So it’s officially 4:40am, but I could care less at the current moment, because…my “See Regions” part of the visualization is completely functional! I’ve spent the last 4.5 hours on it or so, but it’s finally done. Thought it seemed like “auto-pilot” after my meeting with Dr. Polack, that only turned out to be half-true. Coming up with all the extra bars/data wasn’t so bad, but fine-tuning it turned out to bit more involved than I thought. Believe it or not, almost all my problems were created by the data itself! The pesky “Car – Alone” are figures are extremely high (they tower over everything else). Among the many problems they caused, here are a few: blocked other bars from being clicked, blocked vehicle choices from being picked, text was too high too read, won’t fit in the room. Besides the room part, I was able to fix everything else with a bit of ingenuity (i.e. inspiration from other people on Second Life lol). Because objects can be clicked even when phantom/clear, that was making those bars obscure certain choices. To solve this, I ended up moving all the bars 20m below my room into random space. This causes a .4 second delay in their appearance, but that’s definitely small enough to not really matter. Also, since the text is so high, I attached an invisiprim displaying the text halfway up each bar, that way the text is visible from the ground.
Unfortunately, I can’t do much about the room height right now; my room can’t be moved down for the time being. Apparently, a guy named Chris in one of Dr. Polack’s classes added a bunch of shields/floors for her. Unfortunately, because of permissions problems, I can’t modify/get rid of the extraneous ones in my way. Dr. Polack, if you could, please e-mail Chris ASAP and tell him to get rid of the extra walls right as soon as possible. I noticed he got rid of some, but not all the ones I need to be gone. Tell him I’ve left a box outside of my room with instructions as to what I want done with the area (and the reason I say sooner is better is that’ll it probably take me at least half an hour to an hour to realign 45 bars, 5 vehicles,5 vehicle bubbles/signs, the platform/rails, the signs, walls, etc., if not more time, and that’s not really what I should be focusing my time on).
Now that I’ve gotten all that out of the way, I’ve got a couple theoretical ideas to muse on. First, I think it might be a good idea to have some sort of “start” area that the person could walk to so they know where orignally look to see everything. I was thinking of something akin to a large red “welcome mat” type thing at the front of the floor map (otherwise, it might be very confusing to explain to the person where the optimal beginning standing position is). My second idea is, what if I also turned this mat into an elevator like device (like the on Greta has). The reason I suggest that is the pesky “Car – Alone” bars (again!!). Because they are so high, you can’t see the tops of the bars, so there’s no effective way to make distinctions between them beyond the numbers printed halfway up. However, a simple elevator could solve this problem pretty well.
Finally, I’ve been thinking about these “piles” to make for the “Compare Regions” choice. I really can’t figure out what they’d look like. Currently, the only thing I can imagine a pile to look like is a tiny pyramid, and I’m worried that wouldn’t be a very good visualization device. Would there be much distinction at all between 15% and 30% as pyramids? The 30 might be a bit more dense/taller, but the distinctions really aren’t anywhere near as close as the bars would be. And if instead it was less like a pyramid and more like an extended flat surface, I’m not sure the distinction would be very noticeable then either (since a lot of the eye is going to detect is height-related). Also, because of the limited prim count, I was wondering if it would be wise to have 900 prims sitting on top of my map just for piles…I think there’s a command to rez objects out of the inventory (and I know how to delete items) so I wouldn’t have to store them on the map at all times, but I’m still not sure how wise making the piles would be (the education one is going to burn up A LOT of prims due to the people objects). I think I might go ahead and try to make a pile tomorrow, but Dr. Polack/Greta/others, what are your thoughts on the piles? Do you still think they’re a good idea, or should I head in another direction? If nothing else, I could cook up more bars without extreme amounts of trouble.
Anyway, it’s about 5:17am, so I think I’m heading to bed soon. If everyone who reads this could provide me with comments/suggestions, I’d really appreciate it. We’re pretty close to testing time, so I want to make sure to get everything done (and well). Here’s my activities log over the past couple of days (which, by the way, if you haven’t noticed before, also provides an exact change log as to how the room looks/works day by day):
6/14/07
*Attended the ASL Scripting 203 class
*Turned all the vehicle signs into platforms
*Changed the coloring of the see region/compare regions signs to blue
*Created and coded the first set of bars
Spending:
*$20 – Tip for ASL 203 scripting class
*$10 – Upload of blue see region image
*$10 – Upload of blue inverse see region image
*$10 – Upload of blue compare regions image
*$10 – Upload of blue inverse compare regions image
—————————————————————-
6/15/07
*Lowered the platform and raised the map a bit
*Coded and implemented the communication between the choices and bars
*Changed the coloring of the see region/compare regions signs to blue
*Got rid of the platform
*Turned the floor map into the standing area with white surrounding region
*Built guardrails for the map standing area
Spending:
*$10 – Upload of navy see region image
*$10 – Upload of navy inverse see region image
*$10 – Upload of navy compare regions image
*$10 – Upload of navy inverse compare regions image
——————————————————————-
6/17/07
*Added in all of the data for the cylinders of “see regions”
*Made it so the cylinders instant message the person who touched them instead of public chatting
*Changed the motorcycle sign to now read “Motorcycle/Others”
*Made the motorcycle platform a bit bigger and moved the car one over to the right to accommodate for the new text
*Made it so the humongous “Car – Alone” bars disappear under the screen to prevent interference
*Created extra prim objects to display “Car-Alone” text halfway up the bars
Spending:
*$10 – Upload of white motorcycle others image
*$10 – Upload of white inverse motorcycle others image