Game Development Reference
They are useful to put the consumer in the conditions of shopping in a virtual
The customer should be able to move and orient himself easily in the shop.
He should be able to go in the side aisle of his choice where a whole range
of products are stored. The arrangement of products in the shelves should be
identical to the one in a real shop;
The customer should be able to take a product or put it back on the shelf or
buy it by putting it in his trolley
At the level of cognitive I 2 , we can state that:
For the three fundamental VBPs:
Use of the schema of visual observation in a single fixed direction and
Use of the schema of gripping and spatial handling of a product;
For the secondary VBPs:
Use of the schema of movement by pushing a trolley and
Use of the schema of gripping and spatial handling of a product.
Using an IBS is not indispensable for the secondary VBPs, but we have used them since
the schema-based solutions are effective and financially affordable for the virtual shop.
In the case of sensorimotor I 2 , the selected artefacts (hardware interfaces) must
be as natural to use as possible to keep the adaptation time to a minimum (one to
three minutes, which is relatively small compared to the total time of experiment, i.e.
twenty minutes). In these conditions, the consumer's immersion will be successful. He
will forget that he is in front of a computer system and he will be able to concentrate on
his shopping, and will hence give unbiased statistics. We have verified this in various
tests. The first test was carried out in June 98, on 24 subjects. All of them could do
their shopping after 3 to 5 minutes of explanations. After this learning time, all of them
showed a natural buying behaviour and the behavioural interfaces were transparent for
them. We will discuss the solutions used for the different VBPs in the next paragraph.
188.8.131.52 Visual observation of products
To obtain the most natural and the most pertinent visual immersion, we have planned a
life-size projection of shelves. So, the consumer is in front of a big screen. The product
must be displayed with a large resolution , corresponding to the visual capacities of the
user (visual acuity of 1' angle). The user should be able to read the small texts on the
wrapping. The field of vision should be large enough (130 ◦ ) so that the consumer can
be properly immersed 7 and can easily go about the shop. Since these psychophysical
characteristics are necessary for vision, the solution requires a set of six LCD video
projectors. The resolution of the six images is 1024
768 in the first version of the
shop and 1280
1024 in the second version, which helps to be close to the human
7 We checked in front of real shelves that a 130 ◦
field of vision was necessary to see all the