johan f. hoorn, elly a. konijn, gerrit c. van der veer 1 virtual reality: do not augment realism,...
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Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer
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Virtual Reality:Do not Augment Realism, Augment Relevance
Faculty of SciencesDivision of Mathematics and Computer Science
Department of Information Management and Software Engineering
2002
Johan F. HoornElly A. Konijn
Gerrit C. van der Veer
Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer
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La Realidad Virtual es la tecnología que permite sumergir a un usuario en un ambiente tridimensional simulado por el computador, de forma interactiva y autónoma en tiempo real.
De esta forma, por medio de la realidad virtual se puede estar en lugares y situaciones simuladas, sin estar físicamente en ellos.
La realidad virtual nos lleva a lugares cotidianos desde una nueva perspectiva, a sitios reales de difícil, por no decir imposible acceso, e incluso a mundos imaginarios de leyes arbitrarias.
Virtual Reality
3-Dcomputer generatedinteractiveimmersion
Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer
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Virtual Reality suggests 3-D?
Magritte, R. (1955). Les Promenades d’Euclide.
Magritte also suggests 3-D
Optical illusion 1: Canvas is window
Optical illusion 2: Triangle lies down (road)Triangle stands up (tower)
Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer
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Virtual Reality suggests 3-D?
game environments
Dalí also suggests 3-D
Dalí, S. (1937). Cygnes reflétant des éléphants
Optical illusion:Swans reflect elephants
Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer
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Virtual Reality is computer generated?
The following animationalso is computer generated
Does that make theanimated agent VR?
Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer
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Virtual Reality is 3-D?
http://www.fakespacesystems.com/products1.shtml
Cave
19th century theater too
Stage
Hidden actor
Slantedglasspane
Mirror
Light
Illusion of ghost
Audience
Stage
Ideas have not changed
Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer
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Virtual Reality is interactive,also with other users?
Well, what do you think about theseforce-feedback devices?
Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer
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Virtual Reality is immersive?
In surroundings, but so is a haunted house
Emotionally, but so can acting be
Acting in Playback
".... my deep curiosityand desire to be on the Playback stage shookmy entire body"
Makoto Tange (Tama) writes about his experience of playback acting
Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer
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Is projecting bricks on me the same as Augmented Reality?
Man of stone
Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer
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What we learned from the foregoing:
VR is not technology
VR is not a rendering technique
VR is not reality but a fiction genre
VR is an experience of fiction as if it were real
Thus, VR is fiction with many features judged realistic
Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer
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*Truth test by whatever belief system: Religion, science, culture
Virtual Reality is the experience of fiction as if it were real
Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer
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Virtual Reality can evoke the experience of immersion, theextreme outcome of an Involvement-Distance trade-off
mag
nitu
de
situation over time
Involvement
Distance
equilibrium
high appreciation
low appreciation
“Fear”
“Agitated”
Jet fighter simulation
Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer
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I D
mag
nitu
de
situation over time
I
D
equilibrium
high appreciation
low appreciation
I D
mag
nitu
de
situation over time
I
D
equilibrium
high appreciation
low appreciation
I D
mag
nitu
de
situation over time
I
D
equilibrium
high appreciation
low appreciation
Reality
Fiction
realistic unrealistic
1: true ½: possible 0: falseVR
unrealisticrealistic
Fiction is less consequential for daily life
Therefore, VR has lessemotional relevance
Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer
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Because Virtual Reality hasless emotional relevance,it is functional for safely exploringdangerous, expensive, andfantastic situations.
La Realidad Virtual es la tecnología que permite sumergir a un usuario en un ambiente tridimensional simulado por el computador, de forma interactiva y autónoma en tiempo real.
De esta forma, por medio de la realidad virtual se puede estar en lugares y situaciones simuladas, sin estar físicamente en ellos.
La realidad virtual nos lleva a lugares cotidianos desde una nueva perspectiva, a sitios reales de difícil, por no decir imposible acceso, e incluso a mundos imaginarios de leyes arbitrarias.
Making VR more immersive,raising more involvementis increasing personal relevanceof the experience rather thanrendering hyper-realistic features.
Relevance is increasedby touching upon thegoals and concerns of theuser.
Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer
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Relevance is increased by touching upon the goals and concerns of the user.
Perfectly realistic featuresare not always useful
Perfectly relevant featuresalways are even when unrealistic
DNA molecular structure
E.g., color distinctions
Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer
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In designing a VR-experience, the strive for ‘augmented reality’ should better be for ‘augmented relevance’
Augmenting relevance should be done not so much by increasing the number and quality of realistic features but by increasing the personal meaning of a simulated (work) situation, providing featuresthat tune in to the goals and concerns of the user
To do so, requirements engineering for VR-systems should begin with relevance assessment
Conclusions
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