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Interaction, imagination and immersion some research needs
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Source Virtual Reality Software and Technology archive
Proceedings of the ACM symposium on Virtual reality software and technology table of contents
Seoul, Korea
SESSION: KEYNOTE SPEECH table of contents
Pages: 1 - 7  
Year of Publication: 2000
ISBN:1-58113-316-2
Author
Thomas B. Sheridan  Massachusetts Institute of Technology, Cambridge MA
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
IITA : Institute of Information Technology Assessment
KRF : Korea Research Foundation
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
: Ministry of Information & Communication
KOSEF : Korea Science Engineering Foundation
Publisher
ACM  New York, NY, USA
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ABSTRACT

This paper discusses four ways that humans interact with their environments, plus four variables that determine the experience of virtual reality, and also which of the interactions support which of the VR-enhancing variables. Some philosophical issues abou immersion, the experience of presence, and the meaning of realit are then considered. The engineering paradigm of estimation is then reviewed as a way of bridging classical ontologica differences of opinion about reaility. Finally some VR research needs are discussed: haptics, mi nimally invasive diagnosis and surgery, driving simulation, decision aids in system operation, education, computer-aided synthesis, measures of presence and whether presence enhances performance, social ills of VR, and the relation of VR to spirituality.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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