Hi all,
thanks a lot for the great panel, it was very inspiring.
I just wanted to come back to the discussion about games and VR.
Two recent games are just incredibly (cognitively) immersive, and with a few modifications they would be incredible to play in iVR (adding perceptive immersion).
I'm talking about Mirror's Edge and Heavy Rain.
The first game, Mirror's Edge, is roughly about a girl who runs and jumps across of buildings. It's fast, elegant, and it really takes you there.
( http://cb.nowan.net/blog/2008/11/18/mirrors-edge-gaming-with-proprioception/ )
Quoting a Wired article :
What makes Mirror’s Edge so different? Sure, the action is swoopy and vertiginous, just as it is in many other games. (…) Why does this game get its hooks into my brain so effectively? Why does it feel so much more visceral?
I think it’s because Mirror’s Edge is the first game to hack your proprioception.
That’s a fancy word for your body’s sense of its own physicality — its “map” of itself. Proprioception is how you know where your various body parts are — and what they’re doing — even when you’re not looking at them. It’s why you can pass a baseball from one hand to another behind your back; it’s how you can climb stairs without looking down at your feet. (...)
When you run, you see your hands pumping up and down in front of you. When you jump, your feet briefly jut up into eyeshot — precisely as they do when you’re vaulting over a hurdle in real life. And when you tuck down into a somersault, you’re looking at your thighs as the world spins around you. (…)
The upshot is that these small, subtle visual cues have one big and potent side effect: They trigger your sense of proprioception. It’s why you feel so much more “inside” the avatar here than in any other first-person game. (…)
The other one, Heavy Rain ( http://cb.nowan.net/blog/2010/03/13/heavy-rain-and-plausibility-illusion/ ), uses different tricks to create immersion :
The first and most simple one is that you are almost always playing. (...)
Then if you want to perform an action (you have the choice not to), you’ll have to do precise movements with your joystick, moreover at a correct speed; for example if you want to reach out to an object to your right, simply push the joystick to the right. If you want to open a door, you’ll have to do an half circle, mimicking the rotation of the door. (...)
Then the game happens in realtime which means you sometimes have to think and act fast (...)
That’s one beauty of the game: each of your action has consequences on the story. David Cage, creator of the game and head of the french game studio Quantic Dreams, has written more than 2000 pages for this game which has 23 different endings. (...)
It is also very realistic because you have to use your brain realistically. No puzzles or crazy wayfinding. You’re in a rush and have to phone a room in a motel. Damn, can you remember the room number that you’ve seen several times ? Or your on a crime scene (but you don’t know that) before the cops arrive and you’ve touched several objects. Will you remember which ones to be able to clean them all and erase all your traces ? As in real life, you’re left on your own with your aging memory. Same for human interactions, will you have empathy? Will you be cold? Use your heart intelligence.
So they're pretty good with Plausibility Illusion, maybe we could help them get the whole presence package !
Maybe one thing we could do is try to write an article in a game magazine to talk about this topic and raise the game designers' awareness of the value of our community..
The game designer would then become an experience designer and take this industry to a whole new level !
Thanks,
Cb
On 3/3/10 14:57 , Sebastien Kuntz wrote:
Hi,
Mel Slater has a more recent paper where he describes his latest findings and definitions about immersion, presence etc.
I've summarized it here : http://cb.nowan.net/blog/2009/09/18/immersion-place-illusion-and-plausibility/
"
Immersion
Immersion is a technical capability of a VR system and nothing else. (...)
“We describe immersion not by displays plus tracking, but as a property of the valid actions that are possible within the system. Generally, system A is at a higher level of immersion than system B if the valid actions of B form a proper subset of those of A.” (…)
Place Illusion
Place Illusion is the sense of ‘being there’ (and nothing else), often called ‘presence’. (...) If you’re physically moving and your perception of the virtual environement changes (because a the system has updated the rendering to your new position), PI is maintained.
[this could be called perceptive immersion, or "the horse" as David calls it]
Plausibility Illusion
Plausibility Illusion is the illusion that what is apparently happening is really happening. This results from a sense that your actions have effects on the VE, that other events of the VE affect your sensations, and that these events are credible.
[this could be called cognitive immersion, or "the rider"]
"
Time for some polemic :)
For me iVR ( immersive VR or iV as David calls it) means presence (or Place Illusion + Plausibiliy Illusion ). As is stated in the article :
Can PI occur in computer games as used on desktop systems? To what extent can you have a feeling of ‘being there’ with respect to a desktop virtual reality system? (…) The answer is ‘you cannot’. (…)
In the case of a desktop system the situation is quite different, the feeling reported as ‘being there’ if it comes at all is after much greater exposure, requires deliberate attention, and is not automatic – it is not simply a function of how the perceptual system normally works, but is something that essentially needs to be learned (…) PI may still be reported, but this is as a consequence of additional creative mental processing. It does not refer to the same qualia as for the first order systems.
This rules out any kind of desktop metaverse (like second life) as immersive virtual reality.
We've had long discussions with David to try to know if AR can indeed provide presence, and I'm not sure I agree that it does.
Moreover I think the term Virtual Reality was created to described a combination of metaverse + iVR.
So neither of these fields should be called VR :)
AR, multitouch, tangible interfaces are tools for more natural interactions, which help with the cognitive immersion. Do they help or break perceptive immersion ?
So what is IEEE VR really about? Should it be called IEEE Immersive VR ? Or something else ?
It could be about presence and interactions *in* a 3d world. Interactions *with* a 3d world is broader and doesn't necessarily precludes presence. For me it is the subject of 3DUI.
<troll> I have to say I'm surprised to have a keynote speak about Second Life since it doesn't have much perceptive immersion and not so much 3DUI. </troll>
Thanks for the discussion ;)
Sébastien
Le 03/03/2010 17:36, NAHON David a écrit :Hi all,
I should now again be able to post on the list, so I do so
Thanks Chadwick for the link from Mel Slater
I’ll re-read it, but in first approximation, I’m still for using the word presence in my phrasing
(great discussions in perspective !!)
I’m adding also this slide, which I also use to complement the first, which more or less says that we (Immersive Virtuality people) are mostly talking to the inner part of the user’s brain (the horse as says Roland Jouvent).
But don’t make me wrong, I know, as Philippe Fuchs (http://books.google.fr/books?id=kKBH-C1jFo4C&pg=PA13&lpg=PA13&dq=fuchs+traité+schema&source=bl&ots=aCcZ0NBsbQ&sig=N1Ry6_3m1RJnar4t2JAKGjLFPpA&hl=fr&ei=WI-OS5uFNY-X_Qb5jMTwDA&sa=X&oi=book_result&ct=result&resnum=1&ved=0CAYQ6AEwAA#v=onepage&q=&f=false ) and other says, that we are creating “functional immersion”, which is a link of sensori-motor immersion (“the horse”) and cognitive immersion (“the rider”)
Cheers
D.
Hi all,
I am replying to Sébastien's message on 3DUI's "What is VR?" thread here since it brought some interesting points and it should be discussed here instead of on the 3DUI mailing list.
First of all, I love your idea of making immersive versions of those games. I have never seen or played Mirror's Edge but I've toyed a bit with Heavy Rain and some interactions in this game look like they would really benefit from being implemented with different tools than just mouse and keyboard.
Also, the mentions you make about game designers becoming experience designers sounds very familiar.. Have you read the book "The art of game design" by Jesse Schell ? One of the themes of this book is games as an experience. I haven't read it all myself, but the author spends a few sections describing how by creating a game you are essentially trying to design an experience, or a game that enables an experience... What type of experience is up to you, but you can certainly enhance them by using more immersive display/input technologies. Anyway for anyone who wants to design games or even VR-games this book ought to be a nice read/start.
We did run Killing Floor in our CAVE during experiments on stress management training. I was not the one in charge and I don't know if he wants to or can comment the experiments on here, but I can confirm what Anthony has noted about the performance, it is never on par with a desktop version.
In our case the control was made using an Intersense WAND, so the fact that you have to aim and move around (using the WAND's joystick) probably didn't help. Has anyone done some serious research about this type of interaction ?
Interesting points. Realism in many cases is hard to do and often leads to worse experiences. For example, half-life 2, a FPS, makes me nauseous because of its fairly a
That's actually a good topic to start with :
What games or type of games would benefit from VR technology or benefit from being completely immersive ?
What would you like to play, completely immersed ?
I have already mentionned Mirror's Edge and Heavy Rain.
I'd add, obviously, that any type of FPS would be great (and "easy" to port) : Call of Duty, Gears of War, Killzone ..
But also adventure games like Zelda, Star Wars (force unleashed, mouahaha), Assassin's creed, Splinter Cell ..
These would have to be transformed into a first person.
Or do they ?
Howdy,
My name is Juliet and I am a PhD student under Dr. LaViola at UCF.�
I performed a Wizard-of-Oz study in January where participants played the first level of Mirror's Edge, an action game operated via a hand held controller, using only their body. The experiment took place in a 10'x10' enclosed space and a 50" HDTV was used for the display. Not surprisingly, participants would start off moving as if they were the character in the virtual environment (e.g. run forward towards the screen and jump). Of course there was a problem of physical space being a fraction of the size of the virtual environment and the participants would run out of room. (Or into the TV screen!) So naturally the participants would create what we called "compensating travel techniques" to represent how the character should move and in what direction while conforming to the constraints of the available physical space and display. For example, a twist of the shoulders to the right and back to center while running in place is a compensating travel technique for running and turning to the right. Of course the question is are these compensating travel techniques needed if the game was played in VR? It depends on the apparatus. For example, if the apparatus allows for�redirected walking techniques, then the need for compensating travel techniques may be eliminated.�
I did not compare the participants' enjoyment or presence in this setting to the traditional controller-based interface because it was not the purpose of this study. However, the results from the post�questionnaire�show they enjoyed playing the game using full body interaction because they felt "connected to the action."
Participants reported feeling tired after playing the level, but this did not discourage them from desiring to play the entire game using the full body interaction (as indicated by the post-questionnaire). Fatigue for such a game should be considered. Gamers could easily finish the story mode of Mirror's Edge in one day (about 7 hours) when using a hand held controller. Using full body interaction, I think the game would be progressed through to the end on several different occasions. I could see a player losing interest if a game is heavily story driven, but cannot progress fast enough due to user fatigue. However, I do not think this is a problem with Mirror's Edge.
Wall-running posed problems for the participants using�full body�interaction because it just isn't possible to execute with out a wall. Those who attempted it fumbled through multiple gestures without settling on one. For most other in-game interactions encountered, participants either found a one-to-one or a pantomimic gesture (one that is based off a natural movement).
As Chad mentioned, you can find out the details of our study in the FDG 2010 proceedings when they are available.
Cheers!
Juliet NortonUniversity of Central FloridaInteractive Systems and User Experience LabMedia Convergence Lab
On Sat, Apr 17, 2010 at 12:25 PM, Chadwick Wingrave <cwin...@gmail.com> wrote:
We in the ISUE lab agree about the Mirror's Edge game. We've used it in a study we are presenting in FDG2010. I'll invite Juliet (grad student in charge) to make further comments about this.
--- Chadwick A. Wingrave, PhD
�����Postdoc, University of Central Florida
�����Interactive Systems and User Experience Lab (ISUE Lab)�� � Harris Engineering Center, Office 241
�����http://people.cs.vt.edu/~cwingrav
�����cwin...@eecs.ucf.edu��(540) 392-1168
On Apr 17, 2010, at 10:26 AM, S�bastien 'cb' Kuntz wrote:
Le 16/04/2010 22:10, Julien-Charles L�vesque a �crit�:Hi all,
I am replying to S�bastien's message on 3DUI's "What is VR?" thread here since it brought some interesting points and it should be discussed here instead of on the 3DUI mailing list.
First of all, I love your idea of making immersive versions of those games. I have never seen or played Mirror's Edge but I've toyed a bit with Heavy Rain and some interactions in this game look like they would really benefit from being implemented with different tools than just mouse and keyboard.
That's actually a good topic to start with :
What games or type of games would benefit from VR technology or benefit� from being completely immersive ?
What would you like to play, completely immersed ?
I have already mentionned Mirror's Edge and Heavy Rain.
I'd add, obviously, that any type of FPS would be great (and "easy" to port) : Call of Duty, Gears of War, Killzone ..
But also adventure games like Zelda, Star Wars (force unleashed, mouahaha), Assassin's creed, Splinter Cell ..
These would have to be transformed into a first person.
Or do they ?
Also, the mentions you make about game designers becoming experience designers sounds very familiar.. Have you read the book� "The art of game design" by Jesse Schell ? One of the themes of this book is games as an experience. I haven't read it all myself, but the author spends a few sections describing how by creating a game you are essentially trying to design an experience, or a game that enables an experience... What type of experience is up to you, but you can certainly enhance them by using more immersive display/input technologies. Anyway for anyone who wants to design games or even VR-games this book ought to be a nice read/start.
There was a panel at IEEE VR 2010 about Design for experience, but I couldn't attend it, did anybody ?
I will definitely read this book !
You can browse through it here : http://www.amazon.fr/gp/reader/0123694965/ref=sib_dp_pt#reader-page
Thanks for joining !
S�bastien
Julien-Charles L�vesque
On Tue, Mar 23, 2010 at 11:56 AM, S�bastien 'Cb' Kuntz <sebasti...@nowan.net> wrote:
Hi all,
thanks a lot for the great panel, it was very inspiring.
I just wanted to come back to the discussion about games and VR.
Two recent games are just incredibly (cognitively) immersive, and with a few modifications they would be incredible to play in iVR (adding perceptive immersion).
I'm talking about Mirror's Edge and Heavy Rain.
The first game, Mirror's Edge, is roughly about a girl who runs and jumps across of buildings. It's fast, elegant, and it really takes you there.
�( http://cb.nowan.net/blog/2008/11/18/mirrors-edge-gaming-with-proprioception/ )
Quoting a Wired article :
What makes Mirror�s Edge so different? Sure, the action is swoopy and vertiginous, just as it is in many other games. (�)� Why does this game get its hooks into my brain so effectively? Why does it feel so much more visceral?
I think it�s because Mirror�s Edge is the first game to hack your proprioception.
That�s a fancy word for your body�s sense of its own physicality � its �map� of itself. Proprioception is how you know where your various body parts are � and what they�re doing � even when you�re not looking at them. It�s why you can pass a baseball from one hand to another behind your back; it�s how you can climb stairs without looking down at your feet. (...)
When you run, you see your hands pumping up and down in front of you. When you jump, your feet briefly jut up into eyeshot � precisely as they do when you�re vaulting over a hurdle in real life. And when you tuck down into a somersault, you�re looking at your thighs as the world spins around you. (�)
The upshot is that these small, subtle visual cues have one big and potent side effect: They trigger your sense of proprioception. It�s why you feel so much more �inside� the avatar here than in any other first-person game.� (�)
The other one, Heavy Rain ( http://cb.nowan.net/blog/2010/03/13/heavy-rain-and-plausibility-illusion/ ), uses different tricks to create immersion :
The first and most simple one is that you are almost always playing. (...)
Then if you want to perform an action (you have the choice not to), you�ll have to do precise movements with your joystick, moreover at a correct speed; for example if you want to reach out to an object to your right, simply push the joystick to the right. If you want to open a door, you�ll have to do an half circle, mimicking the rotation of the door. (...)
Then the game happens in realtime which means you sometimes have to think and act fast (...)
That�s one beauty of the game: each of your action has consequences on the story.�David Cage, creator of the game and head of the french game studio Quantic Dreams, has written more than 2000 pages for this game which has 23 different endings. (...)
It is also very realistic because you have to use your brain realistically. No puzzles or crazy wayfinding. You�re in a rush and have to phone a room in a motel. Damn, can you remember the room number that you�ve seen several times ? Or your on a crime scene (but you don�t know that)�before the cops arrive and you�ve touched several objects. Will you remember which ones to be able to clean them all and erase all your traces ? As in real life, you�re left on your own with your aging memory. Same for human interactions, will you have empathy? Will you be cold? Use your heart intelligence.
So they're pretty good with Plausibility Illusion, maybe we could help them get the whole presence package !
Maybe one thing we could do is try to write an article in a game magazine to talk about this topic and raise the game designers' awareness of the value of our community..
The game designer would then become an experience designer and take this industry to a whole new level !
Thanks,
Cb
On 3/3/10 14:57 , Sebastien Kuntz wrote:
Hi,
Mel Slater has a more recent paper where he describes his latest findings and definitions about immersion, presence etc.
I've summarized it here : http://cb.nowan.net/blog/2009/09/18/immersion-place-illusion-and-plausibility/
"
Immersion
Immersion is a technical capability of a VR system and nothing else. (...)
�We describe immersion not by displays plus tracking, but as a property of the valid actions that are possible within the system. Generally, system A is at a higher level of immersion than system B if the valid actions of B form a proper subset of those of A.� (�)
Place Illusion
Place Illusion is the sense of �being there� (and nothing else), often called �presence�. (...) If you�re physically moving and your perception of the virtual environement changes (because a the system has updated the rendering to your new position), PI is maintained.
[this could be called perceptive immersion, or "the horse" as David calls it]
Plausibility Illusion
Plausibility Illusion is the illusion that what is apparently happening is really happening. This results from a sense that your actions have effects on the VE, that other events of the VE affect your sensations, and that these events are credible.
[this could be called cognitive immersion, or "the rider"]
"
Time for some polemic :)
For me iVR ( immersive VR or iV as David calls it) means presence (or Place Illusion + Plausibiliy Illusion ). As is stated in the article :
Can PI occur in computer games as used on desktop systems? To what extent can you have a feeling of �being there� with respect to a desktop virtual reality system? (�) The answer is �you cannot�. (�)
In the case of a desktop system the situation is quite different, the feeling reported as �being there� if it comes at all is after much greater exposure, requires deliberate attention, and is not automatic � it is not simply a function of how the perceptual system normally works, but is something that essentially needs to be learned (�) PI may still be reported, but this is as a consequence of additional creative mental processing. It does not refer to the same qualia as for the first order systems.
This rules out any kind of desktop metaverse (like second life) as immersive virtual reality.
We've had long discussions with David to try to know if AR can indeed provide presence, and I'm not sure I agree that it does.
Moreover I think the term Virtual Reality was created to described a combination of metaverse + iVR.
So neither of these fields should be called VR :)
AR, multitouch, tangible interfaces are tools for more natural interactions, which help with the cognitive immersion. Do they help or break perceptive immersion ?
So what is IEEE VR really about? Should it be called IEEE Immersive VR ? Or something else ?
It could be about presence and interactions *in* a 3d world. Interactions *with* a 3d world is broader and doesn't necessarily precludes presence. For me it is the subject of 3DUI.
<troll> I have to say I'm surprised to have a keynote speak about Second Life since it doesn't have much perceptive immersion and not so much 3DUI. </troll>
Thanks for the discussion ;)
S�bastien
Le 03/03/2010 17:36, NAHON David a �crit�:Hi all,
�
I should now again be able to post on the list, so I do so
�
Thanks Chadwick for the link from Mel Slater
I�ll re-read it, but in first approximation, I�m still for using the word presence in my phrasing
(great discussions in perspective !!)
�
I�m adding also this slide, which I also use to complement the first, which more or less says that we (Immersive Virtuality people) are mostly talking to the inner part of the user�s brain (the horse as says Roland Jouvent).
But don�t make me wrong, I know, as Philippe Fuchs (http://books.google.fr/books?id=kKBH-C1jFo4C&pg=PA13&lpg=PA13&dq=fuchs+trait�+schema&source=bl&ots=aCcZ0NBsbQ&sig=N1Ry6_3m1RJnar4t2JAKGjLFPpA&hl=fr&ei=WI-OS5uFNY-X_Qb5jMTwDA&sa=X&oi=book_result&ct=result&resnum=1&ved=0CAYQ6AEwAA#v=onepage&q=&f=false ) and other says, that we are creating �functional immersion�, which is a link of sensori-motor immersion (�the horse�) and cognitive immersion (�the rider�)
�
Cheers
D.�
--
Julien-Charles