Disclosure (1994)

Our next 3D file browsing system is from the 1994 film Disclosure. Thanks to site reader Patrick H Lauke for the suggestion.

Like Jurassic Park, Disclosure is based on a Michael Crichton novel, although this time without any dinosaurs. (Would-be scriptwriters should compare the relative success of these two films when planning a study program.) The plot of the film is corporate infighting within Digicom, manufacturer of high tech CD-ROM drives—it was the 1990s—and also virtual reality systems. Tom Sanders, executive in charge of the CD-ROM production line, is being set up to take the blame for manufacturing failures that are really the fault of cost-cutting measures by rival executive Meredith Johnson.

The Corridor: Hardware Interface

The virtual reality system is introduced at about 40 minutes, using the narrative device of a product demonstration within the company to explain to the attendees what it does. The scene is nicely done, conveying all the important points we need to know in two minutes. (To be clear, some of the images used here come from a later scene in the film, but it’s the same system in both.)

The process of entangling yourself with the necessary hardware and software is quite distinct from interacting with the VR itself, so let’s discuss these separately, starting with the physical interface.

Tom wearing VR headset and one glove, being scanned. Disclosure (1994)

In Disclosure the virtual reality user wears a headset and one glove, all connected by cables to the computer system. Like most virtual reality systems, the headset is responsible for visual display, audio, and head movement tracking; the glove for hand movement and gesture tracking. 

There are two “laser scanners” on the walls. These are the planar blue lights, which scan the user’s body at startup. After that they track body motion, although since the user still has to wear a glove, the scanners presumably just track approximate body movement and orientation without fine detail.

Lastly, the user stands on a concave hexagonal plate covered in embedded white balls, which allows the user to “walk” on the spot.

Closeup of user standing on curved surface of white balls. Disclosure (1994)

Searching for Evidence

The scene we’re most interested in takes place later in the film, the evening before a vital presentation which will determine Tom’s future. He needs to search the company computer files for evidence against Meredith, but discovers that his normal account has been blocked from access.   He knows though that the virtual reality demonstrator is on display in a nearby hotel suite, and also knows about the demonstrator having unlimited access. He sneaks into the hotel suite to use The Corridor. Tom is under a certain amount of time pressure because a couple of company VIPs and their guests are downstairs in the hotel and might return at any time.

The first step for Tom is to launch the virtual reality system. This is done from an Indy workstation, using the regular Unix command line.

The command line to start the virtual reality system. Disclosure (1994)

Next he moves over to the VR space itself. He puts on the glove but not the headset, presses a key on the keyboard (of the VR computer, not the workstation), and stands still for a moment while he is scanned from top to bottom.

Real world Tom, wearing one VR glove, waits while the scanners map his body. Disclosure (1994)

On the left is the Indy workstation used to start the VR system. In the middle is the external monitor which will, in a moment, show the third person view of the VR user as seen earlier during the product demonstration.

Now that Tom has been scanned into the system, he puts on the headset and enters the virtual space.

The Corridor: Virtual Interface

“The Corridor,” as you’ve no doubt guessed, is a three dimensional file browsing program. It is so named because the user will walk down a corridor in a virtual building, the walls lined with “file cabinets” containing the actual computer files.

Three important aspects of The Corridor were mentioned during the product demonstration earlier in the film. They’ll help structure our tour of this interface, so let’s review them now, as they all come up in our discussion of the interfaces.

  1. There is a voice-activated help system, which will summon a virtual “Angel” assistant.
  2. Since the computers themselves are part of a multi-user network with shared storage, there can be more than one user “inside” The Corridor at a time.
    Users who do not have access to the virtual reality system will appear as wireframe body shapes with a 2D photo where the head should be.
  3. There are no access controls and so the virtual reality user, despite being a guest or demo account, has unlimited access to all the company files. This is spectacularly bad design, but necessary for the plot.

With those bits of system exposition complete, now we can switch to Tom’s own first person view of the virtual reality environment.

Virtual world Tom watches his hands rezzing up, right hand with glove. Disclosure (1994)

There isn’t a real background yet, just abstract streaks. The avatar hands are rezzing up, and note that the right hand wearing the glove has a different appearance to the left. This mimics the real world, so eases the transition for the user.

Overlaid on the virtual reality view is a Digicom label at the bottom and four corner brackets which are never explained, although they do resemble those used in cameras to indicate the preferred viewing area.

To the left is a small axis indicator, the three green lines labeled X, Y, and Z. These show up in many 3D applications because, silly though it sounds, it is easy in a 3D computer environment to lose track of directions or even which way is up. A common fix for the user being unable to see anything is just to turn 180 degrees around.

We then switch to a third person view of Tom’s avatar in the virtual world.

Tom is fully rezzed up, within cloud of visual static. Disclosure (1994)

This is an almost photographic-quality image. To remind the viewers that this is in the virtual world rather than real, the avatar follows the visual convention described in chapter 4 of Make It So for volumetric projections, with scan lines and occasional flickers. An interesting choice is that the avatar also wears a “headset”, but it is translucent so we can see the face.

Now that he’s in the virtual reality, Tom has one more action needed to enter The Corridor. He pushes a big button floating before him in space.

Tom presses one button on a floating control panel. Disclosure (1994)

This seems unnecessary, but we can assume that in the future of this platform, there will be more programs to choose from.

The Corridor rezzes up, the streaks assembling into wireframe components which then slide together as the surfaces are shaded. Tom doesn’t have to wait for the process to complete before he starts walking, which suggests that this is a Level Of Detail (LOD) implementation where parts of the building are not rendered in detail until the user is close enough for it to be worth doing.

Tom enters The Corridor. Nearby floor and walls are fully rendered, the more distant section is not complete. Disclosure (1994)

The architecture is classical, rendered with the slightly artificial-looking computer shading that is common in 3D computer environments because it needs much less computation than trying for full photorealism.

Instead of a corridor this is an entire multistory building. It is large and empty, and as Tom is walking bits of architecture reshape themselves, rather like the interior of Hogwarts in Harry Potter.

Although there are paintings on some of the walls, there aren’t any signs, labels, or even room numbers. Tom has to wander around looking for the files, at one point nearly “falling” off the edge of the floor down an internal air well. Finally he steps into one archway room entrance and file cabinets appear in the walls.

Tom enters a room full of cabinets. Disclosure (1994)

Unlike the classical architecture around him, these cabinets are very modern looking with glowing blue light lines. Tom has found what he is looking for, so now begins to manipulate files rather than browsing.

Virtual Filing Cabinets

The four nearest cabinets according to the titles above are

  1. Communications
  2. Operations
  3. System Control
  4. Research Data.

There are ten file drawers in each. The drawers are unmarked, but labels only appear when the user looks directly at it, so Tom has to move his head to centre each drawer in turn to find the one he wants.

Tom looks at one particular drawer to make the title appear. Disclosure (1994)

The fourth drawer Tom looks at is labeled “Malaysia”. He touches it with the gloved hand and it slides out from the wall.

Tom withdraws his hand as the drawer slides open. Disclosure (1994)

Inside are five “folders” which, again, are opened by touching. The folder slides up, and then three sheets, each looking like a printed document, slide up and fan out.

Axis indicator on left, pointing down. One document sliding up from a folder. Disclosure (1994)

Note the tilted axis indicator at the left. The Y axis, representing a line extending upwards from the top of Tom’s head, is now leaning towards the horizontal because Tom is looking down at the file drawer. In the shot below, both the folder and then the individual documents are moving up so Tom’s gaze is now back to more or less level.

Close up of three “pages” within a virtual document. Disclosure (1994)

At this point the film cuts away from Tom. Rival executive Meredith, having been foiled in her first attempt at discrediting Tom, has decided to cover her tracks by deleting all the incriminating files. Meredith enters her office and logs on to her Indy workstation. She is using a Command Line Interface (CLI) shell, not the standard SGI Unix shell but a custom Digicom program that also has a graphical menu. (Since it isn’t three dimensional it isn’t interesting enough to show here.)

Tom uses the gloved hand to push the sheets one by one to the side after scanning the content.

Tom scrolling through the pages of one folder by swiping with two fingers. Disclosure (1994)

Quick note: This is harder than it looks in virtual reality. In a 2D GUI moving the mouse over an interface element is obvious. In three dimensions the user also has to move their hand forwards or backwards to get their hand (or finger) in the right place, and unless there is some kind of haptic feedback it isn’t obvious to the user that they’ve made contact.

Tom now receives a nasty surprise.

The shot below shows Tom’s photorealistic avatar at the left, standing in front of the open file cabinet. The green shape on the right is the avatar of Meredith who is logged in to a regular workstation. Without the laser scanners and cameras her avatar is a generic wireframe female humanoid with a face photograph stuck on top. This is excellent design, making The Corridor usable across a range of different hardware capabilities.

Tom sees the Meredith avatar appear. Disclosure (1994)

Why does The Corridor system place her avatar here? A multiuser computer system, or even just a networked file server,  obviously has to know who is logged on. Unix systems in general and command line shells also track which directory the user is “in”, the current working directory. Meredith is using her CLI interface to delete files in a particular directory so The Corridor can position her avatar in the corresponding virtual reality location. Or rather, the avatar glides into position rather than suddenly popping into existence: Tom is only surprised because the documents blocked his virtual view.

Quick note: While this is plausible, there are technical complications. Command line users often open more than one shell at a time in different directories. In such a case, what would The Corridor do? Duplicate the wireframe avatar in each location? In the real world we can’t be in more than one place at a time, would doing so contradict the virtual reality metaphor?

There is an asymmetry here in that Tom knows Meredith is “in the system” but not vice versa. Meredith could in theory use CLI commands to find out who else is logged on and whether anyone was running The Corridor, but she would need to actively seek out that information and has no reason to do so. It didn’t occur to Tom either, but he doesn’t need to think about it,  the virtual reality environment conveys more information about the system by default.

We briefly cut away to Meredith confirming her CLI delete command. Tom sees this as the file drawer lid emitting beams of light which rotate down. These beams first erase the floating sheets, then the folders in the drawer. The drawer itself now has a red “DELETED” label and slides back into the wall.

Tom watches Meredith deleting the files in an open drawer. Disclosure (1994)

Tom steps further into the room. The same red labels appear on the other file drawers even though they are currently closed.

Tom watches Meredith deleting other, unopened, drawers. Disclosure (1994)

Talking to an Angel

Tom now switches to using the system voice interface, saying “Angel I need help” to bring up the virtual reality assistant. Like everything else we’ve seen in this VR system the “angel” rezzes up from a point cloud, although much more quickly than the architecture: people who need help tend to be more impatient and less interested in pausing to admire special effects.

The voice assistant as it appears within VR. Disclosure (1994)

Just in case the user is now looking in the wrong direction the angel also announces “Help is here” in a very natural sounding voice.

The angel is rendered with white robe, halo, harp, and rapidly beating wings. This is horribly clichéd, but a help system needs to be reassuring in appearance as well as function. An angel appearing as a winged flying serpent or wheel of fire would be more original and authentic (yes, really: ​​Biblically Accurate Angels) but users fleeing in terror would seriously impact the customer satisfaction scores.

Now Tom has a short but interesting conversation with the angel, beginning with a question:

  • Tom
  • Is there any way to stop these files from being deleted?
  • Angel
  • I’m sorry, you are not level five.
  • Tom
  • Angel, you’re supposed to protect the files!
  • Angel
  • Access control is restricted to level five.

Tom has made the mistake, as described in chapter 9 Anthropomorphism of the book, of ascribing more agency to this software program than it actually has. He thinks he is engaged in a conversational interface (chapter 6 Sonic Interfaces) with a fully autonomous system, which should therefore be interested in and care about the wellbeing of the entire system. Which it doesn’t, because this is just a limited-command voice interface to a guide.

Even though this is obviously scripted, rather than a genuine error I think this raises an interesting question for real world interface designers: do users expect that an interface with higher visual quality/fidelity will be more realistic in other aspects as well? If a voice interface assistant has a simple polyhedron with no attempt at photorealism (say, like Bit in Tron) or with zoomorphism (say, like the search bear in Until the End of the World) will users adjust their expectations for speech recognition downwards? I’m not aware of any research that might answer this question. Readers?

Despite Tom’s frustration, the angel has given an excellent answer – for a guide. A very simple help program would have recited the command(s) that could be used to protect files against deletion. Which would have frustrated Tom even more when he tried to use one and got some kind of permission denied error. This program has checked whether the user can actually use commands before responding.

This does contradict the earlier VR demonstration where we were told that the user had unlimited access. I would explain this as being “unlimited read access, not write”, but the presenter didn’t think it worthwhile to go into such detail for the mostly non-technical audience.

Tom is now aware that he is under even more time pressure as the Meredith avatar is still moving around the room. Realising his mistake, he uses the voice interface as a query language.

“Show me all communications with Malaysia.”
“Telephone or video?”
“Video.”

This brings up a more conventional looking GUI window because not everything in virtual reality needs to be three-dimensional. It’s always tempting for a 3D programmer to re-implement everything, but it’s also possible to embed 2D GUI applications into a virtual world.

Tom looks at a conventional 2D display of file icons inside VR. Disclosure (1994)

The window shows a thumbnail icon for each recorded video conference call. This isn’t very helpful, so Tom again decides that a voice query will be much faster than looking at each one in turn.

“Show me, uh, the last transmission involving Meredith.”

There’s a short 2D transition effect swapping the thumbnail icon display for the video call itself, which starts playing at just the right point for plot purposes.

Tom watches a previously recorded video call made by Meredith (right). Disclosure (1994)

While Tom is watching and listening, Meredith is still typing commands. The camera orbits around behind the video conference call window so we can see the Meredith avatar approach, which also shows us that this window is slightly three dimensional, the content floating a short distance in front of the frame. The film then cuts away briefly to show Meredith confirming her “kill all” command. The video conference recordings are deleted, including the one Tom is watching.

Tom is informed that Meredith (seen here in the background as a wireframe avatar) is deleting the video call. Disclosure (1994)

This is also the moment when the downstairs VIPs return to the hotel suite, so the scene ends with Tom managing to sneak out without being detected.

Virtual reality has saved the day for Tom. The documents and video conference calls have been deleted by Meredith, but he knows that they once existed and has a colleague retrieve the files he needs from the backup tapes. (Which is good writing: the majority of companies shown in film and TV never seem to have backups for files, no matter how vital.) Meredith doesn’t know that he knows, so he has the upper hand to expose her plot.

Analysis

How believable is the interface?

I won’t spend much time on the hardware, since our focus is on file browsing in three dimensions. From top to bottom, the virtual reality system starts as believable and becomes less so.

Hardware

The headset and glove look like real VR equipment, believable in 1994 and still so today. Having only one glove is unusual, and makes impossible some of the common gesture actions described in chapter 5 of Make It So, which require both hands.

The “laser scanners” that create the 3D geometry and texture maps for the 3D avatar and perform real time body tracking would more likely be cameras, but that would not sound as cool.

And lastly the walking platform apparently requires our user to stand on large marbles or ball bearings and stay balanced while wearing a headset. Uh…maybe…no. Apologetics fails me. To me it looks like it would be uncomfortable to walk on, almost like deterrent paving.

Software

The Corridor, unlike the 3D file browser used in Jurassic Park, is a special effect created for the film. It was a mostly-plausible, near future system in 1994, except for the photorealistic avatar. Usually this site doesn’t discuss historical context (the  “new criticism” stance), but I think in this case it helps to explain how this interface would have appeared to audiences almost two decades ago.

I’ll start with the 3D graphics of the virtual building. My initial impression was that The Corridor could have been created as an interactive program in 1994, but that was my memory compressing the decade. During the 1990s 3D computer graphics, both interactive and CGI, improved at a phenomenal rate. The virtual building would not have been interactive in 1994, was possible on the most powerful systems six years later in 2000, and looks rather old-fashioned compared to what the game consoles of the 21st C can achieve.

For the voice interface I made the opposite mistake. Voice interfaces on phones and home computing appliances have become common in the second decade of the 21st C, but in reality are much older. Apple Macintosh computers in 1994 had text-to-speech synthesis with natural sounding voices and limited vocabulary voice command recognition. (And without needing an Internet connection!) So the voice interface in the scene is believable.

The multi-user aspects of The Corridor were possible in 1994. The wireframe avatars for users not in virtual reality are unflattering or perhaps creepy, but not technically difficult. As a first iteration of a prototype system it’s a good attempt to span a range of hardware capabilities.

The virtual reality avatar, though, is not believable for the 1990s and would be difficult today. Photographs of the body, made during the startup scan, could be used as a texture map for the VR avatar. But live video of the face would be much more difficult, especially when the face is partly obscured by a headset.

How well does the interface inform the narrative of the story?

The virtual reality system in itself is useful to the overall narrative because it makes the Digicom company seem high tech. Even in 1994 CD-ROM drives weren’t very interesting.

The Corridor is essential to the tension of the scene where Tom uses it to find the files, because otherwise the scene would be much shorter and really boring. If we ignore the virtual reality these are the interface actions:

  • Tom reads an email.
  • Meredith deletes the folder containing those emails.
  • Tom finds a folder full of recorded video calls.
  • Tom watches one recorded video call.
  • Meredith deletes the folder containing the video calls.

Imagine how this would have looked if both were using a conventional 2D GUI, such as the Macintosh Finder or MS Windows Explorer. Double click, press and drag, double click…done.

The Corridor slows down Tom’s actions and makes them far more visible and understandable. Thanks to the virtual reality avatar we don’t have to watch an actor push a mouse around. We see him moving and swiping, be surprised and react; and the voice interface adds extra emotion and some useful exposition. It also helps with the plot, giving Tom awareness of what Meredith is doing without having to actively spy on her, or look at some kind of logs or recordings later on.

Meredith, though, can’t use the VR system because then she’d be aware of Tom as well. Using a conventional workstation visually distinguishes and separates Meredith from Tom in the scene.

So overall, though the “action” is pretty mundane, it’s crucial to the plot, and the VR interface helps make this interesting and more engaging.

How well does the interface equip the character to achieve their goals?

As described in the film itself, The Corridor is a prototype for demonstrating virtual reality. As a file browser it’s awful, but since Tom has lost all his normal privileges this is the only system available, and he does manage to eventually find the files he needs.

At the start of the scene, Tom spends quite some time wandering around a vast multi-storey building without a map, room numbers, or even coordinates overlaid on his virtual view. Which seems rather pointless because all the files are in one room anyway. As previously discussed for Johnny Mnemonic, walking or flying everywhere in your file system seems like a good idea at first, but often becomes tedious over time. Many actual and some fictional 3D worlds give users the ability to teleport directly to any desired location.

Then the file drawers in each cabinet have no labels either, so Tom has to look carefully at each one in turn. There is so much more the interface could be doing to help him with his task, and even help the users of the VR demo learn and explore its technology as well.

Contrast this with Meredith, who uses her command line interface and 2D GUI to go through files like a chainsaw.

Tom becomes much more efficient with the voice interface. Which is just as well, because if he hadn’t, Meredith would have deleted the video conference recordings while he was still staring at virtual filing cabinets. However neither the voice interface nor the corresponding file display need three dimensional graphics.

There is hope for version 2.0 of The Corridor, even restricting ourselves to 1994 capabilities. The first and most obvious is to copy 2D GUI file browsers, or the 3D file browser from Jurassic Park, and show the corresponding text name next to each graphical file or folder object. The voice interface is so good that it should be turned on by default without requiring the angel. And finally add some kind of map overlay with a you are here moving dot, like the maps that players in 3D games such as Doom could display with a keystroke.

Film making challenge: VR on screen

Virtual reality (or augmented reality systems such as Hololens) provide a better viewing experience for 3D graphics by creating the illusion of real three dimensional space rather than a 2D monitor. But it is always a first person view and unlike conventional 2D monitors nobody else can usually see what the VR user is seeing without a deliberate mirroring/debugging display. This is an important difference from other advanced or speculative technologies that film makers might choose to include. Showing a character wielding a laser pistol instead of a revolver or driving a hover car instead of a wheeled car hardly changes how to stage a scene, but VR does.

So, how can we show virtual reality in film?

There’s the first-person view corresponding to what the virtual reality user is seeing themselves. (Well, half of what they see since it’s not stereographic, but it’s cinema VR, so close enough.) This is like watching a screencast of someone else playing a first person computer game, the original active experience of the user becoming passive viewing by the audience. Most people can imagine themselves in the driving seat of a car and thus make sense of the turns and changes of speed in a first person car chase, but the film audience probably won’t be familiar with the VR system depicted and will therefore have trouble understanding what is happening. There’s also the problem that viewing someone else’s first-person view, shifting and changing in response to their movements rather than your own, can make people disoriented or nauseated.

A third-person view is better for showing the audience the character and the context in which they act. But not the diegetic real-world third-person view, which would be the character wearing a geeky headset and poking at invisible objects. As seen in Disclosure, the third person view should be within the virtual reality.

But in doing that, now there is a new problem: the avatar in virtual reality representing the real character. If the avatar is too simple the audience may not identify it with the real world character and it will be difficult to show body language and emotion. More realistic CGI avatars are increasingly expensive and risk falling into the Uncanny Valley. Since these films are science fiction rather than factual, the easy solution is to declare that virtual reality has achieved the goal of being entirely photorealistic and just film real actors and sets. Adding the occasional ripple or blur to the real world footage to remind the audience that it’s meant to be virtual reality, again as seen in Disclosure, is relatively cheap and quick.
So, solving all these problems results in the cinematic trope we can call Extradiegetic Avatars, which are third-person, highly-lifelike “renderings” of characters, with a telltale Hologram Projection Imperfection for audience readability, that may or may not be possible within the world of the film itself.

Viper Launch Control

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The Galactica’s fighter launch catapults are each controlled by a ‘shooter’ in an armored viewing pane.  There is one ‘shooter’ for every two catapults.  To launch a Viper, he has a board with a series of large twist-handles, a status display, and a single button.  We can also see several communication devices:

  • Ear-mounted mic and speaker
  • Board mounted mic
  • Phone system in the background

These could relate to one of several lines of communication each:

  • The Viper pilot
  • Any crew inside the launch pod
  • Crew just outside the launch pod
  • CIC (for strategic status updates)
  • Other launch controllers at other stations
  • Engineering teams
  • ‘On call’ rooms for replacement operators

image05

Each row on the launch display appears to conform to some value coming off of the Viper or the Galactica’s magnetic catapults.  The ‘shooter’ calls off Starbuck’s launch three times due to some value he sees on his status board (fluctuating engine power right before launch).

We do not see any other data inputs.  Something like a series of cameras on a closed circuit could show him an exterior view of the entire Viper, providing additional information to the sensors.

When Starbuck is ready to launch on the fourth try, the ‘shooter’ twists the central knob and, at the same time and with the same hand, pushes down a green button.  The moment the ‘shooter’ hits the button, Starbuck’s Viper is launched into space.

image04

There are other twist knobs across the entire board, but these do not appear to conform directly to the act of launching the Viper, and they do not act like the central knob.  They appear instead to be switches, where turning them from one position to another locks them in place.

There is no obvious explanation for the number of twist knobs, but each one might conform to an electrical channel to the catapult, or some part of the earlier launch sequence.

Manual Everything

Nothing in the launch control interprets anything for the ‘shooter’.  He is given information, then expected to interpret it himself.  From what we see, this information is basic enough to not cause a problem and allow him to quickly make a decision.

Without networking the launch system together so that it can poll its own information and make its own decisions, there is little that can improve the status indicators. (And networking is made impossible in this show because of Cylon hackers.) The board is easily visible from the shooter chair, each row conforms directly to information coming in from the Viper, and the relate directly to the task at hand.

The most dangerous task the shooter does is actually decide to launch the Viper into space.  If either the Galactica or the Viper isn’t ready for that action, it could cause major damage to the Viper and the launch systems.

A two-step control for this is the best method, and the system now requires two distinct motions (a twist-and-hold, then a separate and distinct *click*).  This is effective at confirming that the shooter actually wants to send the Viper into space.

To improve this control, the twist and button could be moved far enough apart (reference, under “Two-Hand Controls” ) that it requires two hands to operate the control.  That way, there is no doubt that the shooter intends to activate the catapult.

If the controls are separated like that, it would take some amount of effort to make sure the two controls are visually connected across the board, either through color, or size, or layout.  Right now, that would be complicated by the similarity in the final twist control, and the other handles that do different jobs.

Changing these controls to large switches or differently shaped handles would make the catapult controls less confusing to use.

 

Colonial One

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Colonial One is a luxury passenger liner in commercial service until the war with the Cylons breaks out.  The captain and co-pilot are not military pilots, and most passengers are dignitaries or VIPs visiting the Galactica for the unveiling of it as a museum.

Compared to military cockpits and the CIC aboard the Galactica, Colonial One’s cockpit has simple controls and an unsophisticated space-borne sensor system.  Also unlike the Galactica or the Raptors, no one on Colonial One calls their space-borne sensor system the “Dradis”.  At the center of each control console is a large gimbal-based horizon indicator.

image07The sensors show a simple 2-d representation of local space, with nearby contacts indicated as white dots.  There is no differentiation between ‘enemy’ and ‘friendly’ contacts.  Likewise, the image of a Cylon missile (shown above) is the same indicator as other ships.  There is no clear explanation of what the small white dots on the background of the image are, or what the lines indicate.

When the Cylon fighters show up, the crew has some unknown way besides this screen of knowing the Cylons have just jumped into contact range, and that they have launched missiles at Colonial One.  How the crew determines this isn’t shown, but both the crew and Apollo are confident that the assessment is correct.

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When Laura Rosilyn tells the crew to send a message on a specific frequency before the missile attack, the crew uses the same keypad to send alpha-numeric signals over a radio/faster-than-light (FTL) link as to enter information into their flight computers.  The FTL link appears to connect every planet in the Colonies together in real time: we don’t get any sense of delay between the attacks happening and the entire civilization reacting to it in real time.

The largest usability concern here is Mode Switching, and making it clear whether the crew is entering information into the ship or into the radio.  Given that we see the crew interact most with the ship itself, the following procedure would make the most sense:

  1. Entering information into the ship is the primary ‘mode’
  2. An explicit command to switch over to the radio link.
  3. Crew enters the given information into the link
  4. On ‘enter’, the interface flips back over to entering information into the ship.

With a larger budget, the Dradis is a better system (at least with the improvements installed)

Other Systems

A large amount of space inside the cockpit is given over to communication controls and a receiver station.  At the receiver station, Colonial One has a small printer attached to an automatic collector that prints off broadcast messages.  The function and placement of the printer appears similar to weather printers on modern passenger jets.

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The cockpit is very utilitarian, and the controls look well used.  These are robust systems and look like they have been in place for a while.  Despite the luxury associated with the passenger compartment, the crew have been granted no special luxuries or obvious assisting equipment to make their job more comfortable.

If we look at a current (or, up until very recently current) pattern: the Space Shuttle has a very similar layout.  It is intended to also enter the atmosphere, which Colonial One is shown with the equipment to do, and maintains a 2.5D movement concept.  Given that it’s a commercial ship with direct paths to follow, Colonial One does not need the complicated controls – that are shown to be very difficult to master – that are present on ships like the Viper.

Overall, a solid pattern

In-universe, this ship was not designed for combat, and is woefully unprepared for it when it arrives.  The sensor system and the controls appear specialized for the job of ferrying high-paying customers from one planet to another through friendly space.  Other ships also have the same level of manual controls and physical switches in the cockpit, though it is impossible to tell whether this is because Colonial One was built in the same era as the Galactica, or whether the builders wanted extra reliability in the controls than ‘modern’ electronics provided.

As long as the pilots are as well trained as current-day commercial pilots, the banks of controls would provide solid spatial grouping and muscle memory.  There might be some room to shrink the number of controls or group them better, but we lack the context to dig into that particular issue.

One minor fix would be the possibility of mode errors for the keypad.  It is not obvious when the crew changes from “I want to enter information into Colonial One to change operating parameters” and “I want to send a message to someone else”.  A clear way to indicate that the keyboard is sending information to the ship, compared to sending information to the radio system, would clear up the possibility of a mode-switch error.  Common options could be:

  • A large switch close by that changed the color of the lights
  • A bi-directional light with labels on which mode it’s in
  • or distinct separation between the Pilot’s keyboard and the Co-pilot’s keyboard

Of the three, a clear distinction between pilot’s keyboard and co-pilot’s keyboard would be the most secure; provided that there was a switch in case of emergency.

The Colonial One copies many interface patterns from modern airliners.  Since the airline industry has one of the best and most sophisticated UI design in practice right now, there are very few obvious recommendations to make, and credit should be given for how realistic it looks.

Damage Control

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After the Galactica takes a nuclear missile hit to its port launch bay, part of the CIC goes into Damage Control mode.  Chief Tyrol and another officer take up a position next to a large board with a top-down schematic of the Galactica.  The board has various lights in major sections of the ship representing various air-tight modules in the ship.  

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After the nuclear hit, the port launch bay is venting to space, bulkheads are collapsing in due to the damage, and there are uncontrolled fires.  In those blocks, the lights blink red.

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Colonel Tigh orders the red sections sealed off and vented to space.  When Tigh turns his special damage control key in the “Master Vent” control, the lights disappear until the areas are sealed off again.  When the fires go out and the master vents are closed, the lights return to a green state.

On the board then, the lights have three states:

  • Green: air-tight, healthy
  • Blinking Red: Fire
  • Off: Intentional Venting

There does not appear to be any indications of the following states:

  • Damage Control Teams in the area
  • Open to space/not air-tight

We also do not see how sections are chosen to be vented.

Why it works

The most effective pieces here are the red lights and the “vent” key.  Chief Tyrol has a phone to talk to local officers managing the direct crisis, and can keep a basic overview of the problems on the ship (with fire being the most dangerous) with the light board.  The “vent” key is likewise straightforward, and has a very clear “I’m about to do something dangerous” interaction.

What is confusing are the following items:

  • How does Chief Tyrol determine which phone/which officer he’s calling?
  • Who is the highest ranking officer in the area?
  • How does the crew determine which sections they’re going to vent?
  • How do they view more complex statuses besides “this section is on fire”?

As with other systems on the Galactica, the board could be improved with the use of more integrated systems like automatic sensors, display screens to cycle through local cameras, and tracking systems for damage control crew.  Also as with other systems on the Galactica, these were deliberate omissions to prevent the Cylons from being able to control the Galactica.

One benefit of the simplified system is that it keeps Chief Tyrol thinking of the high-level problem instead of trying to micromanage his local damage control teams.  With proper training, local teams with effective leadership and independent initiative are more effective than a large micro-managed organization.  Chief Tyrol can focus on the goals he needs his teams to accomplish:

  • Putting out fires
  • Evacuating local crew
  • Protecting the ship from secondary explosions

and allow his local teams to focus on the tactics of each major goal.

What it’s missing

A glaring omission here is the lack of further statuses.  In the middle of a crisis, Chief Tyrol could easily lose track of individual teams on his ship.  He knows the crews that are in the Port Hangar Bay, but we never hear about the other damage control teams and where they are.  Small reminders or other status indicators would keep the Chief from needing to remember everything that was happening across the ship.  Even a box of easily-grabbed sticky notes or a grease-pen board would help here and be very low-tech.

Possible indicators include:

  • Secondary lights in each section when a damage control crew was in the area
  • A third color indicator (less optimal, but would take up less space on the board)
  • A secondary board with local reports of damage crew location and progress
  • Radiation alarms
  • Extreme temperatures
  • Low oxygen states
  • High oxygen states (higher fire risk)
  • Structural damage

It is also possible that Colonel Tigh would have taken the local crews into consideration when making his decision if he could have seen where they were for himself on the board, instead of simply hearing Chief Tyrol’s protests about their existence. Reducing feedback loops can make decision making less error prone and faster, but can admittedly introduce single points of failure.

Colonel Tigh and Chief Tyrol are able to get control of the situation with the tools at hand, but minor upgrades could have lessened the stress of the situation and allowed both of them to think clearer before jumping to decisions.  Better systems would have given them all the information they needed, but the Galactica’s purpose limited them for the benefit of the entire ship.

Course-correction

The stage managers’ main raison d’être is to course-correct if and when victims begin to deviate from the path required of the ritual.

This begins with the Prep team, long before the victims enter the stage. For example, Jules’ hair dye and Marty’s laced pot. These corrections become more necessary and intense once the victims go on stage.

Making sure there are sexy times

The ritual requires that a sexy young couple have sexy times on stage before they suffer and die. “The mood” can be ruined by many things, but control has mechanisms to cope with most of them. We see three in the movie.

Temperature

The temperature can’t be too hot or too cold, but this isn’t something that can be set and forgot. What counts as the right temperature is a subjective call for the people involved and their circumstances, such as being drunk, or amount and type of clothes worn. Fortunately, the video-audio panopticon lets the stage managers know when a victim speaks about this directly, and do something about it. The moment Jules complains, for instance, Sitterson is able to reach over to a touch-screen display and tap the temperature a few degrees warmer.

Sitterson heats things up.

The gauge is an interesting study. It implies a range possible between 48 and 92 degrees Fahrenheit, each of which is uncomfortable enough to encourage different behaviors in the victims, without the temperature itself being life-threatening.

Moreover, we see that it’s a “blind” control. Before Sitterson taps it, he is only shown the current temperature as a blue rectangle that fills up four bars and that it is exactly 64 degrees. But if he knew he wanted it to be 76 degrees, what, other than experience or training, tells him where he should touch to get to that desired new temperature? Though the gauge provides immediate feedback, it still places a burden on his long-term memory. And for novice users, such unlabeled controls require a trial-and-error method that isn’t ideal. Even the slim area of white coloring at the top, which helpfully indicates temperatures warmer than cooler, appears too late to be useful.

Better would be to have the color alongside or under the gauge with smaller numbers indicated along its length such that Sitterson could identify and target the right temperature on the first try.

Libido

The next thing that can risk the mood is a lack of a victim’s amorous feelings. Should someone not be “feeling it,” Control can pipe sex pheromones to areas on stage. We see Hadley doing this by operating a throttle lever on the electronic-era control panel. After Hadley raises this lever, we see small plumes of mist erupt from the mossy forest floor that Jules and Curt are walking across.

Hadley introduces pheromones to the forest air.

This control, too, is questionable. Let’s first presume it’s not a direct control, like a light switch, but more of a set-point control, like a thermostat. Similar to the temperature gauge above, this control misses some vital information for Hadley to know where to set the lever to have the desired amount of pheromone in the air, like a parts-per-million labeling along the side. Perhaps this readout occurs on a 7-segment readout nearby or a digital reading on some other screen, but we don’t see it.

There is also no indication about how Hadley has specified the location for the pheromone release. It’s unlikely that he’s releasing this everywhere on stage, lest this become a different sort of ritual altogether. There must be some way for him to indicate where, but we don’t see it in use. Perhaps it is one of the lit square buttons to his right.

An interesting question is why the temperature gauge and pheromone controls, which are similar set-point systems, use not just different mechanisms, but mechanisms from different eras. Certainly such differentiation would help the stage managers’ avoid mistaking one for the other, and inadvertently turn a cold room into an orgy, so perhaps it is a deliberate attempt to avoid this kind of mistake.

Lights

The final variable that stands in the way of Jules’ receptiveness (the authors here must acknowledge their own discomfort in having to write about this mechanistic rape in our standard detached and observational tone) is the level of light. After she complains that it is too dark, Hadley turns a simple potentiometer and the “moonlight” on a soft bed of moss behind them grows brighter.

Control responds to Jules’ objection to the darkness.

This, too, is a different control than the others; though it controls what is essentially a floating-point variable. But since it is more of a direct control than the other two, its design as a hard-stop dial makes sense, and keeps it nicely differentiated from the others.

Marty’s Subliminal Messages

Over the course of the movie, several times we hear subliminal messages spoken to directly control Marty. We never see the inputs used by Control, but they do, at least on one occasion, actually influence him, and is one of the ways the victims are nudged into place.

Marty breaks the fourth wall

In addition to Dana & Curt’s almost not getting it on, another control-room panic moment comes when Marty accidentally breaks a lamp and finds one of the tiny spy cameras embedded throughout the cabin. Knowing that this level of awareness or suspicion could seriously jeopardize the scenario, Hadley bolts to a microphone where he says, “Chem department, I need 500 ccs of Thorazine pumped into room 3!”

Marty finds a spy camera

Hadley speaks a command to the Chem department

Careful observers will note while watching the scene that a menu appears on a screen behind him as he’s stating this. The menu lists the following four drugs.

  • Cortisol (a stress hormone)
  • Pheromones (a category of hormonal social signals, most likely sex pheromones)
  • Thorazine (interestingly, an antipsychotic known to cause drowsiness and agitation)
  • Rhohyptase (aka Rhohypnol, the date rape drug)

Given that content, the timing of the menu is curious. It appears, overlaid on the victim monitoring screen, the moment that Hadley says “500.” (Before he can even specify “Thorazine.”) How does it appear so quickly? Either there’s a team in the Chem department also monitoring the scene, and who had already been building a best-guess menu for what Hadley might want in the situation and they just happened to push it to Hadley’s screen at that moment; Or there’s an algorithmic voice- and goal-awareness system that can respond quickly to the phrase “500 ccs” and provide the top four most likely options. That last one is unlikely, since…

  • We don’t see evidence of it anywhere else in the movie
  • Hadley addresses the Chem department explicitly
  • We’d expect him to have his eyes on the display, ready to make a selection on its touch surface, if this was something that happened routinely

But, if we were designing the system today with integrated voice recognition capabilities, it’s what we’d do.

Curt suggests they stick together

After the attack begins on the cabin itself, Curt wisely tells the others, “Look, we’ve got to lock this place down…We’ll go room by room, barricade every window and every door. We’ve got to play it safe. No matter what happens, we have to stay together.” Turns out this is a little too wise for Hadley’s tastes. Sitterson presses two yellow, back-lit buttons on his control panel to open vents in the hallway, that emit a mist. As Curt passes by the vents and inhales, he pauses, turns to the others and says, “This isn’t right…This isn’t right, we should split up. We can cover more ground that way.”

Sitterson knocks some sense out of Curt.

This two-button control seems to indicate drug (single dose) and location, which is sensible. But if you are asking users to select from different variables, it’s a better idea to differentiate them by clustering and color, to avoid mistakes and enable faster targeting.

Locking the doors

Once the victims are in their rooms, Hadley acknowledges it’s time to, “Lock ‘em in.” Sitterson flips a safety cover and presses a back-lit rocker switch, which emits a short beep and bolts the doors to all the victims’ rooms at the same time.

Sitterson bolts the victims’ doors.

Marty in particular notices the loud “clunk” as the bolts slide into place. He tests the door and is confounded when he finds it is, in fact, locked tight. Control’s earlier concern about tipping their hand seems to matter less and less, since this is a pretty obvious manipulation.

The edge of the world

Bolted doors pale in comparison to the moment when Curt, Dana, and Holden violently encounter the limits of the stage. After the demolition team seals the tunnel to prevent escape that way, Curt tries to jump the ravine to the other side so he can fetch help. Unfortunately for him, the ravine is actually an electrified display screen, showing a trompe-l’œil illusion of the far side. By trying to jump the ravine, Curt unwittingly commits suicide by slamming into it.

Curt slams into the edges of the “world” of the cabin.

The effect of the screen is spectacular, full of arcs zipping along hexagonal lines and sparks flying everywhere. Dana and Holden rush to the edge of the cliff to watch him tumble down its vast, concave surface. It seems that if you’ve come this far, Control isn’t as concerned about tipping its hand as it is finishing the job.

Security and Control’s control

The mission is world-critical, so like a cockpit, the two who are ultimately in control are kept secure. The control room is accessible (to mere humans, anyway) only through a vault door with an armed guard. Hadley and Sitterson must present IDs to the guard before he grants them access.

Sitterson and Hadley pass security.

Truman, the guard, takes and swipes their cards through a groove in a hand-held device. We are not shown what is on the tiny screen, but we do hear the device’s quick chirps to confirm the positive identity. That sound means that Truman’s eyes aren’t tied to the screen. He can listen for confirmation and monitor the people in front of him for any sign of nervousness or subterfuge.

Hadley boots up the control room screens.

The room itself tells a rich story through its interfaces alone. The wooden panels at the back access Bronze Age technology with its wooden-handled gears, glass bowls, and mechanical devices that smash vials of blood. The massive panel at which they sit is full of Space Age pushbuttons, rheostats, and levers. On the walls behind them are banks of CRT screens. These are augmented with Digital Age, massive, flat panel displays and touch panel screens within easy reach on the console. This is a system that has grown and evolved for eons, with layers of technology that add up to a tangled but functional means of surveillance and control.

The interfaces hint at the great age of the operation.

Utter surveillance

In order for Control to do their job, they have to keep tabs on the victims at all times, even long before the event: Are the sacrifices conforming to archetype? Do they have a reason to head to the cabin?

The nest empties.

To these ends, there are field agents in the world reporting back by earpiece, and everything about the cabin is wired for video and audio: The rooms, the surrounding woods, even the nearby lake.

Once the ritual sacrifice begins, they have to keep an even tighter surveillance: Are they behaving according to trope? Do they realize the dark truth? Is the Virgin suffering but safe? A lot of the technology seen in the control room is dedicated to this core function of monitoring.

The stage managers monitor the victims.

There are huge screens at the front of the room. There are manual controls for these screens on the big panel. There is an array of CRTs on the far right.

The small digital screens can display anything, but a mode we often see is a split in quarters, showing four cameras in the area of the stage. For example, all the cameras fixed on the rooms are on one screen. This provides a very useful peripheral signal in Sitterson and Hadley’s visual field. As they monitor the scenario, motion will catch their eyes. If that motion is not on a monitor they expect it to be, they can check what’s happening quickly by turning their head and fixating. This helps keep them tightly attuned to what’s happening in the different areas on “stage.”

For internal security, the entire complex is also wired for video, including the holding cages for the nightmare monsters.

Sitterson looks for the escapees amongst the cubes.

The control room watches the bloody chaos spread.

One screen that kind of confuses us appears to be biometrics of the victims. Are the victims implanted with devices for measuring such things, or are sophisticated non-invasive environmental sensors involved? Regardless of the mechanisms, if Control has access to vital signs, how are they mistaken about Marty’s death? We only get a short glance at the screen, so maybe it’s not vital signs, but simple, static biometrics like height, and weight, even though the radiograph diagram suggests more.

Sitterson tries to avoid talking to Mordecai.

Communications

Sitterson and Hadley are managing a huge production. It involves departments as broad ranging as chemistry, maintenance, and demolitions. To coordinate and troubleshoot during the ritual, two other communications options are available beyond the monitors; land phone lines and direct-connection, push-to-talk microphones.

Hadley receives some bad news.