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
Desired activity
CogSA
Metaphors
Desired perception
SMSA
Micro-
processor
Motor interfaces
Nerve
centres
PHYSICAL
CREATION OF
VIRTUAL WORLD
SENSORIMOTOR
IMMERSION AND
INTERACTION
Micro
processor
Sensory interfaces
Figure 2.10 “Perception, cognition, action'' loops in the general interfacing diagram
rather than calling for his level of semiotic intelligence. Therefore for a required VBP,
in principle we prefer using an Imported Behavioural Schema with its corresponding
artefact if the interfacing is more effective in psychological, technical and economic
terms, rather than using a metaphor. After analysing the interfacing and the associated
model that we just explained, we propose the following chronological approach for
designing using the VR techniques:
First we very strictly specify the functional I 2 for the application (a long and tricky
stage in many cases). Then we determine the useful VBPs on the basis of the desired
functional I 2 . Then at the level of cognitive I 2 , we search for, either offhand or on the
basis of the earlier experiments in virtual reality, the Imported Behavioural Schema(s)
that are likely to give an effective immersion and interaction for each of these VBPs.
If it is impossible to find IBS that are efficient and technically feasible at an affordable
price, we select a suitable metaphor with or without sensory or motor substitution,
compatible with the functional I 2 . Then we simultaneously determine the sensorimotor
I 2 , the senses and (or) motor responses as well as the artefact of the behavioural
interface, associated to the selected cognitive process. The metrological characteristics
of the hardware interfaces must be compatible with the psychophysical characteristics
of senses and motor responses in relation to the required sensorimotor I 2 . Then the
Behavioural Software Aids will be designed to improve the cognitive and sensorimotor
I 2 . Do not forget the design of BSAs (SMSAs and CogSAs) that we studied specifically.
They are very effective and often indispensable to help the subject in immersion and
interaction. They disturb the “perception, cognition, action'' loop of the subject and
almost always impose sensorimotor discrepancies. The BSAs can help the subject's
 
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