From: brundage@ipac.caltech.edu (Michael Brundage)
Subject: Re: SCI: Systematic Classification of VR Systems
Date: Sat, 03 May 1997 23:22:51 -0700
Message-ID: <brundage-ya023180000305972322510001@nntp-server.caltech.edu>
Organization: Infrared Processing Analysis Center, Caltech



In article <33688473.2291@artec.uni-bremen.de>, vob@artec.uni-Bremen.de wrote:
> I'm currently working on a classification scheme for VR apps.
> There are several approaches to classify output devices such
> as HMD-based, CAVE-based, or Desktop Systems. On the input level there
> is also a range of devices, starting from the conventional mouse, 
> 6DOF devices upto DataGloves etc. I think, each system configuration 
> has its advantages, disadvantages and specific areas of application. 
> 
> My aim is to identify some criteria for setting up a classification
> scheme, and to find a kind of measure for "presence" and object
> manipulation capabilities offered in/by virtual worlds. 

I would observe that you need to define what you mean by VR; it seems that
you're including only graphics-rich environments in your list above. 
However, presence and object manipulation are both present in text-based
virtual realities, such as MUDs, as well as other less CPU-intensive kinds
of VR.

As for literature, I would point you to the MIT-based journal, Presence. 
One recent article ("Presence in Text-Based Networked Virtual Environments
or 'MUDS'" by John Towell and Elizabeth Towell) addresses some of the
issues involved in measuring presence.  In fact, the introductory paragraph
begins:

".It has been suggested that degree of presence in a communication medium
is related to two factors, vividness of the environment and interactivity,
the degree to which users may influence the form or content of the mediated
environment."

A key reference cited in their article is Steuer, J. (1992) Defining
virtual reality: Dimensions determining telepresence.  Journal of
Communication, 42 (4) 73-93.


Cheers,

michael
brundage@ipac.caltech.edu
