MultiMediale 
              2 catalog (German), 
              Zentrum fur Kunst 
              und Medientechnologie, Karlsruhe, Germany, 1991 
               
               
               
            Moviemap 
              Basics 
               
             Michael 
              Naimark   
            In late 
              1977, the first prototype laserdisc players were introduced to a 
              small group of research institutions, including M.I.T., where work 
              began in investigating their potential for making virtual environments. 
              A real environment was selected - Aspen, Colorado (in part because 
              of its distincitvely picturesque presence). During 1978 and 1979 
              Aspen went through a quiet media "sweep:" crews filmed up and down 
              every street, photographed every building (some inside as well as 
              outside), and interviewed its citizens. In many respects Aspen became 
              the most exhaustively documented place on the planet. 
            Back at 
              the lab, a strange cultural marriage was occurring between moviemakers 
              and computer people. (Remember that back then computerized video 
              editing didn't exist; all tv news coverage was shot in film; computers 
              were mostly controlled by punch cards; and the video game craze 
              had not yet begun.) It was no secret that these two groups drank 
              in different bars. But a sense of quest was shared: to convey a 
              sense of place in a way never before possible with media. 
              And everyone knew it required both the raw emotional impact of the 
              visual image and the control only possible with computers. The result 
              was the Aspen Moviemap. 
            Moving 
              Around in the Real World 
            When we 
              navigate through the real world, we take for granted some rather 
              remarkable qualities of space. For one thing, space exhibits what 
              Bazin referred to as "unity." If you were to give me directions 
              from my place to yours, I deeply assume that the various distances, 
              turns, and landmarks don't float around and change. The only way 
              I can go from point A to point B is through seamless, continuous 
              traversal. When I take two steps forward and two steps back, I am 
              back where I started. There are no "cuts" in the real world. 
            Another 
              remarkable quality is our ability to navigate through space. On 
              an individual level we have the freedom to move our heads to absorb 
              the panorama, and the freedom to walk or run around with the agility 
              to avoid crashing into things. On a societal level, we have developed 
              external means for moving across land, sea, and air. When either 
              freedoms are restricted, we feel confined. 
            Moving 
              Around in a Movie World 
            Cinema's 
              "first and foremost" quality is montage, or cuts, so believed Eisenstien 
              (who was fond of referring to them as "collisions"). Indeed, the 
              ability to go from Paris to London or from a desert scene to a close-up 
              in an instant is what makes movies different from the real world. 
              "Movement" is conceptual rather than perceptual. But the price paid 
              is that "unity of space" is lost. 
            Also, movies 
              evolved as a storytelling medium: they are linear. Movement is possible 
              (such as a tracking shot), but always under the control of the director, 
              not the viewer. Movies were never made for browsing. 
            Moving 
              Around in a Computer World 
            Before realtime 
              3D visual databases, we often referred to "moving around" in a computer 
              as working our way through symbols such as text and numbers. And 
              as every computer user knows, going "forward" two steps then going 
              "backward" two rarely gets you back where you started. 
            Issues of 
              navigation have surfaced now that we are creating 3D visual worlds. 
              Such issues as navigational control and conventions for allowing 
              "cuts" are state-of-the-art challenges in the research community 
              today. 
            Moving 
              Around in a Moviemap World 
            A moviemap 
              exhibits both the visual quality of cinema and the user-control 
              of a computer (admittedly both with some compromises). A moviemap 
              is made by shooting a real place along pre-determined routes. These 
              routes could be based on existing paths such as roadways, walking 
              trails, or watersheds or they can be based on arbitrary or conceptual 
              paths such as in the air or through a cocktail party.  
            These routes 
              must then be shot in a way to give the user control along them, 
              best achieved by shooting at regular spatial intervals. Film and 
              video cameras are made to shoot at regular temporal intervals, so 
              moviemap production requires specially modified stop-frame cameras 
              and methods of sensing distance to trigger them. 
            Another 
              element of user control is the ability to choose which way to go 
              at intersections, where routes cross. Intersections must be carefully 
              shot from the same points-of-view for seamless "match-cuts." They 
              are never perfect: changes in light, clouds, and transient objects 
              are inevitable. 
            Another 
              possible element is using the moviemap as a front-end to other multimedia 
              material into which the user may "jump:" to see the interior of 
              a house, to read the menu of a restaurant, to hear the story of 
              a traveller. (One can imagine a Bruegel painting of everyday life 
              with such "hyper-picture" qualities.)  
            Everything 
              is stored on a fast-access medium (such as laserdisc) and controlled 
              through a user-interface that best matches the qualities and limitations 
              of the material. Remember: you can't go "everywhere," but only places 
              that were actually shot. Thus giving the user a steering wheel (and 
              the expectation that they could zig-zag down a street) when only 
              the center of the street was shot leads to disappointment, usually. 
              We need to be honest. We also need to be sneaky. We have a great 
              deal of exploration and learning to do. 
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