Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer 1 Virtual Reality: Do not Augment Realism, Augment Relevance Faculty of Sciences Division of Mathematics.

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Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer 1 Virtual Reality: Do not Augment Realism, Augment Relevance Faculty of Sciences Division of Mathematics and Computer Science Department of Information Management and Software Engineering  2002 Johan F. Hoorn Elly A. Konijn Gerrit C. van der Veer

Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer 2 La Realidad Virtual es la tecnología que permite sumergir a un usuario en un ambiente tridimensional simulado por el computador, de forma interactiva y autónoma en tiempo real. De esta forma, por medio de la realidad virtual se puede estar en lugares y situaciones simuladas, sin estar físicamente en ellos. La realidad virtual nos lleva a lugares cotidianos desde una nueva perspectiva, a sitios reales de difícil, por no decir imposible acceso, e incluso a mundos imaginarios de leyes arbitrarias. Virtual Reality 3-D computer generated interactive immersion

Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer 3 Virtual Reality suggests 3-D? Magritte, R. (1955). Les Promenades d’Euclide. Magritte also suggests 3-D Optical illusion 1: Canvas is window Optical illusion 2: Triangle lies down (road) Triangle stands up (tower)

Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer 4 Virtual Reality suggests 3-D? game environments Dalí also suggests 3-D Dalí, S. (1937). Cygnes reflétant des éléphants Optical illusion: Swans reflect elephants

Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer 5 Virtual Reality is computer generated? The following animation also is computer generated Does that make the animated agent VR?

Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer 6 Virtual Reality is 3-D? Cave  19 th century theater too Stage Hidden actor Slanted glass pane Mirror Light Illusion of ghost Audience Stage Ideas have not changed

Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer 7 Virtual Reality is interactive, also with other users? Well, what do you think about these force-feedback devices?

Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer 8 Virtual Reality is immersive? In surroundings, but so is a haunted house Emotionally, but so can acting be Acting in Playback ".... my deep curiosity and desire to be on the Playback stage shook my entire body" Makoto Tange (Tama) writes about his experience of playback acting

Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer 9 Is projecting bricks on me the same as Augmented Reality? Man of stone

Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer 10 What we learned from the foregoing: VR is not technology VR is not a rendering technique VR is not reality but a fiction genre VR is an experience of fiction as if it were real Thus, VR is fiction with many features judged realistic  

Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer 11 *Truth test by whatever belief system: Religion, science, culture Virtual Reality is the experience of fiction as if it were real

Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer 12 Virtual Reality can evoke the experience of immersion, the extreme outcome of an Involvement-Distance trade-off “Fear” “Agitated” Jet fighter simulation

Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer 13 Reality Fiction realisticunrealistic 1: true½: possible0: false VR unrealisticrealistic Fiction is less consequential for daily life Therefore, VR has less emotional relevance

Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer 14 Because Virtual Reality has less emotional relevance, it is functional for safely exploring dangerous, expensive, and fantastic situations. La Realidad Virtual es la tecnología que permite sumergir a un usuario en un ambiente tridimensional simulado por el computador, de forma interactiva y autónoma en tiempo real. De esta forma, por medio de la realidad virtual se puede estar en lugares y situaciones simuladas, sin estar físicamente en ellos. La realidad virtual nos lleva a lugares cotidianos desde una nueva perspectiva, a sitios reales de difícil, por no decir imposible acceso, e incluso a mundos imaginarios de leyes arbitrarias. Making VR more immersive, raising more involvement is increasing personal relevance of the experience rather than rendering hyper-realistic features. Relevance is increased by touching upon the goals and concerns of the user.

Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer 15 Relevance is increased by touching upon the goals and concerns of the user. Perfectly realistic features are not always useful Perfectly relevant features always are even when unrealistic DNA molecular structure E.g., color distinctions

Johan F. Hoorn, Elly A. Konijn, Gerrit C. van der Veer 16 In designing a VR-experience, the strive for ‘augmented reality’ should better be for ‘augmented relevance’ Augmenting relevance should be done not so much by increasing the number and quality of realistic features but by increasing the personal meaning of a simulated (work) situation, providing features that tune in to the goals and concerns of the user To do so, requirements engineering for VR-systems should begin with relevance assessment Conclusions