Download Hyper-NPSNET: Embedded Multimedia in a 3D
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VII. FUTURE WORK The main focus of this work was in proof of concept. This leaves a lot of room for improvement and future work. This chapter presents some of the near term changes needed to make Hyper-NPSNET more effective as a training and authoring tool. A. DATABASE FRONT END As the number of anchors in any world database increases, it gets difficult to administer the vast amounts of information available to the user. Currently the only interface to the hyper system, other than in the 3D world, is through the main control panel, the Anchor Editor panel or the User Preferences panel. This situation can be improved with the addition of a sophisticated user interface to the hyper system database. The database front end would allow the user to make queries into the hyper system. For instance, if the user wanted to know all anchors that had video clips relevant to current enemy tank positions, he could ask the system and be given a mouse sensitive list that he could use to view the videos. Another capability would be to list all audio tracks by name that are used in the current world database, or the number of anchors that make use of a particular graphics image. B. NON-TERRAIN ANCHORS Currently Hyper-NPSNET utilizes only one kind of anchor. This is the Terrain anchor. Terrain anchors are fixed in 3D space and can only be changed through the anchor editor. Additional anchor types are planned and include vehicle anchors and temporal anchors. 1. Vehicle Anchors A vehicle anchor is an anchor that is attached to a vehicle. The vehicle can move around in the virtual world with the anchor staying attached. Vehicle anchors are handy for visualizing vehicle capabilities or design. This kind of information is invaluable for 56