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
No coin nor oath required. For personal study only.
✦ 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 .