DEFINING VIRTUAL REALITY - DIMENSIONS DETERMINING TELEPRESENCE

DEFINING VIRTUAL REALITY - DIMENSIONS DETERMINING TELEPRESENCE
复制标题

DOI:
10.1111/j.1460-2466.1992.tb00812.x
复制
发表时间:
1992-09-01
影响因子:
7.9
通讯作者:
STEUER, J
STEUER, J
中科院分区:
人文科学2区
文献类型:
--
作者:
STEUER, J

文献摘要

被引文献

相似文献

虚拟现实(VR)通常被描绘成一种媒介,就像电话或电视一样。这种新媒体通常是根据特定的技术硬件集合来定义的,包括计算机、头戴式显示器、耳机和运动感应手套。因此,虚拟现实的焦点是技术,而不是经验;虚拟现实的轨迹是机器的集合。1这样的概念对VR相关硬件的生产商很有用。然而,对于传播研究人员、政策制定者、软件开发人员或媒体消费者来说,设备驱动的虚拟现实定义是不可接受的:它未能提供对使用这些系统的过程或效果的任何洞察,未能提供用于做出监管决策的概念性框架,未能提供用于创建媒体产品的美学,并且未能提供一种方法,让消费者依赖于他们与其他媒体的经验来理解虚拟现实的本质。从理论上讲,这些不足体现在三个方面。首先,一种基于技术的观点认为,识别“虚拟现实系统”最显著的特征是存在或不存在必要的硬件。2本章假定对技术和媒介有广泛的定义,如贝尼格(1986年,第9页)和麦克卢汉(1964,第21页)给出的关于技术和媒介的广泛定义,贝尼格(1986,第9页)将技术定义为“对自然过程的任何有意延伸,即所有生命系统所特有的对物质、能量和信息的处理”,麦克卢汉(1964,第21页)将媒介定义为任何“人的延伸”。2关于以对象为中心的技术观点的实践和理论局限性的深入讨论,以及基于变量的策略在克服这些局限性方面的重要性,请参阅纳斯和fi(1990年)。
Virtual reality (VR) has typically been portrayed as a medium, like telephone or television. This new medium is typically defined in terms of a particular collection of technological hardware, including computers, headmounted displays, headphones, and motion-sensing gloves. The focus of virtual reality is thus technological, rather than experiential; the locus of virtual reality is a collection of machines. 1 Such a concept is useful to producers of VR-related hardware. However, for communication researchers, policymakers, software developers, or media consumers, a devicedriven definition of virtual reality is unacceptable: It fails to provide any insight into the processes or effects of using these systems, fails to provide a conceptual framework from which to make regulatory decisions, fails to provide an aesthetic from which to create media products, and fails to provide a method for consumers to rely on their experiences with other media in understanding the nature of virtual reality. Theoretically, these inadequacies are manifest in three ways. First, a technology-based view suggests that the most salient feature in recognizing a “VR system” is the presence or absence of the requisite hardware. 2 In1This chapter presumes broad definitions of technology and media, such as those given by Beniger (1986, p. 9), who defined technology as “any intentional extension of a natural process, that is, processing of matter, energy, and information that characterizes all living systems,” and McLuhan (1964, p. 21), who defined a medium as any “extension of man.” 2See Nass and Mason (1990) for an in-depth discussion of the practical and theoretical limitations of object-centered views of technology, and of the importance of variable-based strategies in overcoming these limitations.