'Real-time' virtual reality and the limits of immersion
'Real-time' virtual reality and the limits of immersion
复制标题
“实时”虚拟现实和沉浸感的局限性
作者:
Misek R
What does virtual reality do best? Judging by its rapid uptake in fields including architectural visualization, surgical training, crime scene reconstruction, military simulation and, of course, gaming, virtual reality (VR) has proved to be a particularly effective tool for reconstructing and simulating physical spaces, as well as enabling a haptic engagement with them. It is telling that the most common descriptor for virtual reality is ‘immersive’, a term that highlights its spatial and experiential dimension. Writing in 1999, Jay David Bolter and Richard Grusin summarized the then prevailing view as follows: virtual reality is immersive, which means that it is a medium whose purpose is to disappear [...] As computer scientists themselves put it [...] the viewer should forget that she is in fact wearing a computer interface and accept the graphic image that it offers as her own visual world. 1Bolter and Grusin’s extensive references to the professional and academic literature of the period highlight the degree to which spatial world-building was already underpinning assumptions about what the first generation of headset-based experiences did best. It remains so over 20 years later. Archetypal in this regard is gaming, currently the most popular VR consumer application. Of the 12 best-selling VR games on the 2018 Steam store, six were first-person shooter games and three were first-person fantasy adventures, genres that combine environmental and architectural visualization, battlefield simulation, and above all spatial exploration. In tandem with killing opponents, the goal of each of these