Game Development Reference
In-Depth Information
to that in a real shop?). When one knows the time that is required to reply to these
types of questions, using a series of tests prepared by the ergonomics and psychology
experts, it is inappropriate to ask it to the users. On the other hand, we can ask
simple questions to the users regarding their activities in the virtual environment; this
helps us later to assess the relevance of the device: Does it help to achieve the desired
functional I 2 ?
2.7 PERSPECTIVES AND CONCLUSIONS
Based on our own experience, we draw our conclusions on the validity of our approach
as regards the design and assessment of a virtual reality device. We suggest this
approach to all designers; which will make it possible to validate it and improve it. The
collection of designs and assessments of the VR devices should gradually help us to
acquire sufficient experience for the implementation of the main VBP. Without any far-
reaching ambitions, we wish to prepare a taxonomy of the main Virtual Behavioural
Primitives and a catalogue of their solutions developed in the scientific community
(refer to Chapter 12 on the techniques of interaction in this volume). These solutions
can be catalogued by specifying if they are based on the schemas, metaphors or sensori-
motor substitutions. For every solution, the Behavioural Software Aids improving the
cognitive and sensorimotor I 2 are to be designed and assessed. All this research on the
basic concepts of virtual reality can be undertaken only through an inter-disciplinary
collaboration, which is a new approach in the French community.
In parallel with this research, the specialists in virtual reality should continue their
work on all behavioural interfaces and on their integration into the VR systems. These
implementations are more or less complicated, a few being quite easy because of the
slow down in these last few years. Some interfaces are well-mastered. On the other
hand, a great deal of research needs to be undertaken with other types of interfaces.
BIBLIOGRAPHIC REFERENCES
Berthoz, A. (1998) Le sens du mouvement . Odile Jacob, Paris. ISBN 2-7381-0457-6.
Chance, S., Gaunet, F. & Beall, A. (1998) Locomotion mode affects the updating of objects
encountered during travel. Presence , 7 (2), 168-178.
Fréjus, M. & Drouin, A. (1996) Réalité virtuelle et processus cognitifs (virtual reality and
cognitive processes) . Technical report, EDF-DER, University of Paris V.
Fuchs, P. (1996) Les interfaces de la réalité virtuelle . Les Presses de l'Ecole des Mines de Paris.
ISBN 2-9509954-0-3.
Fuchs, P. (1996) Immersion and interactions naturelles dans un environnement virtuel. In: Actes
des journées Réalité Virtuelle et Cognition . Paris. pp. 71-76.
Fuchs, P., Nashashibi, F. & Lourdeaux, D. (1999) A theoretical approach of the design and
evaluation of a virtual reality device. In: Virtual Reality and Prototyping'99 . Laval, France.
pp. 11-20.
Gibson, J. J. (1979) The ecological approach to visual perception . Hillsdale, USA, Lawrence
Erlblaum Associates.
Lourdeaux, D., Burkhardt, J.-M., Bernard, F. &Fuchs, P. (2002) Relevance of an intelligent tuto-
rial agent for virtual reality training systems. International Journal of Continuous Engineering
and Life-Long Learning , 2 (1-4), 214-230.
Search Nedrilad ::




Custom Search