From: Mel Slater <ucacmsl>
Subject: ANNOUNCE: VR Seminar on MBONE
Date: Tue, 21 May 1996 10:37:48 +0100
Organization: University College London



The following seminar is planned to go out on the MBONE 1.00-2.00pm
BST Friday 24th May.

More details for the MBONE can be found on
http://www-mice-nsc.cs.ucl.ac.uk/mice-nsc/

Details of the seminar on
http://cs.ucl.ac.uk/staff/m.slater/Meetings/stark.html

-----------

REALITY IS VIRTUAL: 
Why Virtual Reality Works

Professor Lawrence W. Stark


Telerobotic and Neurology Units 
School of Optometry, 
485 Minor Hall
University of California at Berkeley
Berkeley, California 94720

email: stark@pupil.berkeley.edu 

Friday 24th May, 1.00-2.00, [Room 229]
Department of Computer Science, 
University College London,
Room 229 Pearson Building 

ABSTRACT

Virtual reality displays work because of visual illusions that are
part of the normal visual process in both "real" and virtual
environments.

Visual illusions abound in normal vision - illusions of clarity and
completeness, of continuity in time and space, of presence and
vivacity - and are part and parcel of the visual world in which we
live. These illusions are discussed in terms of the human visual
system, with its high resolution fovea, moved from point to point in
the visual scene by rapid saccadic eye movements (EMs). This sampling
of visual information is supplemented by a low resolution, wide
peripheral field-of-view, especially sensitive to motion. The scanpath
theory suggests that cognitive-spatial models control
perception,imagery and "seeing", and also control the EMs that shift
the fovea in the scanpath mode.

Illusions provide for presence, the sense of being within an
environment. They equally well lead to "Telepresence", the sense of
being within a virtual display, especially if the operator is
intensely interacting within an eye-hand and head-eye human-machine
interface (HMI)that provides for congruent visual and motor
frames-of-reference. Interaction, immersion and interest compel
telepresence; intuitive functioning and engineered information flows
can optimize human adaptation to the artificial new world of virtual
reality (VR), as VR expands into entertainment, simulation,
telerobotics, scientific visualization and other professional work.

-- 
Mel Slater, Department of Computer Science,University College London,
Gower Street, London WC1E 6BT, UK
TEL: +44 (0)171 419 3709 FAX: +44 (0)171 387 1397 Fax
http://www.cs.ucl.ac.uk/staff/M.Slater/

