*To*: soft_skinned_space <empyre@lists.cofa.unsw.edu.au>*Subject*: Regina's Tech Question: was: [-empyre-] multi-perspectival / cultural hegemony of space*From*: steve guynup <exposedfield@yahoo.com>*Date*: Sun, 8 Jun 2003 09:56:32 -0700 (PDT)*Delivered-to*: empyre@bebop.cofa.unsw.edu.au*In-reply-to*: <000c01c32ce3$2f636fb0$0d62cac8@NOMEAmigotec>*Reply-to*: soft_skinned_space <empyre@lists.cofa.unsw.edu.au>

Hello Regina XP shouldn't be a problem, because you shouldn't need to use Cosmoplayer. There are two actively supported VRML plugins Cortona- http://www.parallelgraphics.com/products/ Contact- http://developer.blaxxun.com/download/index.html they are not exactly interchangeable. Remember the issues between Netscape & IE & HTML. Same sort of problems but without the hatred. Cortona has a Macintosh version (OS 9 & X) Contact is a little faster and allows for more, well, flexiblity in multiuser sites. My work runs best & often only with Cortona. Cosmoplayer is dead. Bought and buried by Computer Associates. (CAI got the technology in their buyout of Platinium. The twist is that Platinium had fired the people working on Cosmoplayer and had planned to release it as open-source. So when CAI got it, they got the software and nobody to develop it. Enter Metacreations (formerly of Painter & Poser fame). Metacreations, fearing Cosmoplayer would be open sourced now by CAI, signed a deal with CAI: Forget Cosmoplayer and support us. Metacreations hasn't done very well.) As for your developer question. Use whatever fits your skillset. VRML is not hard, Shockwave3D is ok (and you like Macromedia products) If you like programming maybe the Unreal game engine. Atmospheres has been out for a couple of years and is still in Beta. It was an older technology bought by Adobe just prior to Macromedia releasing Director 8.5 (& Shockwave3D) My personal take is that it was just a hedge by Adobe to blunt Macromedia's foray in 3D. Its not being pushed because Shockwave3D isn't doing particularly well either. Not because the technology is bad.(well, Lingo is nutty) but because issues of design and construction of 3D are difficult to resolve. Hence the large number of failed/failing web3D technologies. peace Steve - arteonline <arteonline@arteonline.arq.br> wrote: > Hello, > > I am Regina Célia Pinto, visual artist and > researcher > (http://arteonline.arq.br). > > 1- To Jim > To the paragraph below, I would like to add a piece > of information: > > > there are such things as non-euclidean geometries, > john. are you familiar > with non-euclidean > > geometries? they generally preserve the notion > that a 'straight line' is > the shortest distance > > between two points, but if the space is, say, only > the points on the > surface of a sphere, then a > > 'straight line' turns out to be part of a great > circle, ie, the shortest > distance between two > > points on the surface of a sphere is part of an > 'equatorial' circle. > > Do not forget that all straight line is a curve > line of infinite ray, so > that, each straight line segment which is the minor > distance between two > points in the Euclidean Geometry is a curve segment > of infinite ray. > Geometries are really beautiful are not them? > > 2- To all > I would like to say that the issue virtual reality > interests me a lot > because I am working with architecture of > information, the 'Museum of the > Essential and Beyond" is my attempt to create a > creative interface - a > simulation of a contemporary and virtual museum > dedicated to new media arts. > For now I am working only with dreamweaver, flash > and photoshop, but I am > very interested about softwares of virtual reality. > I have had problems to > open the majority of the sites which have been > mentioned here because my > windows is XP. Any suggestion? What do you think > about Adobe Atmosphere? > > Best regards, > > Regina > > > > > there are such things as non-euclidean geometries, > john. are you familiar > with non-euclidean > > geometries? they generally preserve the notion > that a 'straight line' is > the shortest distance > > between two points, but if the space is, say, only > the points on the > surface of a sphere, then a > > 'straight line' turns out to be part of a great > circle, ie, the shortest > distance between two > > points on the surface of a sphere is part of an > 'equatorial' circle. > > > > the geometry of the universe in some cosmologies > is supposed to be > non-euclidean. in the big > > bang theory, there's an origin point to the > universe, the beginning of > time, and the universe is > > supposed to be an expanding four-dimensional > sphere. > > > > when we look out into the sky at night, the > further we see, the further > back in time we see. so > > that no matter what direction we look, if we could > see far enough, we > would glimpse the same > > point, the origin of all things, the beginning of > time. the meeting place. > all lines intersect > > in this geometry. there are no parallel lines. > > > > pretty non-euclidean. > > > > is it non-cartesian? uh huh. > > > > western philosophy has a history that has involved > philosophers such as > kant and locke looking > > into our notions of space and time. kant supposed > that any notion of space > that did not involve > > the parallel postulate of euclidean geometry would > result in an > unintelligable notion of space. > > but that postulate often does not hold in > non-euclidean geometries. in > other words, kant thought > > that the parallel postulate was an a priori truth, > and various famous > western philosophers have > > done the same, supposed that some version of the > parallel postulate is a > priori true. indeed it > > is the most common example in the history of > western philosophy of an a > priori truth. > > > > the parallel postulate says that, given a straight > line A and a point b > not on A, there is one > > and only one line through b parallel to A. > > > > but on the surface of a sphere, given a straight > line A and a point b not > on A, there are no > > lines through b parallel to A. > > > > in other non-euclidean spaces, there are > infinitely many. > > > > non-euclidean geometry was rather important in > bringing into question the > idea that a priori > > truths exist. > > > > ja > > > > PS: Here is a fascinating 'space' by France's > Frédéric Durieu: > > > http://www.lecielestbleu.com/media/oeilcomplexframe.htm > . The nature of > this space is discussed > > in > http://turbulence.org/curators/Paris/durieuenglish.htm > . To make a long > story short, this > > piece by Durieu called "Oeil Complex" is using a > mapping of 1/(a+bi), ie, > is using imaginary > > numbers. > > > > > > _______________________________________________ > > empyre forum > > empyre@lists.cofa.unsw.edu.au > > http://www.subtle.net/empyre > > > > > > > _______________________________________________ > empyre forum > empyre@lists.cofa.unsw.edu.au > http://www.subtle.net/empyre ===== ________________________________________________ The reality of the building does not consist in the four walls and roof but in the space within to be lived. - Laotzu __________________________________ Do you Yahoo!? Yahoo! Calendar - Free online calendar with sync to Outlook(TM). http://calendar.yahoo.com

**References**:**Re: [-empyre-] multi-perspectival / cultural hegemony of space***From:*"arteonline" <arteonline@arteonline.arq.br>

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