Game Development Reference
Figure 2.5 Anthropocentric diagram of man's vision of the virtual world
The performance of the sensorimotor loop will depend on the quality of the
metrological characteristics of the interfaces compared to the human psychophysi-
cal characteristics. We will discuss in this chapter the different ways to improve a
subject's interfacing (“looping'') with the computer at the physical/sensorimotor level.
We obtain the technocentric diagram (Figure 2.6) at the physical level of sensorimotor
immersion and interaction. We can observe that at the sensorimotor level, we dis-
rupt the user's “perception, cognition, action'' loop, by incorporating the artefacts
(interfaces, their drivers and one or more computers).
This diagram is restrictive as it gives only a partial representation of problems and
solutions that every designer must study. This is a limited approach, which is seen to be
used by certain designers who focus mainly on the technical aspects of virtual reality. If
virtual reality exists thanks to technical developments, the technical problems should
not be the only problems covered, ignoring the rest.
Behavioural interfacing poses a problem of interfacing similar to that of an opera-
tor with his machine or tool. In this case, thinking only about the physical interfacing
(control buttons and feedback on actions) is not enough. It is equally necessary to
understand the mental models according to which the person will think and act. In his