Universiti Teknologi Mara**We aren't endorsed by this school
Course
CSC 573
Subject
Computer Science
Date
Dec 20, 2024
Pages
72
Uploaded by MagistrateReindeer4708
Chapter 1: Introduction•Definition•Types of VR System•Key Elements in VR Experience:•Interaction•Immersive•Imaginative•Presence•Reality Trade-Off
Introduction- A Progression of Media•Cave wall painting (bull fight).Cave wall painting (horse).Human history is marked by a progression of media used to convey and experience ideas.It begins with people painting on cave walls to express the happenings of the hunt and sharing stories to chronicle the history of a community.
•A cave wall painting from 15,000-13,000 B.C. discovered in the caves at Lascaux in France.MediaConvey MessagesTechnology•Account of hunting episodes•Cave Wall•Colors•Basic•Enclosed PhysicallyPURPOSEMETHOD
Artistic renditionTraining:•Aircraft operator trainingDental Treatment:•Divert the patient into another world.
Media (New)TechnologyMessages•Virtual Reality•Imaginary World•Illusion Existence•Interactive•Immersion•Practical Applications•Effective CommunicationApplications of Virtual RealityVirtual reality is a new mediumbrought about by technological advances.Psychologically, being a different place than where,one is physically located (transported).Replicaof the real world or may be an imaginaryworld.
What is VR?User have asense of and interact with three-dimensional thingsas opposed to pictures or movies of things.VR use of computer technology to create the 3D environment which have a strong sense of spatial presence with respect to the user.It can be a computer-generated environment that simulates something that looks natural.
Objective of VR:To create an environmentthat is believableto the user, but which does not exist in the physical world.Computer interfacefor VR is hidden:•User interactswith objects in the environment, instead of a computer controls objects in the environment
Comparing VR to MultimediaVersus•Application of Virtual Reality.•Application MultimediaTechnologyVRInterfaceSensesPerceptionSophisticatedHiddenMultimodalBelievableMMBasicVisibleAudio/VideoUnconvincingEnvironmentImmersiveShallow
VR can be defined:•An artificial environment which is experienced through sensory stimuli (as sights and sounds) provided by a computer and in which one’s actionspartially determinewhat happens in the environment(interactive) [Merriam-Webster 2015].•A way for humans to visualize, manipulate and interactwith computersand extremely complex datathrough multiple sensorial channels(multimodal interfaces) http://www.amazon.com/exec/obidos/quicksearch-query/002-4210366-6698646[http://www.amazon.com/exec/obidos/quicksearch-query/002-4210366-6698646]TechnologyVRInterfaceSensesPerceptionSophisticatedHiddenMultimodalBelievableEnvironmentImmersive
Multimodal InterfaceHow each sensory modality contributes to the overall immersive experience in virtual reality and the technologies and techniques used to leverage them effectively.4 sensory modalities that are utilized in virtual reality:•Visual Modality (How does virtual reality simulate realistic visuals to create immersive experiences?)•Auditory Modality (What role does sound design play in creating a convincing virtual environment?)•Tactile Modality (What are haptic feedback devices and how do they enhance the sense of touch in virtual reality experiences?)•Olfactory Modality (What challenges are associated with simulating smells in virtual reality environments?)
VR ENGINEI/O DEVICESUSERTASKSOFTWARE & DATABASEVR SYSTEM ARCHITECTURE5 Classic Components of a Virtual Reality SystemImportant I/O devices used for user input or output.Human factors issues affecting simulation efficiency, comfort and safety.Traditional VR application and tool for solving various practical problems in medical care, education, arts & entertainment, and the military.The special purpose computer architecture designed to match the high I/O and computationdemands of real-time VR simulations.Software for virtual object modeling, and programming languagesto help VR application developer.
Types of VR System1.Augmented Reality2. Telepresence3.Fish Tank VR (FTVR)4.Window on World (Desktop VR)VR SystemAugmented RealityTelepresenceDesktop VRFish Tank VR
•A live(direct or an indirect) view of a physical, real-world environment whose elements areaugmentedby computer-generated sensory input, such as sound or graphics.•Finding Location•Sixth Sense•Base Ball Card•Combination of two types of visual input (live and computer-generated view).1. Augmented Reality
1.Augmented Reality•The systems superimpose graphics for every perspective and adjust to every movement of the user's head and eyes.•It tries to change those graphics to accommodate a user's head- and eye- movements, so that the graphics always fit the perspective.•Hardware (advanced AR): Head-mounted display, Tracking system, Mobile computing power.•Device (GPS) is used to identify and trackwhere the user is located in reference to his or her surroundings.•Application: Gaming and Entertainment, Education, Security and Defense, Medicine and Business
•Technologies that allow a person to feel as if they were present, to give the appearance of being present, or to have an effect, via telerobotics, at a place other than their true location.•Security•Video Conferencing•Remote Medical Treatment•A person immersed in the synthetic environment and can remotely control an actual telerobot in our tangible space and receive feedback from his or her teleactions.2. Telepresence
•The virtual 3D scene is obtained by coupling head position with respect to a monitor to the 3D image displayed so that the correct perspective view is obtained.•The resulting scene can be either viewed monocular, coupled to a single eye position, or binocularly, if suitable stereo equipment is available.•Workbench•CAVE Automatic Virtual Environment3. Fish Tank VR (FTVR)•A room-size (CAVE), immersive VR display environment where the stereoscopic view of the virtual world is generated according to the user’s head position and orientation.•Viewpoint is tied to the user's head position.
CAVE (Cave Automatic Virtual Environment)Created by researchers at the University of Illinois at Chicago's Electronic Visualization Laboratory (EVL) in the early 1990s.CAVE systems have been used in various fields, including scientific visualization, architectural design, medical imaging, education, and entertainment. Provide a compelling way to interact with and explore complex data, simulations, and virtual worlds in a more natural and intuitive manner compared to traditional 2D displays.
CAVE (Cave Automatic Virtual Environment) Key features of a CAVE include:•Stereo Projection:CAVE systems provide stereo vision by projecting separate images for each eye, creating a perception of depth.•Tracking System:Users' movements are tracked within the CAVE using motion tracking systems, allowing them to interact with the virtual environment.•Immersive Environment:With the 3D projections surrounding the user, CAVEs offer a highly immersive experience, allowing users to feel like they are inside the virtual environment.•Collaborative Interaction:Some CAVE systems support multiple users simultaneously, enabling collaborative exploration and interaction within the virtual space.
•The simplest form of VR.•It is used on desktop.•It can use mouse and monitor.Plug the headset into a high-powered PC to interact with virtual reality content.4. Desktop VR (Window on World)
Augmented Reality vs TelepresenceARTelepresenceNature of Interaction:digital content is overlaid onto the physical environment, enhancing the user's perception of reality.telepresence technology focuses on enabling remote communication and collaboration between “groups” located in different physical locations. Purpose and Application:to enhance real-world experiences by providing additional information, context, or interactive elements.is primarily used for remote communication, collaboration, and virtual meetings.Visual Display:utilizes head-mounted displays (HMDs), smartphones, or tablets to overlay digital content onto the user's field of view.involve high-definition video conferencing equipment, large displays, or immersive telepresence rooms equipped with cameras, microphones, and speakers.Degree of Immersion:enhances the user's perception of reality by adding virtual elements to the physical environment.create a sense of presence and immersion by simulating face-to-face interaction with remote participants.
Fish Tank VR vs Desktop VRFish Tank VRDesktop VRHardware Setup::The computer is connected to a head-mounted display (HMD) and motion-tracking sensors, allowing the user to experience VR Relies on a standalone VR headset that contains all the necessary hardware components, including processors, graphics cards, and display screens. Freedom of Movement :Due to its tethered nature, Fish Tank VR setups offer limited mobility and freedom of movement. Users can move around more freely within the available play space without worrying about cables or wires.Graphics Quality and Performance:May vary depending on the specifications of the hardware. Higher-end computers can deliver better graphics quality and smoother performance.Desktop VR headsets are designed to deliver consistent graphics quality and performance, as they are equipped with dedicated hardware components optimized for VR applications.Cost and Accessibility:More affordable and accessible for users who already own a desktop or laptop computer. But, the overall cost may increase when factoring in the price of additional peripherals.VR headsets are standalone devices, making them more expensive upfront. But, they offer greater convenience and ease of use, as users do not need to purchase or set up additional hardware components.
Key Elements in VR ExperienceThere are some conceptsand commonalitiesthat must be understood such as:•Interaction•Imaginative•Immersive•Presence•Reality Trade-OffsCommonalitiesConcepts VR Experience
Key Elements in VR ExperienceThere are some conceptsand commonalitiesthat must be understood such as:•Interaction•Imaginative•Immersive•Presence•Reality Trade-OffsCommonalitiesConcepts VR ExperienceTask LevelGraphicalSimulationPresenceConventionalAnimationSystemsInteractionVR(Experience)
Virtual Reality TriangleThe Three I’s:•VR has three vital features:I3in VRInteraction, Imagination and Immersion in a Virtual Reality world. Credit: Society for Imaging Science and Technology- https://pdfs.semanticscholar.org/7b6e/9b0c3ec3f6c301c96367218e1c3a5c595832.pdfIMAGINATIONIMMERSIONINTERACTIONI31. Interactive, 2. Immersive,3. Imagination
Interaction:•An occasionwhen two or more peopleor things communicatewith or reactto each other.•between computersand humans (HCI - Human-Computer Interaction ).•Interactions between computers and humans should be as intuitive as conversations between two humans—and yet many products fail.•Interaction refers to the natural interaction between the user and the virtual scene.•It provides the users with the same feeling as the real world through feedback.
Interaction:•The new generation of human-computer interaction (VR) should have many characteristics such as human-centered, multimodal, and intelligent.•Therefore, it is necessary to have:•new interface paradigm, •new user interface, and •adopt a new interaction method.IMAGINATIONIMMERSIONINTERACTIONI3
Imagination:•VR is more than medium/high-end interface.• It’s an application that involve solutions to a problemin engineering, medicine, military and etc. designed by VR developers•It’s the extentto which an application is able to solve a particular problem.•It’s the mind’s capacity to perceive non-existent things.•It is the use of multi-dimensional perception information provided by VR scenes.•To acquirethe same feelings as the real world while acquiring the feelingsthat are not available in the real world.IMAGINATIONIMMERSIONINTERACTIONI3
•The action of immersing someone or something in a liquid.Versus•Immersing in the icy Atlantic sea•Immersing in a spiritual faith or ritual purity–solah.•Immersing water heater in a water.•Deep mental involvement in something.Immersion:
•Objective degreeto which a VR system and application projects stimulus onto the sensory receptors of users.•In a way that is extensive, matching, surrounding, vivid, interactive, and plot informing.Action andDeep MentalInvolvement•Immersed in a Virtual Reality world. Credit: Higher Education RevolutionImmersion:
Immersion:The users feelthat they are part of the virtual world in the VR scene, as if they are immersed.Objective degree•Extensive•Matching •Surrounding•Vivid•Interactive and •Plot Informing•Objective Degree of ImmersionImmersionMatchingExtensiveSurroundingPlot PerformingVividnessInteract-ability
Immersion:Objective degree•Extensive•Range of sensory modalities presented –visuals, audio, physical force•Matching •The compatibilitybetween sensory modalities –visuals to head motionto representation of one’s own body•Objective Degree of ImmersionImmersionMatchingExtensiveSurroundingPlot PerformingVividnessInteract-ability
Immersion:Objective degree•Surrounding•The extentto which cues are panoramic- wide field of view, spatialized audio, 360-degree tracking.•Vividness•The qualityof energy simulated- resolution, lighting, frame rate, audio bit rate.•Objective Degree of ImmersionImmersionMatchingExtensiveSurroundingPlot PerformingVividnessInteract-ability
Immersion:Objective degree•Plot Performing•The consistent portrayal of a message or experience, the dynamic unfolding sequence of events, and the behavior of the world and its entities.•Interactability•The capabilityfor the user to make changesto the world, response of virtual entities, user’s ability to influence future events•Objective Degree of ImmersionImmersionMatchingExtensiveSurroundingPlot PerformingVividnessInteract-ability
Immersion:•The technology able to:•Engage users in the experience.•Lead the mind.•Perceive and interpret stimulus.•Objective Degree of Immersion•But cannot control (convince) the mind.•How the user subjectively experiences the immersion is known as PRESENCE.ImmersionMatchingExtensiveSurroundingPlot PerformingVividnessInteract-abilityPresenceThe feeling that you're actually in the virtual world.
Presence:•A sense of ‘being there’ inside a space, even when physically located in a different location.•An internal psychological state and a form of visceral (deep inward feelings) communication.•Something that can only be understood when experienced.•Subjectively experiences the immersion or the magic of VR. Presence
Presence:•A psychological state or subjective perception in which even though part or all an individual’s current experienceis generated by and/or filtered through human-made technology- •Subjectively experiences the immersion or the magic of VR. •Sometimes, part or all the individual’s perception fails to accurately acknowledge the role of the technology in the experience.PresenceVR ENGINEI/O DEVICESUSERGenerated bytechnology Psychological state or subjective perception
Presence:•Is a functionof both the userand immersion.•Immersion is about the characteristics of technology while Presenceis an internal psychological and physiologicalstate of the user.•Subjectively experiences the immersion or the magic of VR. •Awarenessof in the moment of being immersedwhile experience having a temporary amnesia or agnosiaof the real world.PresenceVR ENGINEI/O DEVICESUSERGenerated bytechnology Psychological state or subjective perceptionImmersion –Characteristic of technologyPresence –Characteristic of the users’ psychological and physiological state.
Presence:•When present, the user does not attend to perceive the technology,•Instead attends to and perceives the objects, events, and the characters the technology represents.•Disney Research Hub –Future Today- Medium. •Users who feel highly present consider the experience specified by VR technologyto be a place visited rather than simply something perceived.PresenceVR ENGINEI/O DEVICESUSERGenerated bytechnology Psychological state or subjective perceptionImmersion –Characteristic of technologyPresence –Characteristic of the users’ psychological and physiological state.
Presence:•Immersioncan produce the sense of presence. But immersion does not always induce presence - Users can simply shut their eyesand imagine being somewhere else.•Disney Research Hub –Future Today- Medium. PresenceVR ENGINEI/O DEVICESUSERGenerated bytechnology Psychological state or subjective perceptionImmersion –Characteristic of technologyPresence –Characteristic of the users’ psychological and physiological state.Greater Immersion=Greater Presence
Presence:•However, it is limited by immersion:•The greater immersion of an application provides, then the greater potential for a user to feel in the virtual world.PresenceVR ENGINEI/O DEVICESUSERGenerated bytechnology Psychological state or subjective perceptionImmersion –Characteristic of technologyPresence –Characteristic of the users’ psychological and physiological state.Break-in-Presence •A break-in-presence is a moment when the illusiongenerated by a virtual environment breaks down and the user finds himself where he truly is in the real-world wearing HMD.
Illusion of Presence:•Presence is divided into Four core components (merely illusions of non-existence reality)•Disney Research Hub –Future Today- Medium. Presence3.2..3.1.Stable Spatial PlacePhysical InteractionSelf EmbodimentSocial CommunicationILLUSIONS OF PRESENCETECHNOLOGY DRIVEN IMMERSION•Four core components:1.Stable Spatial Place2. Self-Embodiment3.Physical Interaction4.Social Communication
Stable Spatial Place:•Feeling as if one is in a physical environment (most important part of presence).1.Stable Spatial PlaceILLUSIONS OF PRESENCETECHNOLOGY DRIVEN IMMERSION•Place illusion•Occurs due to all user’s sensory modalities being congruent to the stimuli presented from the real-world in 3D space.
Stable Spatial Place:•Depth cues •Providing a sense of being at a remote location, and •The more depth cues that are consistent with each other the better.•This illusion can be broken when the world does not feel stable due to long latency, low frame rate, miscalibrationetc.
Self-Embodiment:•We used to perceive our own bodies when we look down.•Many VR experiences contain no personal body (user is a disembodied viewpoint in space.)2.ILLUSIONS OF PRESENCETECHNOLOGY DRIVEN IMMERSION•When disembodied users feel quite present and then are given a virtual body that matches their movements, they quickly realize that there are different levels of presence.Credit: Scientific Reportsvolume 5, Article number: 13899 (2015)Self Embodiment
Self-Embodiment:•How we perceive ourselves can be quite distorted.•We don’t necessary perceive ourselves objectively•But we perceive ourselves, through the lens of our subjectivity and can be quite distorted.•The mind automatically associates the visual characteristics at the location of the body with one owns body.•In VR, one can perceive oneself as a cartoon character or someone of different gender or race.•Body shape and colour are not important. •Motion is important and presence can be brokenwhen visual body motion does not matchphysical motion reasonably.
Physical Interaction:•Even it’s not realistic, looking around for a few moments in a simulation is not enough.3.ILLUSIONS OF PRESENCETECHNOLOGY DRIVEN IMMERSIONCredit: Parastoo Abtahi, Sean Follmer- Stanford UniversityStanford, USAPhysical Interaction•Adding feedback –audio, visual highlighting, or rumble of controller, can give user a sense that they have in some way touched the world.
Physical Interaction:•Ideally, the user should feel a solid physical response that matches the visual representation.3.ILLUSIONS OF PRESENCETECHNOLOGY DRIVEN IMMERSIONCredit: Eisuke Fujinawa at the University of TokyoPhysical Interaction•As soon as one touches something and there is no response, then a break-in-presence can occur.
Physical Interaction:•But, strong physical feedback is difficult to obtain. Thereforesensory substitution is often used instead.3.ILLUSIONS OF PRESENCETECHNOLOGY DRIVEN IMMERSIONPhysical InteractionCredit: https://www.sciencedirect.com/topics/medicine-and-dentistry/sensory-substitutionThe vOICe system allows a visually impaired person to “see” by using the ears for visual input. Software that can be run by laptop computer carried in a backpack translates images captured by a video camera into sounds that the brain can use to create crude mental renderings.
Social Communication:•Users have been found to exhibits anxiety responses when causing pain to a relatively low-fidelity virtual character.4.ILLUSIONS OF PRESENCETECHNOLOGY DRIVEN IMMERSIONSocial CommunicationCredit: Kyle Wiggers , 2016- Speech Center VR promises a simple cure for public speech anxiety: virtual reality avatars•When users with a fear of public speaking must talk in front of a low-fidelity virtual audience.
Social Communication:•Social presence does increase as behavioral realism (thedegree to which human representation and objects behave as they would in the physical world)increases.•Tracking and rendering techniques really help (even only a few points) on human players in social presence.4.ILLUSIONS OF PRESENCETECHNOLOGY DRIVEN IMMERSIONSocial CommunicationCredit: Kubold-Unity 4 with Marmoset Skyshop shader plugin-YouTube
Social Communication:•Screenshot on FTK - shows players head and both hands are directlycontrolled (tracker device) and lower-body turning/walking/running animations are indirectlycontrolled with analog sticks device.4.ILLUSIONS OF PRESENCETECHNOLOGY DRIVEN IMMERSIONSocial CommunicationCredit: Gordon Moran - the development process on For The King- https://www.eyeforgames.com/CRsmall/designing-low-poly-rpg-world-fortheking/•Analog sticks on Sixense Razer Hydra Controllers.
Reality Trade-off•The Reality Trade-off in virtual reality (VR) refers to the balance between the level of realism and immersion in a virtual environment and the technical constraints, cost, and practical considerations associated with achieving that level of realism.•By carefully considering these trade-offs, developers can create VR experiences that effectively meet their goals and resonate with their audience.
Reality Trade-off:•Real reality•The gold standard of what we are trying to achieve.•A goal to surpass.•If we can get to the point of matching reality, then what is the point?VR ExperienceTask LevelGraphicalSimulationPresenceConventionalAnimationSystemsInteractionVR(Experience)TECHNOLOGY DRIVEN IMMERSIONReality Trade-off
How to consider the trade –off?Realism vs. PerformanceRealism vs. AccessibilityRealism vs. Development TimeRealism vs. InteractionRealism vs. Artistic Style
Reality Trade-off:•Trade-off •Trying to replicate reality vs. creating more abstract experience.•The Uncanny Valley•Fidelity ContinuaReality Trade-offVR ExperienceMATCHING REALITYTECHNOLOGY DRIVEN IMMERSIONCredit: Paul Tassi- PlayerUnknown's Battlegrounds BLUEHOLE
Uncanny Valley•A concept used in robotics, computer graphics, and other fields involving human-like representations.•It describes the phenomenon where a human observer's emotional response to a robot or animated character becomes increasingly positive as the character's appearance and behavior become more human-like.
Reality Trade-offVR ExperienceMATCHING REALITYTECHNOLOGY DRIVEN IMMERSIONCredit: Rob Schwarz, Creepy Example of the Uncanny ValleyUncanny Valley•Some people say robots and computer-generated characters come across as creepy.•Although our senseof familiarity with simulated characters representing real characters increasesas we get closer to reality, this is only up to a point.
MATCHING REALITYTECHNOLOGY DRIVEN IMMERSIONCredit: Paul Tassi- PlayerUnknown's Battlegrounds BLUEHOLE•Uncanny Valley•If reality is approached, but not attained, some of our reactions shift from emphaty/“like” to revulsion /“dislike”.•This descent into creepiness is known as the Uncanny Valley, as first proposed by Masahiro Mori [1970].
MATCHING REALITYTECHNOLOGY DRIVEN IMMERSIONObserver comfort increases as character becomes more human-like up until a certain point at which observes start to feel uncomfortablewith the almost, but not quite, human character.
MORI’S UNCANNY VALLEYTECHNOLOGY DRIVEN IMMERSION•Uncanny Valley•It is a controversial topicthat is more a simple explanatory theory rather than backed scientific evidence.•However, there is power in simplicity and the theory helps us to think about how to design and give characters to VR entities.
How the Uncanny Valley concept applies to VR?Virtual Characters and Avatars - if the characters' appearance, movements, or behaviors are not convincingly human-like, users may experience a sense of eeriness or discomfort, disrupting sense of presence in the virtual environment.Facial Expressions and Gestures- attempts to replicate these nuances in virtual characters can sometimes fall short, resulting in characters that appear unnatural or artificial. Voice and Interaction - If virtual characters exhibit unnatural speech patterns, lack appropriate responses to user input, or display inconsistent behavior, users may feel a sense of unease or disconnect.Environment and Atmosphere - If the visual and auditory elements of a VR experience are not cohesive or if they deviate from users' expectations of reality, it can lead to a sense of uncanniness that detracts from the immersion and enjoyment of the experience.
TECHNOLOGY DRIVEN IMMERSION•Uncanny Valley•Creating cartoon characters often yields superior resultsover creating near-photorealism human.•Fidelity Continua•The goal of VR is not necessarily to replicate reality and the presence does not require photo-realism.MORI’S UNCANNY VALLEYCredit: http://filmescape.com/what-is-the-uncanny-valley
Fidelity continuaRefer to the range of fidelity levels in virtual environments, simulations, or models. It encompasses the various degrees of realism, detail, accuracy, and complexity that can be implemented in a digital representation.In simulations, and computer graphics, 5 aspects of fidelity continua that can be considered:Visual FidelityAudio FidelityInteraction FidelityBehavioral FidelityTemporal Fidelity
FIDELITY CONTINUATECHNOLOGY DRIVEN IMMERSIONCredit: JAMIE FELTHAM ‘vTime’ Is Google Daydream’s First Social VR AppFidelity Continua•Simple worlds consisting of basic structuresthat provide a sense of spatial stability can be compelling andmaking worlds more photorealistic does not necessarily increase presence.•Being in a cartoon world can feel as realas a world captured by 3D scanners.
Reality Trade-offVR ExperienceFIDELITY CONTINUATECHNOLOGY DRIVEN IMMERSIONCredit: JAMIE FELTHAM ‘vTime’ Is Google Daydream’s First Social VR AppFidelity Continua•Highly presence-inducing experiences can be ranked on different continua, and one extreme on each continuum is not necessarily better than the other extreme.•What points on the continua VR creators choose depends upon the vision and goals of the project.•Some VR fidelity continua that VR creators should consider are: (fidelity –level of realism)•Representation fidelity , Interaction fidelity, Experiential fidelity
TECHNOLOGY DRIVEN IMMERSIONRepresentation Fidelity•Is the degree to which the VR experience conveys a place that is, or could be, on Earth.•A photorealisticimmersive filmin which the real world is capturedwith depth cameras and mic, then recreated in VR.REPRESENTATION FIDELITYCredit: Hayley WillliamsVR Isn’t Just For Games: CSIRO, Augmented Reality And The Future
Representation Fidelity•At the lower end of this spectrum are purely abstract or non-objective worlds (blobs of colour and strange sounds).REPRESENTATION FIDELITYCredit: Steven T. Wright- https://variety.com/author/steven-t-wright/•These may have:•No reference to the real world, •Simply conveying emotions, exploring visual events, or •Presenting non-narratives qualities.•Cartoon worlds and abstract video games are somewhere in the middle depending on how closely the scene and characters represent the real world and its inhabitants.REPRESENTATION FIDELITYCredit: Papers | IEEE VR 2016 Effects of virtual human appearance fidelity
REPRESENTATION FIDELITYCredit: Josh - Air Force Begins Initiative to Incorporate Virtual Reality Training Systemshttps://www.funker530.com/virtual-reality-training-systems/Interaction Fidelity•Is the degree to which physical actions for a virtual task correspond to physical actions for the equivalent real-world task.•On one end of this spectrum are:•Physical training tasks where low interaction fidelity risks negative training effects.TECHNOLOGY DRIVEN IMMERSION
REPRESENTATION FIDELITYTECHNOLOGY DRIVEN IMMERSIONCredit: Papers | IEEE VR 2016 Effects of virtual human appearance fidelityInteraction FidelityAt the other extreme are:•Interaction techniques that require no physical motion beyond button press.•Magical techniques are somewhere in the middle where users are able to do things that they are unable to do in the real worldsuch as grabbing objects at a distance.Credit: Disney Research Hub –Future Today- Medium.
REPRESENTATION FIDELITYTECHNOLOGY DRIVEN IMMERSIONCredit: David Malone -https://www.bdcnetwork.com/virtual-reality-how-three-firms-are-using-vr-technology Experiential Fidelity•Is the degree to which the user’s personal experience matchesthe intended experience of the VR creator.•A VR application that closelyconveys what the creator intended has high experiential fidelity.•A free roaming world endless possibilities exist and every usage results in a different experience has low experiential fidelity.Credit: Natalie Dragon - https://anmj.org.au/australia-taking-the-lead-on-virtual-reality-in-the-classroom/
There are some conceptsand commonalitiesthat must be understood such as:•Interaction•Imaginative•Immersive•Presence•Reality Trade-OffsCommonalitiesConcepts VR Experience