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What does virtual reality NEED?: human factors issues in the design of three-dimensional computer environments

✍ Scribed by John Wann; Mark Mon-Williams


Publisher
Elsevier Science
Year
1996
Tongue
English
Weight
363 KB
Volume
44
Category
Article
ISSN
1071-5819

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✦ Synopsis


Virtual reality (VR) has invaded the public's awareness through a series of media articles that have promoted it as a new and exciting form of computer interaction .

We discuss the extent to which VR may be a useful tool in visualization and attempt to disambiguate the use of VR as a general descriptor for any three-dimensional computer presentation . The argument is presented that , to warrant the use of the term virtual environment (VE) , the display should satisfy criteria that arise from the nature of human spatial perception . It directly follows , therefore , that perceptual criteria are the foundations of an ef fective VE display . We address the task of making a VE system easy to navigate , traverse and engage , by examining the ways in which three-dimensional perception and perception of motion may be supported , and consider the potential conflict that may arise between depth cues . We propose that the design of VE systems must centre on the perceptual-motor capabilities of the user , in the context of the task to be undertaken , and establish what is essential , desirable and optimal in order to maximize the task gains , while minimizing the learning required to operate within three-dimensional interactive displays .