10. Human Perception and Presence in MR

Rob Lindeman, Director HITLab NZ.

In popular media:

Terms:

‘Being there’

What does it mean to ‘be here’?

What does it mean to be together?

How can we re-create these using technology?

In a real environment, we can use:

For a remote physical environment:

In virtual environments:

In described environments:

Game Design

What makes a good game?

A great game is a series of interesting and meaningful choices made by the player in pursuit of a clear and compelling goal

  • Sid Meier

‘Natural Funativity’:

Game structure:

Flow

Mihály Csíkszentmihályi, Flow: The Psychology of Optimal Experience (1990):

Convexity of game play:

Flow and convexity can be combined:

flOw

Characterizing Flow:

Immersion

Immersion:

Haptic ChairIO (Feng et al., 2016):

Natural interaction:

Personal experiences:

Presence

Types of presence:

Measuring presence:

The Real World

The real world is great:

Hence, it is useful to use existing things from the real world: this makes AR easier than VR in terms of fidelity.

But beyond perceptual, there is:

We can tap into experiences already anchored in the mind of the user: provide the essence and let the brain fill in the details, or plant new experiences: seeds that can grow and become scaffolding for future experiences.

To do this:

The myth of technical immersion:

Impossible spaces: