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manual.txt from Spatial Knowledge Experiments at Krugle


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                    -- S.K.E. Manual --



*General Informations
 
 Command Line Shell

  SKE is based on a command line shell, which is de/activated pressing the
 ESC key. It is possible to issue any command available in SKE by using the
 shell, but for ease of usage the normal user would use the Graphical User 
 Interface instead. However what the GUI does is to compose a text command and 
 issuing it to the shell: in fact it is always possible to look to the commands
 issued and to its responses in the command line shell.

 Application Modes

  SKE has 3 basic running mode:
 1-EDITING MODE: before starting a mission, in this mode it is possible to 
   create the world for the mission and set the missions parameters (path, 
   lanmdmarks, and so forth); you will see the text "EDITING" in the bottom left
   when in this mode.
 2-MISSION MODE: when a mission is running; you will see either "MISSION STARTING..."
   and "MISSION ENDED" resp. at the very start and at the end of the mission.
 3-REPLAY_MODE: when a replay is being reviewed; you will see the "REPLAY" text in 
   the bottom left.
  To track the current state, just look to the text that appears in the bottom-left
  of the screen.

 Viewing Camera States
  
  The viewing camera has two different states: 
 1-FIRST PERSON VIEWING: see the world thru the subject's eyes;
 2-THIRD PERSON VIEWING: the viewpoint points towards the subject;
  You could move the camera using the arrow keys (or the joystick if any), 
 rotate it using the Ins, Home, PgUp to rotate around X, Y, Z
 axis, holding down the SHIFT key to invert the rotation's versus. 
 To zoom in press +, to zoom out press SHIFT and +.

 Using the Mouse to Edit the World

  The mouse has four states identified by the mouse pointer shape:
 1-ARROW is the normal state: you could use the Graphical User Interface and
  place a wall in the world;
 2-TARGETING is used to translate landmarks, lights or the subject: hold on 
  the target and move the mouse around to translate it;
 3-ROTATING is used to rotate the landmark and the subject: hold pressed on 
  it and move the mouse up and down to rotate;
 4-STICK is used when creating a path: click the mouse to put a point of
  the path in the actual stick's position.
  To switch the current mouse state, just click on the right mouse button: each
 time you click, its shape (i.e. its state) will change accordingly.




*Graphical user interface

 The Main Dialog Window: "SKE"
 
  Press F2 bring up or to hide the dialog window whose title is "SKE". Thru
 this dialog it is possible to set all the configuration settings 
 available in SKE. The window has six tab controls: "Player Configuration",
 "SKE Configuration", "Landmark", "Level", "Mission", "Path",  
 "Lighting". Generally speaking, the three buttons at the bottom of the 
 dialog are meant to discard all changes (CANCEL), commit and dismiss the
 dialog (OK), commit the changes (APPLY) but not dismiss the dialog.

 An explanation for the content of each tab control follows.

 "Player configuration"
  It is possible to to set some properties the subject walking the virtual
 world can have. 
 HEIGHT is the height of the eyes from the ground;
 FOV ANGLE is the field of view of the player in degree angles;
 FOV WIDTH is the width of the field of view measured in pixels;
 MAX SPEED is the maximum speed the subject could walk (meters/seconds);
 ACCEL is the acceleration the subject has (meters/(seconds*seconds));
 FRICTION is a pure number: higher its value higher the friction onto 
 the ground.
 POSITION is the position of the subject in the world, expressed only
 in X and Z coordinate, since the Y is always 0 meaning his feets stands
 on the ground.
 ANGLE is the angle around the Y axis the subject looks towards to.

 Here follows the explanation about the management (save/load/destroy) of a 
 position, which express a POSITION and an ANGLE. A position is loaded, saved
 and deleted always by name: in fact each saved position must have an unique name.
 -LOAD button: select in the listbox the position to be loaded, then press LOAD
   to load the selected position;
 -SAVE button: type a name in the textbox, then click it to save the current
   position;
 -DESTROY button: select in the listbox the position to be destroyed, then 
   press it;
 
 "SKE Configuration"
  These are the general settings of SKE.
 "Put a light onto the head of the player" is not enabled.
 Check "Draw skybox" to draw or not the skybox.
 You could select "Use a skybox with landscape" to display a landscape as
 the skybox, otherwise select "Use a skybox with just the sun" to have a 
 blue sky with the sun accordingly to the current hour defined in the textbox
 labeled "SkyBox time".
 Chose "Show Clouds" if you like to see some clouds moving across the sky.
 Check "Use joystick" to use a joystick instead of the arrow kyes for the 
 subject movements.
 Check "Use DynaVis culler" to use an alternative geometry culler instead of
 the default one. Choose the one is faster on your hardware.
 Check "Draw Terrain" to draw a terrain.
 Check "Debug Mode" only if you are a developer.
 Set the Red Green Blue values for the ambient static/dynamic light in the 
 relatives textboxes.

 "Landmark"
  This dialog allows the editing of the landmarks in the world.
 Select on the listbox on the left side the landmark to be created, then 
 click on "Create Landmark". The list on the right displays all the landmark
 already created in the world. To destroy a landmark, just sleect it on the
 right listbox, then click the proper button. 
 To modify a property of a landmark, select it in the right listbox, then
 modify the values displayed in the textboxes labeled as
 "Position", "Size in meters" and in the listbox below showing the materials,
 then click "OK" or APPLY" button.
 To save the landmarks already present in the world, just type a name in the 
 textbox and press "Save". To load/destroy a previously saved landmarks list,
 select its name in the listbox and press "Load"/"Destroy".

 "Level"
  This dialog permits the editing of the world. The world has a fixed size: 
 you could create from scratch a new world by typing a width (SIZE X) and a 
 length (SIZE Z) and then clicking on "Create New Map".
 You could place a wall selecting the shape of the wall and then clicking in
 the map where you want to place it. Each time you click again the wall will
 be rotated by 90 degree. Once the world has been constructed, you could 
 "Save" it typing its name in the textbox. To load or destroy an old saved
 world, just select it and click the proper button. 
 
 "Mission"
  This dialog represents the core features of this application. A mission
 is a task a subject have to accomplish to. There are four types of 
 missions:
 1-Free walking: this mission allow the subject to walk freely in the world.
  This type of mission has an optional parameter: the amount of time, which
  when passed the mission expires. The time parameter is provided in the 
  "Minutes" textbox. If the time is not provided there is not a time limit.
 2-Not free walking: this is a passive navigation: in fact the subject is 
   dragged along a path, which is a mandatory parameter of this mission. The
   path used is the one currently shown in the world.
 3-Find the target: in this mission the task of the subject is to reach a 
   target. There could be two ties: a maximum allowed time (textbox 
   called "Minutes") after which the mission terminates, and a path to be 
   follow (if the subject gets the wrong way, the mission terminates).
   The mandatory parameter is obviously the landmark defined as the mission's
   target: it is defined selecting the name of the landmark in the listbox.
 4-Pointing: in this mission the subject must orient its face towards a 
   target object; the subject cannot walk in any direction, but could rotate 
   around himself only. The mandatory parameter is the target, to be selected
   in the listbox.
  To save the data collected during the mission, uncheck the checkbox called 
 "Discard Mission Data", otherwise the data is not saved. Notice that all the
  data collected is saved into an XML file, whose name is composed in this way: 
  [name_typed_into_the_textbox]_[starting_mission_date]_[starting_time].xml 
  The directory that contains all the missions saved is "/SKE/data/SKE/mission/".
  After having set up a mission and its parameters, it is possible to start the
  mission clicking on the button "Start Mission". You could terminate the 
  mission at any time clicking on the "End Mission": in this case all the datas
  are immediately saved into the file name specified by the textbox. 
  When a mission terminates, the data is automatically saved into the file.

 "Path"
   This dialog allow the creation/saving/loading of a path: it is defined to be
 the spline interpolation of a set of ordered points. To start the path 
 creation just press the "Start Creating Path" button. Then click with the 
 mouse on the map where you want the path starting is. After the mouse-click
 a small sphere appears on that point. Construct the path placing others small 
 spheres in the world, till you want the end of the path: then click on the
 button called "Stop Path Creation". To delete the currently present path in 
 the world, just click on "Delete Current Path".
   As usually, the path could be saved/loaded/destroyed on the disk. use the 
 listbox and the textbox to manage the paths saved on the disk.
   The "Tolerance" text box permits you to declare how many meters is the walker
 allowed to execute in the wrong direction before SKE decides to stop the current
 mission issuing the error wrong way.

 "Lighting"
  This dialog allows the creation of lights in the world. The listbox shows the
 list of the light names present in the world. To create a light, set its 
 properties:
 -dynamic, static or pseudodynamic (usually "static" is ok);
 -its position in the "X","Y","Z" texboxes;
 -the influence radius in the "Radius" textbox;
 -the attenuation mode: NONE, LINEAR, INVERSE, REALISTIC, CLQ;
 -its color RED, GREEN and BLUE.
   Then click "Create Light" to add the light to the world. To modify any
 property of a light, select the light in the listbox, then change the 
 property you want, and finally click on the "Apply" button.
   To destroy a light simply select in the listbox and click "Destroy Light".
 The "Relight!" button triggers the computation of the lighting on the actual 
 world, based upon the lights and the static/dynamic ambient light. Usually 
 this requires long time.
  

 The Secondary Dialog Window: "REPLAY"

  The F3 key brings up the "Replay" dialog. Its listbox
 display all the files that contains a previously saved mission. To 
 view the "replay" of a mission already saved onto the disk, just select
 its name in the listbox, then press the "Start Replay" button. Press the
 "Stop Mission" when you want to ditch its replay viewing. Whenever you 
 select a item of the listbox, the label in the dialog get filled with the
 values relative to the mission selected:
 -"Mission Type" is one of the four mission type described above;
 -"Landmark List Name" is the name of the landmark list which the mission
 run with;
 -"Time" is the time parameter;
 -"Level Name" is the name of the level which the mission run with;
 -"Path Name" is the name of the path which the mission run with;
 -"Target Name" is the name of the landmark target;
  After a mission has been loaded, appears three lines of text overlayed 
 with the 3D graphics in the bottom of the screen: the first line display the 
 mission name, the second one shows the mission type, and the last one
 show the starting time (always 0.00!), the current time which the drawn scene
 refers to, and the time the mission lasted. Pressing the key from F5 to F8 it 
 is possible to go back in time, go back halfspeed, go forward halfspeed, go
 forward.



*Tutorial

 Running a Mission
  Before running a mission, you have to build a world. Just select the size in meters
 of the ground where you put wall onto. Then click on "Resize map". Now you could put
 the walls on the ground selecting its shape in the dialog and then putting it. A wall
 could be rotated by 90 degree by putting the same block in the same cell: each time 
 the 90 degree rotation will happen.
  Once the walls are built, you could use the "Landmarks" page to create some landmarks
 and then place by dragging them in the desired position with the mouse. You could change
 any attributes of every landmarks as stated above. 
  If you need, you could create a path with the "Path" page.
  As you created the walls and positioned the landmarks (and the optional path), you could 
 use the "Mission" page to select the mission you want to execute, and then run it clicking
 onto "START MISSION!". Press the SPACE BAR key to actually start it. When it is finished for
 any reason, you could press SPACE BAR again to go in editing mode, or just wait 10 seconds,
 and it will happen automatically.
  To review the mission, press F3, seelect the name and press "START REPLAY" to start it.
 When the review is over, just press F3 again and press the "STOP MISSION" button to return
 back to EDITING mode.



-end




See more files for this project here

Spatial Knowledge Experiments

A simulation of 3D virtual worlds for psychological experiments

Project homepage: http://sourceforge.net/projects/ske
Programming language(s): C,C++,Perl
License: other

  manual.txt