[Opensim-users] Opensim and accessibility by non-technical end users

Robert Martin robertltux at gmail.com
Fri Mar 22 12:50:44 UTC 2013


just sticking my paw in on this i would just about KILL for a viewer that

1 didn't try to load the entire region of stuff before being able to move
around (a 50 meter sphere would be fine)

2 had a screen that was useable for small devices (my netbook has a
1024*600 screen)

3 was semi current with the LL codebase

4 while im dreaming here hows about a portable install?? (saves all of its
data files in an internal folder)

Any takers?? heck having Gimp/Blender/Sim on a stick/Bad Wolf Viewer as a
single download would be KILLER


On Fri, Mar 22, 2013 at 2:36 AM, Scott Overmyer <sovermyer at nu.edu.kz> wrote:

> My personal objective is not to show my OpenSIM in the best possible
> light, but rather to allow people to access the world via a mobile phone
> for conferencing, and other research/experimental activities in real time.
>
> I do very much appreciate the info you posted on your experiences with
> mobile browsers!
>
> Cheers,
> scotto...
>
>
> On Fri, Mar 22, 2013 at 9:15 AM, dz <dz at bitzend.net> wrote:
>
>> I have tried a number of the "mobile" viewers..  The first workable one
>> was Pocket Metaverse on IOS.   Since I stopped following that app, a "PRO"
>> version has been released.    I have since moved to Android based mobile
>> devices.   Justin correctly identified the android mobile viewer (Lumiya).
>> I have been using that viewer for a number of months,  The experience is
>> not immersive  and interacting over a wireless connection is sometime
>> frustrating compared to the power of my desktop.  There is a BIG
>> HOWEVER...  Lumiya has worked reliably for me on my phones, on my tablets
>> and with SL and OpenSim.   It doesn't do everything now, but releases are
>> frequent and seem to be focused on adding features instead of fixing
>> bugs..  In the Browser space, I have been seeing a lot of people pointing
>> at PixieViewer.  I have only taken a cursory look at this option, since I
>> am happy with my Android solution.  My impression was that it was a "cool
>> thing"  but not really in the realm of a working tool yet.  I have to agree
>> with Justin (and others) who see the webGL rendering as a possible future
>> direction but not likely to be a "world changer" in the immediate future.
>>
>> Personally, I think that there are much more robust web technologies to
>> "show folks" the inside of a virtual world.  It seems to me that the same
>> amount of effort that you direct at getting user inworld on a web viewer
>> could be put into developing a sequence of video/web based how-to use a
>> "real" viewer.   Think of it this way...  do you want someone to see your
>> sim in a viewer that can render the surrounding 20 meters at a max texture
>> resolution of 256x256,  or would you want to show them a YouTube of your
>> sim rendered at HD resolution?    Even the Lindens ( who have trouble
>> recognizing customer desires ) have learned that asking new users to
>> download a new viewer every time they want a new feature is a
>> non-starter.    If someone had shown me a ruth on an island in a web viewer
>> when I started,, and i couldn't drop and modify a prim,  I wouldn't have
>> spent the last years digging any deeper...  I would have said  OOOO another
>> version of VRML with its disconnected toolsets...    The REAL differnce and
>> advantage OpenSim has over any of your alternatives ( like Unity)  is that
>> you can MODIFY yourself AND what is in the space around you..   I dont see
>> how you will ever accomplish that with a web based UI.
>>
>> d
>>
>>
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>
>
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-- 
Robert L Martin
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