From: vanevery@blarg.net (Brandon J. Van Every)
Subject: PHIL: measuring "immersion" in 3d and text
Date: 6 Apr 1996 23:57:55 GMT
Message-ID: <4k70e3$7vk@guysmiley.blarg.net>
Organization: Blarg! Online Services   206/441-9109



SUMMARY
-------

The possibility of measuring "immersion" in both 3d and textual
virtual worlds is discussed, relative to the following definitions.

A "virtual world"
1) must utilize computer hardware
2) must map a spatial domain
3) must allow the spatial domain to be accessed non-sequentially

In addition, "Virtual Reality"
4) must allow the user to traverse the space in real time

Additional input is sought on how to further refine this definition of
"Virtual Reality."


BODY
----

Please ignore my previous response to Marc on this ongoing subject.
It was supposed to be a private e-mail and got snafu'd.

A lot of the debate about whether "textual MUDs are VR," and indeed
whether anything and everything is VR, centers on the vagueness of the
term "immersion."  Even if it has an exact definition in some
circles, it's an overloaded word.  When are we speaking of "visual
immersion," when are we speaking of "psychological immersion," and how
do we know that the two don't overlap greatly?  How much of immersion
is based upon the biology of vision, and how much of it is based upon
the constructs of language and culture?  How essential is 3d?  How
much is based upon the cognitive maps that we construct about "space,"
such as when someone _tells_ us about a space, instead of showing it
to us?

I ask "how much" because I think it's possible to measure this
quantitatively.  Asking 10,000 people what they think "immersion" is,
is not a bad idea in and of itself.  However, the analytical criteria
must be properly devised, and the biases of the pollsters must be
taken into account.

Automatically assuming that "VR must have 3d" is not a scientific
response.  It is a definitional response, or a political response.  We
should be looking for ways to _prove_ that VR "must have 3d," or at
least that it is _the_ overwhelming factor with regards to immersive
experience.  And if it turns out that other factors are more strongly
at play, then we should welcome the analytical insight.

In talking with Marc, I came up with the following minimum definition
of a "virtual world."  My goal was/is to knock out as many "non-VR"
things as possible, using the most minimal set of constraints
possible.  This isn't a definition of VR yet, but it might get there
eventually.

1) must utilize computer hardware
2) must map a spatial domain
3) must allow the spatial domain to be accessed non-sequentially

1) knocks out dreams, LSD, and people who want to say that "VR is
everything."  2) is essential to both virtual worlds and VR, IMHO.
Every single psychological feature of "immersion" that I can point to,
deals with people believing that they are within a "space" of some
kind.  It could be a continuous space, a discrete approximation of a
continuous space, and/or a space whose proportionalities are locally
warped, but it is nevertheless a space.  Our ability to cognitively
map spaces has been evolving, both biologically and culturally, for
millions of years.  We've crossed mountains, planted fields, built
houses with familial partitions, architected town squares, and shaped
our bodies with ornaments.  Space is a major portion of how we
construct reality, and so it's foolish to talk about Virtual Reality
without talking about space.

3) knocks out books, films, radio, and other sequential media.  It
does not knock out a hypertext.  The nodes of a hypertext _could_
serve as a discrete approximation to a 3d space, if the text itself
was written to be such.  Also, 3) allows for virtual worlds that have
a discrete rather than continuous sampling of available pathways to
walk on.  If generally speaking you can go somewhere other than
backwards and forwards, then it's a virtual world.

That, as far as I can see at the present, does it for defining a
virtual world.  (Although criticisms are certainly welcome.)  I've
deliberately excluded multi-user participation and real-time
interaction.  In my view, neither is necessary.

Now it's time to take a step closer to "Virtual Reality."  VR is more
than a virutal world.  However, I'm fuzzy about how much more than a
virutal world a VR really is.  I can agree on at least one criteria,
though:

4) must allow the user to traverse the space in real time.

But this doesn't really say much more than 1), 2), 3) above.  It
merely says that the application has to be fast.  It doesn't even say
that the app has to be interactive.  After all, a walkthrough doesn't
have to be interactive.  You can "walk through," have absolutely
nothing react to your presence, do absolutely nothing to the
environment, and VR research scientists will still call it "VR."

One could try to specify VR in terms of the input/output hardware
utilized.  In many people's view that's what VR is, after all.  One
could try to work out a "3d clause."  At this point I'm going to let
other people try to make the attempt, though.  I'm mainly interested
if such restrictions will hold up under close scrutiny, and whether
they provide a basis for evaluating "immersion," or whether they are
just a research preference.

Cheers,
-- 
Brandon J. Van Every   |  Check out Free3d, my 100% efficient, 100% portable
                       |  3d lib, at <http://www.blarg.net/~vanevery>.
3d Computer Graphics   |
C++  UNIX  X11  Motif  |  E-mail: vanevery@blarg.net
