Game Development Reference
In-Depth Information
FUNCTIONAL
IMMERSION AND
INTERACTION
Man
Virtual world
Activities of man in
the virtual world
VBP
Desired motoricity
Schemas
COGNITIVE
IMMERSION AND
INTERACTION
BEHAVIOURAL
MODELLING OF THE
VIRTUAL WORLD
Cognitive
processes
VR software
Desired activity
CogSA
Metaphors
Desired perception
SMSA
Real time
software
Micro-
processor
Micro-
processor
Motor interfaces
Nerve
centres
PHYSICAL
CREATION OF
VIRTUAL WORLD
SENSORIMOTOR
IMMERSION AND
INTERACTION
Motor
responses
MI
drivers
Sensory interfaces
Sensory
stimuli
SI
drivers
Figure 2.9 Technocentric reference diagram of VR
Vis-à-vis the cognitive I 2 , the software part of virtual reality must manage the
behavioural modelling of virtual world. This software part must provide a simulation
of behaviours of living things or other entities having specific behaviours. In the same
part, Behavioural Software Aids (BSAs) associated to the schemas used are available
to ease the cognitive I 2 for the person.
At the level of functional I 2 vis-à-vis the application and its objectives, we need
to ask ourselves, “Which activities should the user perform?'' If you want to think
over it for some time, you can quickly see that in all VR applications, the activi-
ties of the subject can always be divided into some basic behaviours that we call the
“Virtual Behavioural Primitives'' (VBPs). Therefore it is necessary to correctly define
the VBPs and their characteristics at the functional I 2 level. They can be divided into
four categories irrespective of the application:
Observing the virtual world;
Moving in the virtual world;
Acting on the virtual world and
Communicating with others or with the application.
The VBPs and the BSAs are explained in the following paragraph. Finally, we obtain
the reference diagram of virtual reality (Figure 2.9) which we can use as a canvas in
our design approach (note that the triadic diagram has been transformed to bring out
the behavioural model of the virtual reality).
 
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