{"id":882,"date":"2010-05-17T19:34:40","date_gmt":"2010-05-17T18:34:40","guid":{"rendered":"http:\/\/cb.nowan.net\/blog\/?page_id=882"},"modified":"2010-05-19T12:50:46","modified_gmt":"2010-05-19T11:50:46","slug":"a-definition-of-vr","status":"publish","type":"page","link":"https:\/\/cb.nowan.net\/blog\/a-definition-of-vr\/","title":{"rendered":"A Definition of VR"},"content":{"rendered":"<p><strong>Short definition<\/strong><\/p>\n<blockquote><p>Immersive Virtual Reality (iVR) is the science and technology required for a user to feel <strong>present<\/strong>, via <strong>perceptive<\/strong>, <strong>cognitive<\/strong> and\u00c2\u00a0<strong>functional<\/strong> immersion and <strong>interaction<\/strong>, in a generated \u00c2\u00a0environment.<\/p><\/blockquote>\n<p><strong>Introduction<\/strong><\/p>\n<p>The term VR, Virtual Reality, seems now useless because it is too  broadly defined and means different things to people. It ranges from any  kind of 3D interactive application, to online metaverses like  SecondLife, and finally to immersive VR.<\/p>\n<p>For me VR is Immersive Virtual Reality, the ultimate alternate reality we can get ! For examples of what I call iVR setups and applications, read my\u00c2\u00a0<a href=\"http:\/\/cb.nowan.net\/blog\/state-of-vr\/\">State of VR<\/a>.<\/p>\n<p>The terms &#8216;Immersion&#8217; and &#8216;Presence&#8217;, which for me are essential for  VR, are also now confusing, so let&#8217;s start by defining some fundamental concepts.<\/p>\n<p style=\"text-align: center;\"><img decoding=\"async\" style=\"border: 0px initial initial;\" title=\"20100322_Photo_0001\" src=\"http:\/\/cb.nowan.net\/blog\/data\/2010\/05\/20100322_Photo_0001.jpg\" alt=\"20100322_Photo_0001\" \/><\/p>\n<p style=\"text-align: center;\">&#8211; Fred Brooks asking the question, IEEE VR 2010 \u00c2\u00a0&#8211;<\/p>\n<p><strong>Definitions<\/strong><\/p>\n<p><strong><em> Reality<\/em><\/strong><\/p>\n<p>We could start be defining <strong>reality<\/strong>. Reality is constructed in your  brain based on what your senses perceive. In this sense, VR is as real  as the reality. We should actually compare <strong>natural reality<\/strong> and <strong>virtual  reality<\/strong>.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"764\" class=\"alignnone size-large wp-image-983\" title=\"brain_vr\" src=\"http:\/\/cb.nowan.net\/blog\/data\/2010\/05\/brain_vr1-1024x764.png\" alt=\"brain_vr\" srcset=\"https:\/\/cb.nowan.net\/blog\/data\/2010\/05\/brain_vr1-1024x764.png 1024w, https:\/\/cb.nowan.net\/blog\/data\/2010\/05\/brain_vr1-300x223.png 300w, https:\/\/cb.nowan.net\/blog\/data\/2010\/05\/brain_vr1-768x573.png 768w, https:\/\/cb.nowan.net\/blog\/data\/2010\/05\/brain_vr1.png 1061w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/p>\n<p><strong><em> Presence<\/em><\/strong><\/p>\n<p>Then let&#8217;s define <strong>presence<\/strong>. I&#8217;ll use the definitions of Mel  Slater as described in <a href=\"http:\/\/cb.nowan.net\/blog\/2009\/09\/18\/immersion-place-illusion-and-plausibility\/\">this article<\/a>.<br \/>\nPresence means that you are both <strong>cognitively and  perceptually immersed<\/strong>. Your mind perceives this alternate reality as a coherent reality and  accepts it.<\/p>\n<p>The <strong>place illusion (PI)<\/strong> implies that your <strong>perception<\/strong> is fooled. This  means realtime interactions, headtracking, whatever is needed to fool  your perception.<\/p>\n<p>The <strong>plausibility illusion (Psi)<\/strong> implies that your <strong>cognition <\/strong>is  fooled. Everything that happens is coherent.\u00c2\u00a0You actually <strong>believe <\/strong>you&#8217;re there, your actions have a credible  impact on the virtual environment (VE) and your sensations are affected  by it.<\/p>\n<p>PI and Psi are orthogonal, meaning you can have one without the  other.<\/p>\n<p>Once you get and maintain both PI and Psi, <strong>you are completely  involved emotionally, physically and psychologically<\/strong>.<\/p>\n<p>You cannot objectively measure presence, as you can&#8217;t measure hunger  or happiness. This may be different for everyone. What you can measure  is if people respond to this VE as if it is real, which is a result of  presence.<\/p>\n<p><a href=\"http:\/\/caor.ensmp.fr\/users\/philippefuchs\">Philippe Fuchs<\/a> adds a third level, above perception and cognition : <strong>functional immersion and interaction<\/strong>. You are immersed in the task you&#8217;re doing.<\/p>\n<p><strong><em>Immersion<\/em><\/strong><\/p>\n<p><strong>Immersion<\/strong> is a technical capability of a VR system and nothing else.  You can evaluate the immersion level of a system compared to another.<\/p>\n<p>For the moment we can only immerse pseudo-naturally vision, and audition, a bit of the touch (haptics), but the immersion of other senses ( proprioception, olfaction, gustation (taste), vestibular information\u00c2\u00a0) is embryonic at best.<\/p>\n<p><strong><em> Immersive VR<\/em><\/strong><\/p>\n<p>So for me, <strong>VR is defined as anything that contributes to make you  feel present<\/strong> (on all levels, not just cognitive) \u00c2\u00a0in a synthetic environment and the study of these factors. \u00c2\u00a0That&#8217;s why \u00c2\u00a0a lot of people are now using the term Immersive Virtual Reality,  iVR.<\/p>\n<p>This encompasses a lot of things : realtime computer graphics since  most of our brain is devoted to visual processing, displays, <a href=\"http:\/\/3dui.org\/\">3d  interactions<\/a>, 3d sound, haptics, olfactory devices, virtual humans, psychology, neurology, and a lot of other areas.<\/p>\n<p>All these elements can be used separately and are only part of iVR if  they help create presence. Haptics, realtime 3d etc can be used for  other things than iVR.<\/p>\n<p>Having a 3d tracker doesn&#8217;t automatically make your application an iVR application !<\/p>\n<p>Having <a href=\"http:\/\/cb.nowan.net\/blog\/2010\/04\/28\/does-stereoscopy-s3d-matter\/\">stereoscopy<\/a> doesn&#8217;t make your application an iVR application !<\/p>\n<p><strong>This excludes a lot of other things : Second Life, QuicktimeVR, <\/strong><strong> books, movies&#8230; <\/strong><span style=\"font-weight: normal;\">SecondLife could easily be iVR though.<\/span><\/p>\n<p>Once you have presence, you can build on that to live very different  <a href=\"http:\/\/cb.nowan.net\/blog\/state-of-vr\/state-of-vr-application\/\">experiences<\/a>.<\/p>\n<p><strong>Books, games, movies ?<\/strong><\/p>\n<p>I often hear : &#8220;I feel very present when I read a book\/play a game\/watch a movie so according to your definition it must be VR!&#8221;.<\/p>\n<p>I think that what applies to desktop systems will also apply to movies  and books :<\/p>\n<p>In &#8220;Le trait\u00c3\u00a9 de la R\u00c3\u00a9alit\u00c3\u00a9 Virtuelle&#8221; : &#8221; Having a cognitive activity in a virtual environment <strong>without a physical activity (sensori-motor)<\/strong> is outside the boundaries of VR&#8221;.<\/p>\n<p>As explained furthermore by Mel Slater :\u00c2\u00a0&#8220;In the case of a desktop system the situation is quite different,  the feeling reported as \u00e2\u20ac\u02dcbeing there\u00e2\u20ac\u2122 if it comes at all is after much  greater exposure, requires deliberate attention, and is not automatic \u00e2\u20ac\u201c  it is not simply a function of how the perceptual system normally works,  but is something that essentially needs to be learned (\u00e2\u20ac\u00a6) PI may still  be reported, but this is as a consequence of additional creative mental  processing.&#8221;<\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" width=\"623\" height=\"442\" class=\"alignnone size-full wp-image-973\" title=\"20100322_Photo_0006\" src=\"http:\/\/cb.nowan.net\/blog\/data\/2010\/05\/20100322_Photo_0006.jpg\" alt=\"20100322_Photo_0006\" srcset=\"https:\/\/cb.nowan.net\/blog\/data\/2010\/05\/20100322_Photo_0006.jpg 623w, https:\/\/cb.nowan.net\/blog\/data\/2010\/05\/20100322_Photo_0006-300x212.jpg 300w\" sizes=\"(max-width: 623px) 100vw, 623px\" \/><\/p>\n<p style=\"text-align: center;\">&#8211; Mel Slater, IEEE VR 2010 &#8211;<\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" width=\"642\" height=\"373\" class=\"alignnone size-full wp-image-972\" title=\"20100322_Photo_0002\" src=\"http:\/\/cb.nowan.net\/blog\/data\/2010\/05\/20100322_Photo_0002.jpg\" alt=\"20100322_Photo_0002\" srcset=\"https:\/\/cb.nowan.net\/blog\/data\/2010\/05\/20100322_Photo_0002.jpg 642w, https:\/\/cb.nowan.net\/blog\/data\/2010\/05\/20100322_Photo_0002-300x174.jpg 300w\" sizes=\"(max-width: 642px) 100vw, 642px\" \/><\/p>\n<p style=\"text-align: center;\">&#8211; Fred Brooks answering the question, IEEE VR 2010 &#8211;<\/p>\n<p><strong>Augmented reality<\/strong><\/p>\n<p>I&#8217;m finally ready to accept that you can feel present through AR, if  you believe that the mixed reality created is coherent, that there is no  mismatch between the real and the augmented reality (which doesn&#8217;t happen so often for the moment..)<\/p>\n<p><strong>Definitions<\/strong><\/p>\n<p>Here are some other definitions so you can create your own. Also checkout the <a href=\"http:\/\/publicvr.org\/downloads\/WhatIsVR.ppt\">slides<\/a> from the &#8220;What is VR ?&#8221; panel at IEEE VR 2010.<\/p>\n<p>&#8211; Sherman and Craig, from &#8220;<a href=\"http:\/\/www.amazon.com\/Developing-Virtual-Reality-Applications-Foundations\/dp\/0123749433\">Developping VR Applications&#8221;<\/a> :<\/p>\n<blockquote><p>&#8220;A medium composed of interactive computer simulations that sense the participant&#8217;s position and actions, providing synthetic feedback to one or more senses, giving the feeling of being immersed or being present in the simulation&#8221;<\/p><\/blockquote>\n<p>&#8211; David Nahon :<\/p>\n<blockquote><p>Virtual Reality is a set of technologies and sciences that enables to physically immerse a user within a virtual 3D world by \u00c2\u00a0providing both an enhanced presence of the virtual world for the user (with stereoscopic and view dependant rendering, 3D sound, haptics \u00e2\u20ac\u00a6) \u00c2\u00a0and an enhanced presence of the user in the virtual world (through direct natural body interactions)<\/p><\/blockquote>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-981 aligncenter\" title=\"god_vr\" src=\"http:\/\/cb.nowan.net\/blog\/data\/2010\/05\/god_vr.png\" alt=\"god_vr\" width=\"583\" height=\"777\" srcset=\"https:\/\/cb.nowan.net\/blog\/data\/2010\/05\/god_vr.png 583w, https:\/\/cb.nowan.net\/blog\/data\/2010\/05\/god_vr-225x300.png 225w\" sizes=\"(max-width: 583px) 100vw, 583px\" \/><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Short definition Immersive Virtual Reality (iVR) is the science and technology required for a user to feel present, via perceptive, cognitive and\u00c2\u00a0functional immersion and interaction, in a generated \u00c2\u00a0environment. Introduction The term VR, Virtual Reality, seems now useless&#8230; <\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"open","ping_status":"open","template":"","meta":{"footnotes":""},"_links":{"self":[{"href":"https:\/\/cb.nowan.net\/blog\/wp-json\/wp\/v2\/pages\/882"}],"collection":[{"href":"https:\/\/cb.nowan.net\/blog\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/cb.nowan.net\/blog\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/cb.nowan.net\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/cb.nowan.net\/blog\/wp-json\/wp\/v2\/comments?post=882"}],"version-history":[{"count":20,"href":"https:\/\/cb.nowan.net\/blog\/wp-json\/wp\/v2\/pages\/882\/revisions"}],"predecessor-version":[{"id":999,"href":"https:\/\/cb.nowan.net\/blog\/wp-json\/wp\/v2\/pages\/882\/revisions\/999"}],"wp:attachment":[{"href":"https:\/\/cb.nowan.net\/blog\/wp-json\/wp\/v2\/media?parent=882"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}