


The design of the console shown above has been inspired by many interesting factors. From the beginning, we were concerned that the end result, whatever it may be, must be easily customizable for the T-I applications developer. So, we felt the design should build in "hooks" for whatever console device or function the developer creates in the future.

In our trials just to get something going, we quickly found ourselves wading around too much in the LIMBO and CAVERNSoft code. What was evolving was much too invasive and lowered the likelihood that things would remain flexible. We felt the solution to that problem was to remove the console as a part of LIMBO and transform it into something that serves as a communications manager between LIMBO and the individual console devices.

All the while there has been this troublesome input problem. For all it's achievement and potential, Tele-immersion seems to still suffer from a lack of useable input devices. After all, input is half of interaction, and much is expected. The wand just doesn't do it. The keyboard might be quite useful on the I-Desk, but no one seems to be bringing them into the CAVE.

Suspecting that others in the CAVERNUS community might be experiencing similar troubles*, we felt there was only one answer; ignore input. Because the console has specific purpose and a known set of legal actions, invoking any one of these actions is no more complicated than toggling a switch. It matters not whether the signal to flip the switch comes from a button-press on the wand, the keyboard, or a GUI.


*A completely un-scientific survey of the listserv was taken
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