From: tolman%asylum@hellgate.utah.edu (Kenneth Tolman) Subject: SCI: Interaction in a simulated world Date: Mon, 24 Feb 92 15:36:11 -0700 Organization: University of Utah CS Dept Interacting in a simulated world has one exceptional quality: It matches our cognitive structures. Our brain is constructed to deal with some things in highly efficient ways. That is the whole point of scientific visualization and the point of illustrations in textbooks. Don't knock what we are designed to deal with. Eventually we will be able to redesign our cognitive faculties to deal with broader/different phenomena, but not for now. So what I would argue is this- DON'T try to simulate reality, but DO try to take advantage of cognitive structures. For example: Don't produce wavelengths that can't be percieved in headsets Produce much higher resolution in area that impacts on the fovea Concentrate on what peripheral cells percieve for the peripheral vision! (motion and brightness gradiation, not color) Take advantage of the "high contrast" of certain visual stimuli (for instance, sudden quick motion will draw attention) Use the built in cognitive structures for extrapolating 3D (the brain can resolve an object on JUST points if they are moving right) Use sound/sight/tactile correlations The real moral of this is: If you are designing a VR, or any other interface device, you are designing something for an organism constructed in a certain way. If you want to do a good job, you better understand the organisms construction! Study the nervous system, eyes, ears, tactile, and higher cognition. Also, it is fun and interesting. (Would you design a boat without putting your foot in the water?) (Have you even looked at a laymans text for nervous system organization?)