Virtual environments promise to provide
the user with the experience of a life-like yet computer generated
world (Langlois, 1996). A virtual space can become a Haida Gwaii
village off the coast of British Columbia (Macdonald, 1996) or
the Niña, the Pinta or Santa Maria sailing across the
Atlantic Ocean in the year 1492 (Johnson, 1997).
The
environment's capacity to immerse an individual in its virtual
world is assumed to rest on the realism of the images presented
and the integration of the user's perceptions and sensations.
In a virtual environment, visual and auditory stimuli are modified,
as in the real world, according to the movements of the individual.
When the user moves his/her head, the perspective of the scene
and the quality of the local noise are redefined. The actions
initiated by the participant of the virtual world influence what
he/she sees and hears. The user is an active participant of the
world.
Design requirements and principles
At the heart of the promise held by
the technology lies the identification and design of the life-like
qualities that must be part of the virtual world in order for
the user to believe in a new reality. In order to contribute
to the conceptual framework being developed in this area, a recent
report (Parent, 1998a) summarises the results of a literature
review based on issues of the journal Presence: Teleoperators
and Virtual Environments published between 1992 and 1996. The
purpose of the report was to collect and group design requirements
and principles according to the key activities performed in virtual
environments: viewing, exploration and the manipulation of virtual
objects. Eight categories of design requirements are assumed
to drive the creation of the environment. Design principles aim
to support human sensory, cognitive and ergonomic requirements.
Specifically, visual, auditory and haptic principles address
human sensory requirements. Principles relevant to memory capacity,
information load and mental models are defined under cognitive
requirements. Physical and physiological guidelines aim to satisfy
ergonomic requirements. Given the rapid evolution of the field,
this document does not presume to contain an exhaustive survey
of the literature but hopes to provide designers of life-like
virtual environments with a useful frame of reference.
The creation and evaluation of virtual
art exhibits
In
order to support the needs analysis process essential to the
creation of life-like virtual environments, a second report (Parent,
1998b), in the form of a workbook, was elaborated to provide
structure and guidance to the needs analysis process assumed
essential to the creation and evaluation of virtual art exhibits.
An understanding of target applications is critical to user satisfaction
and to the successful development of a system. Pragmatic methods
are currently needed to identify the specific needs of such environments
and capture them within clearrequirements documentation (Stuart,
1996). This work aims to help close the gap between users and
developers, ensuring that applications products and services
meet user expectations. The more informed our analyses, the better
our design choices are likely to be. The first part of the workbook
draws a general profile of the target application. It introduces
organisational, user and task related factors typically collected
when designing or modifying computer-based systems. The second
section presents the user and task requirements unique to the
creation of a virtual environment. Task requirements are collected
within storyboards and organised according to an appropriate
architecture. Storyboards identify the images, sounds, sensations
and scents found in individual galleries. The architecture establishes
a sensible order in which the galleries may be accessed. User
requirements determine the human sensory, cognitive and ergonomic
needs relevant to the key activities museum visitors are expected
to perform. Activities include visualisation and inspection,
exploration and the manipulation of virtual artefacts. User requirements.
are defined according to the eight goal-categories described
in Parent (1998a). The last section of the workbook identifies
usability issues, measures of achieved performance and/or competence.
Four subjective measures are suggested to evaluate the success
of the system and identify critical issues. One questionnaire
investigates user satisfaction with regard to the activities
performed within the environment. A second targets health issues
and a third the participants' reported sense of presence and
realism. A fourth questionnaire collects information relevant
to various image properties of specific interest to art specialists.
References
Johnson, J. (1997). The virtual endeavor
experiment: a networked VR application. Proceedings on the
Fourth International Conference on Hypermedia and Interactivity
in Museums, September 3-5, France, 68-73.
Langlois, G. (1996). La science de l'illusion:
la réalité virtuelle. Interface, 17(6),
pp. 40-49.
MacDonald, G.F. (1996). Haida Art.
Douglas and McIntyre Ltd., Vancouver, British Columbia.
Parent A. (1998a). Life-like Virtual
Environments: An Introductory Survey. Technical Report ERB-1055.
NRC 41555.
Parent A. (1998b) A Virtual Environment
Task Analysis Tool for the Creation and Evaluation of Virtual
Art Exhibits. Technical Report ERB-1056. NRC 41557.
Parent A. (1999). A Virtual Environment
Task-Analysis Tool for the Creation of Virtual Art Exhibits.
Presence, Vol.3, Number 3, pp 355-365.
Stuart, R. (1996). The Design of
Virtual Environments. McGraw Hill Series on Visual Technology.
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