Rood-WebClient-VRMLClient

Project: The Watson Game
Function: Web Client
Subsystem: VRML Client
Author: Brent Rood
Date: 4/31/05
Class: CS-495 Spring 2005
Project: The Watson Game
Function: Web Client
Subsystem: VRML Client
Author: Brent Rood
Date:4/29/05
1
2
3
4
5
6
7
Introduction ................................................................................................................. 3
1.1
Goals and objectives ........................................................................................... 3
1.2
Statement of scope .............................................................................................. 3
1.3
Software context ................................................................................................. 3
1.4
Major constraints ................................................................................................ 4
Data design.................................................................................................................. 4
2.1
Internal software data structure ........................................................................... 5
2.2
Global data structure ........................................................................................... 5
2.3
Temporary data structure .................................................................................... 5
2.4
Database description ........................................................................................... 5
Architectural and component-level design ................................................................. 5
3.1
Program Structure ............................................................................................... 6
3.1.1
Architecture diagram .................................................................................. 6
3.1.2
Alternatives ................................................................................................. 6
3.2
Description for VRML Web Client .................................................................... 7
3.2.1
Processing narrative (PSPEC) for VRML Web Client ............................... 7
3.2.2
VRML Web Client interface description. ................................................... 8
3.2.3
VRML Web Client processing detail .......................................................... 8
3.3
Software Interface Description ......................................................................... 11
3.3.1
External machine interfaces ...................................................................... 11
3.3.2
External system interfaces ........................................................................ 12
3.3.3
Human interface ........................................................................................ 12
User interface design................................................................................................. 12
4.1
Description of the user interface ....................................................................... 12
4.1.1
Screen images ........................................................................................... 13
4.1.2
Objects and actions ................................................................................... 13
4.2
Interface design rules ........................................................................................ 14
4.3
Components available ....................................................................................... 14
4.4
UIDS description .............................................................................................. 14
Restrictions, limitations, and constraints .................................................................. 14
Testing Issues ............................................................................................................ 15
6.1
Classes of tests .................................................................................................. 15
6.2
Expected software response .............................................................................. 15
6.3
Performance bounds.......................................................................................... 16
6.4
Identification of critical components ................................................................ 16
Appendices ................................................................................................................ 16
7.1
Requirements traceability matrix ...................................................................... 17
7.2
Packaging and installation issues ...................................................................... 17
7.3
Design metrics to be used ................................................................................. 18
7.4
Supplementary information (as required) ......................................................... 18
Class: CS-495 Spring 2005
Project: The Watson Game
Function: Web Client
Subsystem: VRML Client
Author: Brent Rood
Date:4/29/05
SOFTWARE DESIGN SPECIFICATION
1
Introduction
A Web Client implementation of the Watson Game would allow users
the ability to play the game with out downloading or installing
cumbersome game files but by simply going to a URL (Universal
Resource Locator) inside their web browser. Going to the specified
URL would bring up the game inside the browser and the user would
then be able to navigate through the 3d space as in the actual
implementation of the Watson Game.
1.1
Goals and objectives
The goal of this project was to ascertain if it was possible for
the Watson Game to be realized in the form of a Web Client. This
Web Client was to be written in the VRML (Virtual Reality Modeling
Language) language. Hence the main goal is to gain a grasp of the
basics of VRML and as a result, be able to determine if it is
within VRML’s capabilities to render the game in a web browser. As
a sub goal of this main goal, it is also my objective to produce a
working example illustrating VRML’s capabilities as they apply to
the Watson Game.
1.2
Statement of scope
In order to reach the aforementioned goals and objectives, first
the Watson Game’s 3d environment had to be converted from the 3ds
modeling files into VRML format (*.wrl). After this was
accomplished, then the game’s 3d environment could be viewed within
a browser that had a VRML plug-in installed (e.g. Cortona or
Blaxxun). After this, it was simply a matter of converting the
texture files from bitmap to jpg and modifying the VRML model to
reflect the change in texture names. Then some VRML code must be
added to support collision detection so that the user would not fly
through walls, objects, etc. Lastly, scripting events must be added
to the VRML file so that the user can trigger events as in the real
game. Due to the complexity of adding these events to the
Watson.wrl file, it is beyond the scope of this project to due so.
However it will be noted that the myWatsonFinal2.wrl file properly
displays the game and given the correct browser plug-in (Blaxxun),
the user can navigate through the world correctly. The only thing
that remains is adding the scripted events to the wrl file.
1.3
Software context
Class: CS-495 Spring 2005
Project: The Watson Game
Function: Web Client
Subsystem: VRML Client
Author: Brent Rood
Date:4/29/05
The Web Client’s main goal is to facilitate the distribution of the
Watson game in such a manner that it is accessible to the most
number of people. Given the current size of the game and the
difficulty in deploying it to the desired individuals, a Web Client
would allow the proliferation of the game on a massive scale. The
only thing necessary for the distribution of the game would be to
provide the end user with a URL link to the proper plug-in required
to run the VRML file (the Blaxxun plug-in) then a link to the game
itself (to the .wrl file on the server). This would allow the user
to play the game in an easier manner than through the normal game
downloading and installing procedures and hence would allow the
game to reach more users.
1.4
Major constraints
A main constraint in the deployment of a web based client is the
need for the user to download and properly install the necessary
VRML plug-in to their browser. However, this can be accomplished by
simply providing the browser plug-in setup .exe. Once this hurdle
has been overcome, the user need only go the specified URL
containing the VRML file (.wrl file) then the user would be able to
play the game.
Technically speaking there is one other major hurdle. That is the
constraint of the java sandbox. Since the Watson game requires
contact with the Watson server, the browser would have to let the
.wrl file initiate a java socket with it. Luckily, if the Watson
Game server is located at the same IP as where the VRML file was
served from, the sandbox should not prevent the VRML game from
communicating with the server.
2
Data design
Necessary data structures within the VRML file include all the “VRML
object children” and the VRML scripting nodes. These data structures
are all contained within the Watson VRML file and allow it to properly
display and react to the user’s interactions within the Watson building
itself. The VRML object children are simply data structures that tell
the browser how to render the 3d scene. They include object’s
positions, colors, textures, etc. They are the backbone of the game in
that they fully describe the VRML scene and how it is to be rendered.
Secondly, VRML scripting nodes contain data as to how the program
should react to user interaction (e.g. if the user bumps into a wall or
a trigger). The script nodes can generate different events when
triggered but the three main events that they are capable of triggering
are java scripts, applets and classes. The latter is the most important
to us as it allows us to open up a socket to the Watson Server and
communicate with it given a generated event.
Class: CS-495 Spring 2005
Project: The Watson Game
Function: Web Client
Subsystem: VRML Client
Author: Brent Rood
Date:4/29/05
2.1
Internal software data structure
Within the VRML file, there is no exchange of data structures from
one VRML component to another. If the environment senses that user
initiated one of the scripting nodes given a defined trigger, the
scripting node is called parameter-less. Each script acts
independently and is called for any triggered event that it is
attached to.
2.2
Global data structure
The global data structures have already been mentioned in the
introduction to the Data Design Section (Section 2.0). The global
data structures include the VRML object children as well as the
VRML scripting nodes as described previously.
2.3
Temporary data structure
At this point in the design, there are no temporary data structures
created or used. The previously mentioned global data structures
are all static and the scripting nodes are static as well. However,
since the scripting nodes can call java classes upon their
triggering, those java classes can make extensive use of data
structures. However, since the java class scripts for given user
triggers have not been written yet, their data structures cannot be
documented.
2.4
Database description
The VRML Web client includes no user of databases at this point.
However, as mentioned in section 2.3, as the design expands to
include all the necessary scripted events, the web client will make
extensive use of the Watson server database just as the regular
implementation of the game does.
3
Architectural and component-level design
The overall design of the VRML Web Client is as follows. The main
VRML file (myWatsonFinal2.wrl) contains all the information
necessary for the web browser to display the Watson building (VRML
object children) as well as information on how to handle collision
detection and starting user position. It also contains references
to texture data that is supplied in the same folder. Lastly, it
contains scripting data as to how the program should react to
Class: CS-495 Spring 2005
Author: Brent Rood
Project: The Watson Game
Date:4/29/05
Function: Web Client
Subsystem: VRML Client
specific user triggers. These triggers will generate script events
that will call the specified java class file. The folder needs to
contain all the .jpg textures that the VRML object children will
use as well as the java class files that will be called upon the
generation of triggered events.
3.1
Program Structure
The program structure is best seen in the following figure (Figure
1). The VRML file makes use of the objects contained within it to
render the 3d virtual scene for the user as well as making use of
the included textures (.jpg) to apply the proper textures to the
proper objects. Next, the VRML file contains the scripts necessary
to handle user triggered events. These events will trigger the
script which in turn will trigger an included java class. The java
class can then do whatever is necessary according to whatever event
is suppose to be triggered (including contacting the server, etc).
Lastly, all these elements are brought together by the installed
browser plug in which displays the VRML file, allows the user to
navigate through the environment and reacts to the user’s events by
triggering the proper java class scripts.
3.1.1
Architecture diagram
Figure 1 illustrates the overall VRML architecture.
Figure 1
3.1.2
Alternatives
Class: CS-495 Spring 2005
Project: The Watson Game
Function: Web Client
Subsystem: VRML Client
Author: Brent Rood
Date:4/29/05
As far as other possible architecture designs, the
aforementioned design is simply how VRML works. As a result, an
alternative design is not possible unless another language is chosen
(e.g. X3D).
3.2
Description for VRML Web Client
The object component of the VRML file contains all the information
necessary for the VRML plug-in to render the 3d environment. This
includes:
1. All object’s positions (xyz coordinates)
2. Objects exact dimensions (including exact shapes and
arrangements)
3. Wall placement
4. References to textures to be applied to previously mentioned
objects/walls
5. Collision detection information (where the user can and cannot
go)
6. Non-textured objects colors
The scripting component contains:
1. Scripts attached to specific objects and/or locations
2. A VRML ROUTE statement to attach said script to a scripting node
3. A script node for each VRML ROUTE that allows it to call a java
class file in response to the event
4. A java class file containing code to be executed upon the
triggering of an event
The browser plug-in takes care of:
1. Rendering of the 3d world including displaying objects,
attaching textures, etc.
2. User navigation including walking and looking around
3. User collision detection
4. Lightning
5. Calling necessary java scripts upon triggering of an event
3.2.1
Processing narrative (PSPEC) for VRML Web Client
Processing Narrative (PSPEC)
1. Browser plug-in takes in VRML file
2. VRML object children are processed and rendered
3. Color is added to the wire mesh of objects
4. Textures are overlain on top of the wire mesh
5. Lighting is applied
6. Plug-in waits in loop for user input
7. Given a user input, the plug-in then activates the
proper script to deal with the action
8. Loop restarts waiting for user input again
9. Exit command is given and program exits
Class: CS-495 Spring 2005
Project: The Watson Game
Function: Web Client
Subsystem: VRML Client
Author: Brent Rood
Date:4/29/05
3.2.2
VRML Web Client interface description.
The basic user interface is as follows:
Since the user interaction with the Watson environment is
mainly dependant on the particular browser plug-in being
used, we will assume that the Cortona plug-in is being
used. Based on this the user can:
1. Select the mode of interaction from a menu on the side of
the browser.
2. The first mode of interaction is walking. The user clicks
on a point inside the browser and drags the mouse in a
direction. The user’s position within the 3d world will
then change according to that direction. This is
essentially “walking”.
3. The second mode of interaction is viewing. Once the user
has selected the view mode, a click and drag will cause
the viewpoint to shift in that direction. This is
essentially “looking around”.
4. Lastly, if the user selects the mode of interaction called
interact, the user can then select objects in the scene
that are selectable and interact with them. This allows
the user to activate hot spots, etc.
3.2.3
VRML Web Client processing detail
Web Client processing follows the sequence of events
illustrated in section 3.2.1. The PSPEC shows the
processing detail of the program step by step. As I did not
implement the VRML processing done by the browser plug-in,
it is beyond the scope of this project to go into further
processing detail.
3.2.3.1
Interface description
The user interface follows the previously dictated format
specified in section 3.2.2. The user interacts with the
program through a series of mouse click and drags in
specific directions to navigate through the world as he/she
dictates. Objects in the world are also activated through
this system as well. See section 3.2.2 for further details.
Class: CS-495 Spring 2005
Project: The Watson Game
Function: Web Client
Subsystem: VRML Client
Author: Brent Rood
Date:4/29/05
3.2.3.2
Algorithmic model (e.g., PDL)
Figure 2 illustrates the overall algorithmic model.
Figure 2
3.2.3.3
Restrictions/limitations
The main limitations and restrictions of the program are as
follows. Since the browser plug-in has a set defined way
for the user to interact (through the given menus and with
the mouse click and drags), unless another browser plug-in
is written, the VRML web client will be at the mercy of the
plug-in being used. It will have all of the limitations
inherent with a mouse click and drag navigation system as
well as any other issues/restrictions that the plug-in has
with in its own code. Fixing such problems is beyond the
ability of a senior seminar student.
Class: CS-495 Spring 2005
Project: The Watson Game
Function: Web Client
Subsystem: VRML Client
Author: Brent Rood
Date:4/29/05
3.2.3.4
Local data structures
Local data structures are the same data structures as specified at
the beginning of section 2 (Data Design). They are as follows.
Necessary local data structures within the VRML file include all the
“VRML object children” and the VRML scripting nodes. These data
structures are all contained within the Watson VRML file and allow it
to properly display and react to the user’s interactions within the
Watson building itself. The VRML object children are simply data
structures that tell the browser how to render the 3d scene. They
include object’s positions, colors, textures, etc. They are the
backbone of the game in that they fully describe the VRML scene and how
it is to be rendered. Secondly, VRML scripting nodes contain data as to
how the program should react to user interaction (e.g. if the user
bumps into a wall or a trigger). The script nodes can generate
different events when triggered but the three main events that they are
capable of triggering are java scripts, applets and classes. The latter
is the most important to us as it allows us to open up a socket to the
Watson Server and communicate with it given a generated event.
3.2.3.5
Performance issues
Performance issues are absolutely central to the overall
idea of a web client. Since the browser plug-in renders the VRML
scene and is responsible for the lighting, texture mapping and
all other aspects of the rendering, most of the visual
performance is based on its performance. Since use of a browser
plug-in necessarily entails a large performance hit, frame rates
within the browser plug-in are approximately half of the frame
rates that I saw in the actual game (given the same machine
specifications). This performance hit is most likely due to
inefficiencies within the VRML architecture. Since open GL is
much more efficient than rendering within the VRML environment,
as a result, the web client will always be inferior to the actual
game as far as frame rates. This only becomes an issue on older
machines however. On my four year old Pentium 4 1.4 GHz, I had
extremely acceptable frame rates within the web client. However,
I believe that if you lowered the machine specifications much
more, a huge hit in frame rates would be perceived. I suspect
that the game would become unplayable once we reached the 800 MHz
or below processor speed. This means that the game’s distribution
would have to be limited to users with capable systems, thereby
limiting its effectiveness and its ease of distribution.
Class: CS-495 Spring 2005
Project: The Watson Game
Function: Web Client
Subsystem: VRML Client
Author: Brent Rood
Date:4/29/05
3.2.3.6
Design constraints
The design constraints inherent within the VRML system include all
the limitations inherent within the VRML system. Since the VRML
language is relatively only (circa 1997), most of the more advanced
graphical features that have been recently applied to 3d world have not
yet been applied to VRML this limits the visual quality that VRML can
produce. However, as far the Watson game is concerned, VRML is very
capable of rendering everything necessary.
3.3
Software Interface Description
The software’s interface with the user was described in section 3.2.2.
The user interacts and navigates through the 3d world through the use
of the browser plug-in. The plug-in provides a menu on the edges of the
browser allowing the user to select the mode of interaction. The basic
user interface is as follows: Since the user interaction with the
Watson environment is mainly dependant on the particular browser plugin being used, we will assume that the Cortona plug-in is being used.
Based on this the user can:
1. Select the mode of interaction from a menu on the side of
the browser.
2. The first mode of interaction is walking. The user clicks
on a point inside the browser and drags the mouse in a
direction. The user’s position within the 3d world will then
change according to that direction. This is essentially
“walking”.
3. The second mode of interaction is viewing. Once the user
has selected the view mode, a click and drag will cause the
viewpoint to shift in that direction. This is essentially
“looking around”.
4. Lastly, if the user selects the mode of interaction
called interact, the user can then select objects in the
scene that are selectable and interact with them. This allows
the user to activate hot spots, etc.
3.3.1
External machine interfaces
This project has not yet had a chance to implement the
external machine interfaces however they can be discussed.
Since the scripted events will initiate java classes that
can then open a socket and communicate with the server, the
sockets will be the external interface. The open socket can
then send the data in whatever format the programmer
specifies, hence, the program can follow the same external
machine interfaces as the actual Watson game does if it is
implemented properly.
Class: CS-495 Spring 2005
Project: The Watson Game
Function: Web Client
Subsystem: VRML Client
Author: Brent Rood
Date:4/29/05
3.3.2
External system interfaces
The web client will not have any interaction with other
products or systems other than the interaction with the
server. This interaction is detailed in the previous
section (section 3.3.1).
3.3.3
Human interface
The user interacts with the web client through the user of
the browser plug-in. The plug-ins menu allows the user to
navigate and initiate hot spot events. See Section 4.0 for
additional detail.
4
User interface design
The basic user interaction is accomplished through the use
of mouse clicks and drags that are preceded by a mouse
click on the menu to select the mode of interaction. A
detailed description of the interfaces follows in section
4.1.
4.1
Description of the user interface
The software’s interface with the user was described in section
3.2.2 and section 3.3. The user interacts and navigates through
the 3d world through the use of the browser plug-in. The plug-in
provides a menu on the edges of the browser allowing the user to
select the mode of interaction. The basic user interface is as
follows: Since the user interaction with the Watson environment
is mainly dependant on the particular browser plug-in being used,
we will assume that the Cortona plug-in is being used. Based on
this the user can:
1. Select the mode of interaction from a menu on the side of
the browser.
2. The first mode of interaction is walking. The user clicks
on a point inside the browser and drags the mouse in a
direction. The user’s position within the 3d world will then
change according to that direction. This is essentially
“walking”.
3. The second mode of interaction is viewing. Once the user
has selected the view mode, a click and drag will cause the
viewpoint to shift in that direction. This is essentially
“looking around”.
4. Lastly, if the user selects the mode of interaction
called interact, the user can then select objects in the
scene that are selectable and interact with them. This allows
the user to activate hot spots, etc.
Class: CS-495 Spring 2005
Author: Brent Rood
Project: The Watson Game
Date:4/29/05
Function: Web Client
Subsystem: VRML Client
4.1.1
Screen images
The screenshot illustrated in Figure 3 shows us the user
navigating through the 3d Watson world from within the
Internet Explorer browser.
Figure 3
4.1.2
Objects and actions
Since the scope of this project is not to actually
implement any of the actual triggered events, but to simply
determine if VRML is feasible for a web client, none of the
triggered event actions have been implemented. However, it
is possible for them to be implemented in the future using
the java class interface and the java VRML API.
Class: CS-495 Spring 2005
Project: The Watson Game
Function: Web Client
Subsystem: VRML Client
Author: Brent Rood
Date:4/29/05
The objects that appear within the 3d world are self
explanatory. They include all the objects that are within
the regular Watson game and the same textures used as well.
4.2
Interface design rules
The conventions and standards for the interface are setup
by the particular browser plug-in being used. For a
detailed explanation of the Cortona interface design rules,
please see the following link:
http://www.parallelgraphics.com/products/cortona/notes/
4.3
Components available
The GUI components that dictate the user interaction are
determined by the particular browser plug-in being used. In
this case, they are determined by the cortona plug-ins menu
bar and mouse click and drag system. The menu bar is
relatively self explanatory but a detailed description of
its components can be found here:
http://www.parallelgraphics.com/products/cortona
4.4
UIDS description
The user interface development system is beyond the scope
of this project. It is detailed by the browser plug-in and
hence proper documentation on it can be found at Cortona’s
website: http://www.parallelgraphics.com/products/cortona
5
Restrictions, limitations, and constraints
The design constraints inherent within the web client include all
the constraints and limitations of the VRML system itself as well as
the limitations of the browser plug-in being used. Since the VRML
language is relatively only (circa 1997), most of the more advanced
graphical features that have been recently applied to 3d world have not
yet been applied to VRML this limits the visual quality that VRML can
produce. However, as far the Watson game is concerned, VRML is very
capable of rendering everything necessary.
Also, since the Cortona Web Client is relatively new, it has very
little constraints and supports most of the modern 3d accelerators. For
Class: CS-495 Spring 2005
Project: The Watson Game
Function: Web Client
Subsystem: VRML Client
Author: Brent Rood
Date:4/29/05
a detailed description of the limitations of Cortona, I will refer you
to the cortona website once again specified in section 4.4.
6
Testing Issues
The only two tests that can be done on this preliminary
implementation of the VRML web client are:
1. Opening the produced .wrl file and navigating through it
and visually making sure that the Watson environment is
true to its original version.
2. Attempting to use the java classes and VRML interface to
demonstrate that communication with the server is
possible.
6.1
Classes of tests
Given the previous two tests, their implementation is as
follows:
1. The Cortona Web Client is installed for the Internet
Explorer Web Browser. Next, the computer is rebooted.
Next, the produced VRML file of the Watson game is loaded
with internet explorer. The task is then to navigate
through the 3d environment, visually inspecting and
ensuring that everything is as it should be. This is a
subjective test is not very scientific. It only serves to
make the sure the produced environment is accurate to the
game on a purely visual level.
2. VRML’s capability as far as socket communications can best
be tested with the included TicTacToeExample. This example
illustrates a VRML example in which given a triggered
event, VRML then calls a java class and uses the class to
determine the action. Since within the class, the
programmer can put whatever code he wants given an action
(such as socket code) it can be assumed that since the Tic
Tac Toe example works, that a socket example communicating
with the server would also work by extension.
6.2
Expected software response
The expected software response was that the VRML 3d environment
would be rendered true to the original game in the Web browser and
also that the Tic Tac Toe Example would properly call the java
classes and initiate the scripted events. Both tests were
successful and the desired software responses were achieved.
Class: CS-495 Spring 2005
Project: The Watson Game
Function: Web Client
Subsystem: VRML Client
Author: Brent Rood
Date:4/29/05
6.3
Performance bounds
As previously specified the performance bounds are mainly
contingent on the machine’s hardware and its connection to the
internet. Internet connectivity is obviously mandatory for
communication with the server. Also, relatively new graphics
hardware is necessary for acceptable frame rates within the VRML
web client environment (>800 MHz processor as well a graphics card
preferably 4 years old or newer).
6.4
Identification of critical components
The graphical display components are particularly critical when it
comes to the performance testing of the VRML client. Since they
underlie the actual implementation of VRML as well as the
implementation of the browser plug-in being used, they are beyond
the scope of this project.
7
Appendices
The previously stated design specification can only be supplemented
with the documentation of the VRML specification and the documentation
of the browser plug-in being utilized. The VRML documentation can be
found here:
http://www.graphcomp.com/info/specs/sgi/vrml/spec/
and the cortona plug-in documentation can be found here:
http://www.parallelgraphics.com/products/cortona
Class: CS-495 Spring 2005
Project: The Watson Game
Function: Web Client
Subsystem: VRML Client
Author: Brent Rood
Date:4/29/05
7.1
Uniq
ue
Num
ber
Requirements traceability matrix
Requir
ement
Source
of
Requir
ement
Software
Reqs. Spec/
Functional
Req. Doc.
Des
ign
Spe
c.
Prog
ram
Mod
ule
Test
Spec.
Te
st
Ca
se(
s)
Suc
cess
ful
Test
Veri
ficat
ion
Modifi
cation
of
Requir
ement
Rem
arks
Objective 1: Web Client based on VRML
1
VRML
web
client
Need for
ease of
distr.
800 MHz
proc.
< 4 yr old
video card
Wat
son.
wrl
file
VR
ML
chil
dren
Frame
rate
1ap
pro
x
30f
ps
yes
No
medica
tions
necessa
ry
Test
succ
essf
ul
2
VRML
client
commu
nicatio
ns
Need to
commun
icate
with
Watson
server
Internet
connectivit
y
Java
clas
s
files
Java
class
es
Ability
to
commu
nicate
with
server
Co
nn
ect
ed?
Has
yet
to
be
dete
rmi
ned
No
medica
tions
necessa
ry
Test
unsu
re
7.2
Packaging and installation issues
The inherent idea of the web client is that it requires no
packaging. Only a pamphlet need be given out detailing the machine
requirements, a link to download the browser plug-in and finally a
link to the actual VRML file containing the game.
Installation issues only involve the issues involved in the
installation of the cortona web plug-in since once the plug-in is
properly installed, there is no reason why the VRML file with the
Watson game shouldn’t work (given that the users machine meets the
minimum requirements). A detailed description of the cortona plugins installation issues can be found here:
http://www.parallelgraphics.com/products/cortona/notes/
Class: CS-495 Spring 2005
Project: The Watson Game
Function: Web Client
Subsystem: VRML Client
Author: Brent Rood
Date:4/29/05
7.3
Design metrics to be used
The only perceivable design metric is the frame rate that the VRML
client produces. Since no other components have yet been developed
the only metric that can be used to compare is the frame rate
within the client when the client is displaying the produced Watson
game VRML file. Since the frame rate is acceptable for a relatively
old machine, it can be said that the design metric is well within
the grasp of the majority of users.
7.4
Supplementary information (as required)
Supplementary information can be found here at both the VRML
specification web site:
http://www.graphcomp.com/info/specs/sgi/vrml/spec/
as well as the cortona web browser plug in web site:
http://www.parallelgraphics.com/products/cortona
Class: CS-495 Spring 2005
Project: The Watson Game
Function: Web Client
Subsystem: VRML Client
Author: Brent Rood
Date:4/29/05