From: good@baviki.enet.dec.com (Michael Good) Subject: Re: Computerized Reality: Better than VR Date: 19 Jul 91 18:14:25 GMT Organization: Digital Equipment Corporation I'm having difficulty distinguishing "embodied virtuality" from "virtual reality". The distinctions drawn in the brief snippet from Mark's article seem to emphasize distinctions based on current technology, not the goals of people pursuing the technology from either of these two angles. Despite that reservation it sounds like an interesting article and I look forward to seeing it in print soon. This thread reinforces my belief that it useful to think not only in terms of categories such as embodied virtuality and virtual reality, but in terms of qualities of experience that we want to achieve. For instance, the quality of transparency that highlights the description of embodied virtuality has been a long-sought goal in usability work. Early in the Presence project we pretty much equated the quality of presence with the quality of transparency, but since then we've focused the idea of presence to include the ideas of making greater use of the senses and making the abstract concrete. I expect that embodied virtuality involves other qualities that are similarly more focused than transparency. Inclusion is another quality that is commonly associated with virtual worlds. It is a more focused quality than presence, which is in turn more focused than transparency. I think it's powerful to move back and forth between these different qualities and levels of focus. Let's not adopt a "one size fits all" view of virtual worlds technology and lose the power that we gain from multiple focuses. One thing we need are more examples of implementations, and learning about what makes human-computer systems more or less useful and desirable in different contexts. We'll be showing some simple demos at SIGGRAPH that I believe our marketing folks are calling "virtual reality", but which wouldn't meet many proposed criteria for "virtual reality." Nevertheless I think it demonstrates some steps towards greater presence for some customers. I look forward to seeing the reactions to this at SIGGRAPH and to trying out the other presence systems there, looking for ways to make computer systems more usable and enjoyable for people within this loosely-defined area of virtual worlds. Michael Good good@baviki.enet.dec.com