Game Development Reference
In-Depth Information
it is necessary to use different hardware and software solutions which are commonly
known as “the interaction techniques''. These techniques are explained in Chapter 12.
In the case of observing the virtual world, we can have multiple subcategories of
VBP depending on whether the observation is visual, auditory, tactile or a combination
of these senses; depending on whether the subject needs to understand the environment
or to orient himself with respect to this environment.
In the case of movement, there are several subcategories of VBP made according
to the type of movement: 1D path (in a straight line or in a curve), movement on a
surface (plane or otherwise) or within a space. The subject can move by changing the
direction or even without changing the direction.
In the case of an action on the virtual world, we can have multiple subcategories of
VBP: handling an object in translation motion (3DOF), adjusting an object in rotation
(3DOF), both actions together, bending an object or assembling multiple objects.
In the case of communication, we can have multiple subcategories of VBP: com-
municating with other users, communicating with virtual characters (virtual avatars or
clones) or communicating with the application. While communicating with the appli-
cation, the subject can communicate to modify the application's configuration, to give
commands to the computer system, etc. For example, while designing a product using
VR techniques, the user(s) should be able to modify the product model. But in that
case, the subject is no longer in immersion to test the final product. This falls into
the classic man-machine dialogue of the MMI, though the subject is in a virtual 3D
environment.
We can certainly hope that gradually all standard VBPs will be simulated using
hardware devices and suitable interaction techniques. If we take a step back from
all the solutions tested, it will be easier for us to design a virtual reality application
and predict more certainly whether functional I 2 can be achieved successfully. The
interaction techniques for the VBPs are given in detail in chapter 12.
2.4.3 Behavioural Software Aids
We have already mentioned that in order to facilitate the use of behavioural interfaces,
and thereby the immersion and interaction of the subject, it is possible to help the
user, via the computer, to effectively use these devices. A number of aids can be pro-
grammed and used. The designer should consider them to offer effective aids, without
ignoring the objective of the functional I 2 . All these aids have been clubbed together
under the generic term “Behavioural Software Aids'' (BSAs). We have specified various
possibilities that help in behavioural interfaces: Some BSAs focus more on a sensori-
motor aid (SMSA) while the rest focus on a cognitive aid (CogSA). This classification
between SMSA and CogSA is not strictly delimited, as the sensorimotor and cognitive
behaviours of human beings are interdependent. The main aim of this classification is
to show the scope of possibilities of aids that a designer can design and program.
2.4.3.1 Sensorimotor Software Aids
The interface devices are not perfect in data transmission. Similarly, the sensorimotor
behaviour of the subject assessed in the virtual environment is not perfect, or at least
different from the one in the real world. The Sensorimotor Software Aids thus help to
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