Immersion (virtual reality)

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Immersive Multimedia

Definition


sur round sound, interactive user
-
input and other factors such as simplicity,

functionality and potential for enjoyment. New technologies are currently under

development which claim to bring realistic environmental effects t
o the players'

envir onment
-

effects like wind, seat vibration and ambient lighting.


http://en.wikipedia.org/wiki/Immersive_digital_environment



Other Definition

Immersive Multimedia

These ter ms refer to computer
-
generated simulation of reality with phys
ical, spatial and visual dimensions. This interactive technology is used by
ar chitects, science and engineering researchers, and the arts, entertainment and video games industry.

Vir tual reality systems can simulate everything from a walk
-
through of a buil
ding prior to construction to simulations of aircraft flight and three
dimensional computer games.

Immer sive technologies and virtual reality are powerful and compelling computer applications by which humans can interface an
d interact with computer
gener at
ed environments in a way that mimics real life sense engagement.

Although mostly known for its application in the entertainment industry the real promise lies in such fields as medicine, sci
ence, engineering, oil
ex ploration, data visualization and the mil
itary to name just a few.

As 3D and immersive technology becomes more integrated and available for a wide range of applications. It l r equires well
-
designed user interfaces and
innovative content for the next generation of computer games and integrated tec
hnology like mobile devices, distributed web systems and desktop
applications.

Example of websites using Immersive Multimedia

Celcom


Multimedia Immersif

I
stilah ini merujuk kepada simulasi janaan komputer yang menghasilkan realiti dengan fizikal, dimensi ruang dan visual.
Teknologi interaktif ini digunakan
oleh ar kitek
-
arkitek, para pengkaji sains dan kejuruteraan, kesenian, hiburan dan industri permainan v
ideo .


Sistem realiti maya dapat menghasilkan simulasi daripada berjalan menembusi sesebuah bangunan sebelum pembinaan hinggalah sim
ulasi
-
simulasi bagi
pener bangan pesawat dan permainan komputer trimatra (3 dimensi
-

3D)


Teknologi immersif dan realiti ma
ya amat berkuasa di mana manusia boleh berinteraksi dengan komputer melalui antaramuka dalam menghasilkan
per sekitaran yang melibatkan peniruan cara kehidupan sebenar.

Walaupun aplikasinya diketahui lebih menjurus dalam industri hiburan, keupayaan sebenarn
ya terletak dalam bidang
-
bidang perubatan, sains,
kejur uteraan, penerokaan dan carigali minyak, pemaparan data dan untuk kegunaan ketenteraan.


Teknologi 3D dan teknologi immersif menjadi semakin bersepadu dan boleh didapati untuk berbagai jenis penggunaan
. Ia memerlukan rekabentuk
antar amuka yang baik serta kandungan yang inovatif dalam penghasilan permainan komputer generasi akan datang dan penggunaan t
eknologi bersepadu
seper ti dalam alat
-
alat mudah
-
alih, sistem
-
sistem agihan jaringan dan aplikasi
-
aplika
si komputer meja.

Immersion (virtual reality)

From Wikipedia, the free encyclopedia


(Redirected from

Immersive digital e
nvironment
)



Pascal Dombis

Installation view of
Irrationnal Ge
ometrics

2008

Immersion

is the state of

consciousness

where an immersant's awareness of physical self is diminished or lost by being surrounded in an engrossing total
env ironment; often

artificial
.
[1]

This mental state is frequently accompanied with spatial excess, intense foc
us, a distorted sense of time, and effortless
action.
[2]

The term is widely used for describing immersive

virtual reality
,

installation art

and

video games
, but it is not clear if people are using th
e same word
consistently. The term is also cited as a frequently
-
used

buzzword
[3]
, in which case its meaning is intentionally vague, but carries the connotation of being
particularly engrossing.

The sensation of

total immersion

in

virtual reality

(VR) can be described as imp
lied complete presence within an insinuated space of a

virtual
surrounding
where ev erything within that sphere relates necessarily to the proposed "
real
ity
" of that world's

cyberspace

and where the immersant is seemingly altogether
disconnected from exterior physical space.

[4]

Contents


[
hide
]



1

Types
of immersion



2

Immersive virtual reality

o

2.1

Direct stimulation of the nervous system

o

2.2

Requirements



3

Immersive digital environments

o

3.1

Perception

o

3.2

Interaction

o

3.3

Examples and applications



4

Footnotes



5

References



6

See also



7

External li
nks

[
edit
]
Types of immersion



Classic

Virtual reality

HMD

According to

Ernest Adams
, author an
d consulter on game design,
[5]

immersion can be separated into three main categories:

Tactical immersion

Tactical immersion is experienced

when performing tactile operations that involve skill. Players feel "in the zone" while perfecting actions that
result in success.

Strategic immersion

Strategic immersion is more cerebral, and is associated with mental challenge. Chess players experience
strategic immersion when choosing a
correct solution among a broad array of possibilities.

Narrative immersion

Narrative immersion occurs when players become invested in a story, and is similar to what is experienced while reading a boo
k or watching a
mov i
e.

Staf fan Björk and Jussi Holopainen, in

Patterns In Game Design
,
[6]

divide immersion into similar categories, but call them

sensory
-
motori
c immersion
,

cognitive immersion

and

emotional immersion
, respectively. In addition to these, they add three new
categories:

Spatial immersion

Spatial immersion occurs when a player feels the simulated world is perceptually convincing. The player feels tha
t he or she is really "there" and
that a simulated world looks and feels "real".

Psychological immersion

Psy chological immersion occurs when a player confuses the game with real life.

Sensory immersion

The experience of entering into the three
-
dimensional
environment, and being intellectually stimulated by it. The player experiences a unity of
time and space as the player fuses with the image medium, which affects impression and awareness.

[
edit
]
Immersive virtual reality



The

Cave Automatic Virtual Environment

Immersive virtual reality

is a hypothetical future technology that exists today as

virtual reality

art projects,
f or the most part.

[7]

It consists of immersion in an

artificial

environment where the user feels just as
immersed as they usually feel in

consensus reality
.

[
edit
]
Direct stimulation of the nervous system

The most considered method would be to induce the sensations that made up the

virtual reality

in
the

nerv ous system

directly. In
functionalism
/conventional

biology

we interact with

consensus reality

through
the

nerv ous system
. Thus we receive all input from all the senses as nerve impulses. It gives your neurons
a f eeling of heightened sensation. It would involve the user receiving inputs as artificially
stimulated
nerve

impulses, the system would receive the CNS outputs (natural nerve impulses) and process
them allowing the user to interact with the
virtual reality
. Natural impulses betwee
n the body and

central
nerv ous system

would need to be prevented.

[
edit
]
Requirements

Understanding of the nervous system

A comprehensive understanding of which nerve impulses correspond to which sensations, and which motor
impulses correspond to which muscle contractions will be required. This will allo
w the correct sensations in
the user, and actions in the virtual reality to occur. The

Blue Brain Project

is the current, most promising
research with the idea of understanding how the brain w
orks by building very large scale computer models.

Ability to manipulate CNS

The nerv ous system would obviously need to be manipulated. Whilst non
-
invasive devices using radiation
hav e been postulated, invasive cybernetic implants are likely to become avai
lable sooner and be more
accurate. Manipulation could occur at any stage of the nervous system
-

the spinal chord is likely to be
simplest; as all nerves pass through here, this could be the only site of manipulation. Molecular
Nanotechnology is likely to
provide the degree of precision required and could allow the implant to be built
inside the body rather than be inserted by an operation.

Computer hardware/software to process inputs/outputs

A v ery powerful and probably (but not necessarily)

Strong AI

would be required to process all the inputs
f rom the CNS, run a simulation of a

virtual reality

approaching the complexity of
consensus reality
, and
translate its events to a complete set of nerve impulses for the user.

Strong artificial intelligence

may also
be requi
red to write the program for a decent alternate reality.

[
edit
]
Immersive digital environments



Cosmopolis (2005),

Maurice Benayoun
's Giant Virtual Reality Intera
ctive Installation

An

immersive digital environment

is an

artificial
,

interactive
, computer
-
created

scene

or "world" within
which a user can immerse themselves.
[8]

Immersive digital environmen
ts could be thought of as synonymous with

Virtual reality
, but without the
implication that actual "reality" is being simulated. An immersive digital environment could be a model
of

reality
, but it could also be a complete fantasy

user interface

or

abstraction
, as long as the user

of the
env ironment is immersed within it. The definition of immersion is wide and variable, but here it is assumed
to mean simply that the user feels like they are part of the simulated "
universe
". The

success with which an
immersive digital environment can actually immerse the

user

is dependent on many factors such as
believ able

3D computer graphics
,

surround sound
, interactive user
-
input and other factors such as
simplicity, functionality and potential for enjoyment. New technologies are currentl
y under development
which claim to bring realistic environmental effects to the players' environment
-

effects like wind, seat
v ibration and ambient lighting.

[
edit
]
Perception

To create a sense of full immersion, the 5 senses (sight, sound, touch, smell, taste) must perceive the
digital env ironment to be physically real.

Immersive technology

can perceptually fool the senses through:



Panoramic 3D displays (visual)



Surround sound acoustics (auditory)



Haptics and force feedback (tactile)



Smell replication (olfactory)



Taste replication (gustation)

[
edit
]
Interaction

Once the senses reach a sufficient belief that the digital environment is real, the user must then be able to
int
eract with the environment in a natural, intuitive manner. Various

immersive technologies

such as
gestural controls, motion tracking, and computer vision respon
d to the user's actions and movements. Brain
control interfaces (BCI) respond to the user's brainwave activity.

[
edit
]
Examples and applications

Computer games

from simple arcade to

Massively multiplaye
r online game

and training programs such
as

f light

and

driving

simulators. Entertainm
ent environments such as motion simulators that immerse the
riders/players in a virtual digital environment enhanced by motion, visual and aural cues. There is a motion
simulators of the

Virunga

Mountains

in

Rwanda

to meet a tribe of

Mountain Gorillas
,
[9]

or a ride that takes a
journey through the arteries and

heart

to witness the build up of

plaque

and thus learn
about

cholesterol

and health.
[10]

There are art inst
allations such as those made by

Knowbotic Research
,

Donna Cox
,

Rebecca
Allen
,

Maurice Benayoun
,

Char Davies
,

StudioIMC

and

Jeffrey Shaw
.

More generic examples of an IDE include:



Any computer application or software program.



Interactive TV shows or services such as CNN text.



A

VoIP

conv ersation or

chat

session.



A phy sical environment / immersive space with surrounding digital projections and sound such as
the

CAVE



The use of head
-
mounted displays for viewing movies, with head
-
tracking and computer control of the
image presented, so that the viewer appears to be i
nside the scene.
See
http://www.virtualspace.org.uk

To some extent

screensavers

and

DVD

movies are also immersive digital environments, though usually not
interactive.

[
edit
]
Footnotes

1.

^

"Immersive Ideals / Critical Distances",

Joseph Nechvatal

1999

Planetary Collegium

2.

^

Varney, Allen (August 8, 2006).

"Immers
ion Unexplained"

(HTML).

The Escapist
. Retrieved 2007
-
04
-
06
.

3.

^

Sterling, Jim (December 27, 2008).

"The game industry's New Year resolutions"
. Destructoid
.
Retrieved 2008
-
12
-
31
.

4.

^

Joseph Nechvatal
,

Immersive Ideals / Critical Distances
.

LAP Lambert Academic Publishing
. 2009, p.
14

5.

^

Adams, Ernest (July 9,
2004).

"Postmodernism and the Three Types of
Immersion"

(HTML).

Gamasutra
. Retrieved 2007
-
12
-
26
.

6.

^

Björk, Staffan; Jussi Holopainen (2004).

Patterns In Game Design
. Charles River Media
.
pp.

423.

ISBN

158450354
8
.

7.

^

Joseph Nechvatal
,

Immersive Ideals / Critical Distances
.

LAP Lambert Academic Publishing
. 2009,
pp. 367
-
368

8.

^

Joseph Nechvatal
,

Immersive Ideals / Critical Distances
.

LAP Lambert Academic Publishing
. 2009,
pp. 48
-
60

9.

^

pulseworks.com

10.

^

usagainstathero.com

[
edit
]
References



Christiane Paul
,

Digital Art
, Thames & Hudson Ltd.



Oliver Grau
, "Virtua
l Art: From Illusion to Immersion" MIT
-
Press, Cambridge 2003



Allen Varney, (August 8, 2006). "Immersion Unexplained" in "The Escapist"



Frank Popper
, "From Technological to Virtual Art", MIT Press.

ISBN 026216230X
.



Oliver Grau

(Ed.),

Media Art Histories
, MIT
-
Press, Cambridge 2007



Joseph Nechvatal
, "Immersive Excess in the Apse of Lascaux", Technonoetic Arts 3, no3. 2005



Adams, Ernest (July 9, 2004).

"Postmodernism and th
e Three Types of Immersion"

(HTML).

Gamasutra
.
Retrieved 2007
-
12
-
26
.



Björk, Staffan; Jussi Holopainen (2004).

Patterns In Game Design
. Cha
rles River Media.
p.

423.

ISBN

1584503548
.



Edward A. Shanken
,

Art and Electronic Media
. London: Phaidon, 2009.

ISBN 9780714847825



Joseph Nechvatal

Towards an Immersive Intelligence: Essays on the Work of Art in the Age of Computer
Technology and Virtual Reality (1993
-
2006)
. Edgewise Press. New York, N.Y. 2009



Joseph Nechvatal
,

Immersive Ideals / Critical Distances
.

LAP Lambert Academic Publishing
. 2009

[
edit
]
See also



Alternate reality game



Cav e Automatic Virtual Environment



Conceptual art



Env ironmental scu
lpture



Immersive design



Immersive technology



ImmersiVision



Interactive art



Neo
-
conceptual art



Perf ormance art



Simulated reality



Sound art



Sound installation



Street installation



Video installation

[
edit
]
External links



ADSIP Research Centre
-

University of Lancashire



Immersion by USC Institute for Creative Technologies



Annual Summit on Immersive Technology



[1]

pdf download of

Joseph Nechvatal
's text book:

Immersive Ideals / C
ritical Distances
.

LAP Lambert
Academic Publishing
. 2009



Audio and Game Immersion

PhD thesis about game audio and immersion.

Categories
:

Virtual reality

|

Game terminology

|

Art genres

|

Contemporary art

|

Technology
f orecasting

|

New media

|

New media art

|

American art

|

Conceptual art

|

Sound