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Published byDiana Randall Modified over 9 years ago
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Virtual Reality Design and Representation
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VR Design: Overview Objectives, appropriateness Creating a VR application Designing a VR experience: goals, system, audience, tradeoffs, user, evaluation, documentation
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Appropriateness Is VR the right medium Consider the goals of the project Some good candidates for VR: inherently 3D, must be real-time, multimodal, difficulty in other mediums, difficulty in experiencing first-hand (size or travel distance or restrictions), focused, safety issues, monetary issues
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Creating a VR Experience Become familiar with VR applications If adapting from another medium, understand differences May adapt from another VR experience If creating new experience: team, experts in different areas, hardware/software system, create objects
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Designing a VR Experience Top down: from goal to methods Test frequently Consider system resources and choose appropriately Design with venue in mind Consider your audience: age, experience, gender, culture Interface Paradigms: audience, expectations
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Designing a VR Experience (con’t) Design tradeoffs: real-time, hardware, richness of modeled environment, complexity, learning curve Define user objective or goal: user is focus, narrative, interface that supports user objective End game: open-ended, story, goal, perpetual or non-timed, denouement Document and evaluate the experience
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Representation of the Virtual World for Rendering: Overview Representation: –Quantitative and qualitative –Human perception –Verisimilitude –Semiotics –Choosing a mapping –Other issues Visual representation Aural representation Haptic representation
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Representation or re-presentation Real world must be communicated virtually and so the choices for presentation are very important Modality choices Qualitative or quantitative information Human perception: generalization, experience, gender, age, transference of knowledge, analogy, culture
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Verisimilitude Realism Mimetic: mimicking physical reality Diegesis: consistency within the world Realism axis: ranges from high realism to abstract – a continuum: verisimilar, scale- altered, property-altered, modality-altered, indexed (mapped to a new form), iconic (simplified objects), reified (abstract concepts represented by objects), symbolic (represent but do not resemble – eg. words or signs), language – the more abstract the wider the class of represented objects (more general) Abstraction triangle: world of nature, world of ideas, world of form
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Semiotics Semiotics: signs (stands for something else – stop sign) and symbols (expression of content) Can be cultural Traffic signs: children crossing, traffic lights, no parking, yield, stop Choices for navigation, interfaces
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Mapping Mapping information onto the forms, modalities, sounds, colors Examples: virtual tour, driving, visualization, astronomy, games, phobias
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Other Representation Issues Budget Real-time rendering Experience level of audience Sensory choices and overload Sensory substitution and reinforcement Representation of the user
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Visual Representation Placement on the realism continuum or abstraction triangle (ideas, nature, form) Depth cues Interface Relative importance: color, size, placement How to represent abstract concepts Motion
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Aural Representation Time based Realism and immersion Force attention Sensory substitution Sonification Spatialization Communicate new information or reinforce Sounds can be ambient, markers (occurrence of an event), localized Speech
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Haptic Representation Trusted by cognitive system (“seeing is believing but touching is knowing”) Local to user Generally realistic (otherwise confusing) Used to investigate the world: explore, touch, determine shape, accomplish tasks (NASA) Sometimes for interface Can be props
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Sources Understanding Virtual Reality by Sherman & Craig, Morgan Kaufman, 2003 Computer Graphics and Virtual Environments by Slater et al Sugared Puppy-Dog Tails: Gender and Design by Churchill, Interactions, 2010
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