In his essay "On Engineering the Appearance of Cyberspace,"
http://www.wizardnet.com/musgrave/cyberspace.html
Ken Musgrave points out that early work in
VR reveals people have difficulty navigating in abstract visual environments. |
Our visual image processing system evolved to help us estimate relative
positions and orientations in surroundings rich in natural fractals, so the
minimalist, spare Euclidean geometry of many virtual environments lacks
the rich visual cues of nature. |
Musgrave suggests building a cyberspace with
a fractal context for ease and familiarity of navigation. |
Fractals are well-suited
for all this purpose, because they generate convincing forgeries of nature and
do so with very compact data sets. |
Consequently, only a small bandwidth overhead
is needed to produce digital environment much easier to navigte. |
A metaphoric application of fractals to cyberspace
comes from the non-physical nature of cyberspace. |
In physical space, real estate
is limited: people come in a small range of sizes, so factories, offices, and
stores cannot be built just anywhere. |
There is room for
only so many coffee shops near a good bookstore. |
These problems do not arise in
cyberspace: we can always zoom in and add more detail at any level we want. |
Whereas zooming in on the side of a physical bookstore reveals
individual bricks, then the
texture of the bricks, and so on, zooming in on the side of a virtual bookstore
can reveal a hierarchy of other stores and links, to as many levels as we wish. |