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Virtual Reality: Do not Augment Realism, Augment Relevance

Virtual Reality: Do not Augment Realism, Augment Relevance. Johan F. Hoorn Elly A. Konijn Gerrit C. van der Veer. Faculty of Sciences Division of Mathematics and Computer Science Department of Information Management and Software Engineering.

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Virtual Reality: Do not Augment Realism, Augment Relevance

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  1. Virtual Reality: Do not Augment Realism, Augment Relevance Johan F. Hoorn Elly A. Konijn Gerrit C. van der Veer Faculty of Sciences Division of Mathematics and Computer Science Department of Information Management and Software Engineering  2002 Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer

  2. Virtual Reality 3-D computer generated interactive immersion • 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. Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer

  3. Magritte also suggests 3-D Optical illusion 1: Canvas is window Optical illusion 2: Triangle lies down (road) Triangle stands up (tower) Magritte, R. (1955). Les Promenades d’Euclide. Virtual Reality suggests 3-D? Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer

  4. Dalí also suggests 3-D Optical illusion: Swans reflect elephants Dalí, S. (1937). Cygnes reflétant des éléphants Virtual Reality suggests 3-D? game environments Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer

  5. Virtual Reality is computer generated? The following animation also is computer generated Does that make the animated agent VR? Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer

  6. 19th century theater too Ideas have not changed Cave Illusion of ghost Slanted glass pane Audience Hidden actor Mirror Stage Stage Light http://www.fakespacesystems.com/products1.shtml Virtual Reality is 3-D? Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer

  7. Well, what do you think about these force-feedback devices? Virtual Reality is interactive, also with other users? Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer

  8. 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 Virtual Reality is immersive? In surroundings, but so is a haunted house Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer

  9. Is projecting bricks on me the same as Augmented Reality? Man of stone Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer

  10. 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

  11. *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

  12. Jet fighter simulation Virtual Reality can evoke the experience of immersion, the extreme outcome of an Involvement-Distance trade-off “Agitated” “Fear” Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer

  13. Fiction is less consequential for daily life Reality Fiction VR 1: true ½: possible 0: false realistic unrealistic realistic unrealistic Therefore, VR has less emotional relevance Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer

  14. Because Virtual Reality has less emotional relevance, it is functional for safely exploring dangerous, expensive, and fantastic 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. Relevance is increased by touching upon the goals and concerns of the user. Making VR more immersive, raising more involvement is increasing personal relevance of the experience rather than rendering hyper-realistic features. Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer

  15. DNA molecular structure E.g., color distinctions Relevance is increased by touching upon the goals and concerns of the user. Perfectly realistic features are not always useful Perfectly relevant features always are even when unrealistic Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer

  16. Conclusions 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 features that tune in to the goals and concerns of the user To do so, requirements engineering for VR-systems should begin with relevance assessment Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer

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