Defining Virtual Reality: Dimensions Determining Telepresence
1992/12/01 by Jonathan Steuer · 47 citations
Computer Science · Psychology · Neuroscience · #Virtual Reality Applications and Impacts #Visual and Cognitive Learning Processes #Tactile and Sensory Interactions
paper · doi:10.1111/j.1460-2466.1992.tb00812.x
Abstract
The game understanding has changed shape according to the possibilities and needs of the digital age and gained a digital structure and penetrated to our homes and even our pockets. Increasing the rate of involvement of games in our daily lives has also provided diversification of the ways people play games. There are many computer-based platforms and game types that meet different game needs. Each platform brings with it various peripheral devices. Considering that the main purpose of the game is to enjoy, it is also important to discuss the designs of the products in question for the experience to be gained. Among the physical peripherals, controllers stand out as a remarkable area in terms of product design due to their visual and tactile (sometimes auditory) features and diversity. In this research, video game controllers discussed in terms of user needs, expectations, and academic researchers’ dimensions such as natural interaction style or dimensionality. In addition to the mouse & keyboard, the current game consoles, VR game platforms, and some wearable controllers examined in the study. Also, the concepts used by users and researchers in evaluating control devices compiled and points that overlap with each other interpreted. The evaluation dimensions, which were deemed incomplete in both views, are expressed. The study, as a result, revealed the multidimensionality of the game controllers and the difficulty of making a complete comparison of the features of all the controllers.
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