Game Development Reference
In-Depth Information
BEHAVIOURAL INTERFACES
Motor interfaces
Real time
software
Micro
processor
SENSORIMOTOR
IMMERSION AND
INTERACTION
PHYSICAL
CREATION OF
VIRTUAL WORLD
Nerve
centres
Motor
response
MI
Drivers
Sensory interfaces
Sensory
stimuli
SI
Drivers
Figure 2.6 Technocentric diagram of sensorimotor immersion and interaction
Desired motoricity
DESIRED BEHAVIOUR
Virtual
world
Desired perception
Man
Effective
motoricity
Programmed
motoricity
Interface
Artifact
Cognitive process
BSA
Effective
perception
Programmed
perception
Figure 2.7 Triadic diagram of interfacing in virtual reality
instrumental approach of interfacing, Rabardel (1995) describes the instrument (inter-
face) as a mediator of activity. It is desirable to present interfacing in a triadic diagram
whose equivalent in virtual reality is proposed for behavioural interfacing (Figure 2.7):
it is schematised by two types of physical connections between the person and the hard-
ware interface and between the hardware interface and the computer. But the user must
have an activity (behaviour) in the virtual world, while the interface in front of him
must be transparent. Direct connection in the diagram represents this desired activity
(motoricity and perception). In concrete terms, this activity is performed physically by
effective motoricity and perception between man and the behavioural interfaces. These
interfaces depend on artefacts (or instruments), and the user operates them using his
cognitive processes. But which cognitive process would the immersed subject use in
this situation? Will it be the cognitive process imagined and hoped for by the designer?
Can the user master it and use it efficiently? This is one of the major difficulties of
interfacing in virtual reality. In the next paragraph, we will explain why the notion of
schema, as used by Rabardel in a similar situation, has been brought into play.
To make the use of behavioural interfaces easier, one must not forget that the
designer, via computer, can help the user to effectively use these devices. A number of
possibilities can be programmed and used. For example, we can add specific constraints
 
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