虚拟现实沉浸感的决定因素:图像vs.动作

A. R. Mitchell, Stuart Rosen, W. Bricken, Ron Martinez, B. Laurel
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Psychological Immersivity is a process in which many of a person’s senses are stimulated by an artificial environment, to the point where emotions and intellect follow as though actually in a real-world or other-world event. VR is a computer generated, real time, interactive environment of three-dimensional visual, aural, and other sensed phenomena. Realistic action refers to both the quality of a VR story line or adventure scenario and the fidelity of its dynamic realization, including attributes such as motion, voice generation or recongnition, and virtual character behavior. Realistic graphics refers to visual fidelity attributes, such as resolution, field of view, frame rate, polygon density, and texture map complexity. The psychologist Mihaly Csikszentmihalyi, writing about years of research into what causes happiness in life’s experiences, has identified a state called “flow.” Flow is a process characteristic of certain human activities that is akin to what we call psychological immersion for VR experiences. This research supports the contention that psychological immersivity is the most important measure of merit and that interactivity is critical for optimized consumer happiness. But the work does not answer the basic question of whether realistic graphics or realistic action is the greater determinant of immersivity. The location-based and home entertainment industries are becoming aware that distributed interactive simulation systems developed for Army training (SimNet and Close Combat Tactical Trainer) indicate that VR envrironments can produce a greater depth of immersivity than any other simulation training experience. That evidence from military training is reinforced by reports from consumers of newly emerging location-based and home entertainment VR products. But why is that so? VR graphics are usually inferior to animations due to the need for real time rendering. We also note that VR action can offer a higher level of interactivity because of the four-dimensional, space-time degrees of freedom. Does this mean that realistic action is more important than realistic graphics? Designers of networked, interactive computer games (MUDs) generally believe that action is much more important than graphics. Players of these text-based adventure games have hours of immersivity. Is this more evidence that realistic action is more important than realistic graphics? Despite the above evidence, the arcade, the home video, and the home computer game industries are clearly pushing toward vastly improved graphics through CD-ROM multimedia systems, while making realistic action of secondary importance. Consumers are certainly flocking to these products. Is this contrary evidence that realistic graphics are more important than realistic action? As we address these basic questions, it is important to realize that the interactive VR experience takes place in a “closed, human-in-theloop system.” This realization provides a balanced point of view, an awareness that graphics and action are causally integrated and psychologically interdependent. A graphical object such as a virtual human form with well modeled body dynamics is vusally more pleasing and engrossing in space-time than a still frame image would suggest. This effect becomes more pronounced as the quality of the story line increases. Thus, realistic action enhances the realism of graphics. Conversely, we also note that virtual characters present action that is much more intriguing and believable when the geometric and texture complexity increases their graphical, still frame fidelity. Thus, realistic graphics enhance the realism of action. Hence, graphics and action must be modeled in a co-dependent manner that is fitting for the story line, the sophistication of the human participant, and the market’s contraints on product cost. And there’s the rub! From the point-of-view of the product developer, nothing about VR is more real than the market’s price constraints and the need to optimize a system design within those constraints. In other words, we must strive to give the greatest value the deepest level of psychological immersivity for the dollar paid. When we take this practical, market-driven point of view, the trade between realistic graphics and realistic action suddenly becomes critical, controversial, and esoteric. The degree of realistic action available in commercial VR products has been at a rather low level due to a dearth of outstanding authors who understand the medium, and immaturity of enabling technologies for authoring tools and real time execution of the dynamic attributes of a story line. Improving realistic action primarily involves software research and development, with potentially high cost and schedule risk if requirements are set too high. Because of these practicalities, most of the promising research in the area of realistic action is occurring in university labs and military system developments. However, this research is being actively published and industry is responding to the opportunities for technology transfer into their product lines. 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VR is a computer generated, real time, interactive environment of three-dimensional visual, aural, and other sensed phenomena. Realistic action refers to both the quality of a VR story line or adventure scenario and the fidelity of its dynamic realization, including attributes such as motion, voice generation or recongnition, and virtual character behavior. Realistic graphics refers to visual fidelity attributes, such as resolution, field of view, frame rate, polygon density, and texture map complexity. The psychologist Mihaly Csikszentmihalyi, writing about years of research into what causes happiness in life’s experiences, has identified a state called “flow.” Flow is a process characteristic of certain human activities that is akin to what we call psychological immersion for VR experiences. This research supports the contention that psychological immersivity is the most important measure of merit and that interactivity is critical for optimized consumer happiness. 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Designers of networked, interactive computer games (MUDs) generally believe that action is much more important than graphics. Players of these text-based adventure games have hours of immersivity. Is this more evidence that realistic action is more important than realistic graphics? Despite the above evidence, the arcade, the home video, and the home computer game industries are clearly pushing toward vastly improved graphics through CD-ROM multimedia systems, while making realistic action of secondary importance. Consumers are certainly flocking to these products. Is this contrary evidence that realistic graphics are more important than realistic action? As we address these basic questions, it is important to realize that the interactive VR experience takes place in a “closed, human-in-theloop system.” This realization provides a balanced point of view, an awareness that graphics and action are causally integrated and psychologically interdependent. 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引用次数: 7

摘要

从观看计算机生成的动画到在虚拟现实(VR)环境中进行互动体验,心理沉浸感是衡量媒体体验有效性的最重要的性能指标。为了提供和培养最具价值的硬件系统和最有效的软件媒体,我们需要知道是什么决定了沉浸感:逼真的图像,逼真的动作,还是某种平衡?小组将由五位持不同观点的专家介绍这一关键问题。该小组的四个关键概念是心理沉浸感,VR,现实行动和现实图形。心理沉浸是一个过程,在这个过程中,一个人的许多感官受到人工环境的刺激,直到情感和智力跟随,就像在现实世界或另一个世界的事件中一样。VR是一种计算机生成的、实时的、交互式的三维视觉、听觉和其他感知现象的环境。逼真的动作既指VR故事情节或冒险场景的质量,也指其动态实现的保真度,包括动作、声音生成或识别以及虚拟角色行为等属性。逼真图形指的是视觉保真度属性,如分辨率、视场、帧率、多边形密度和纹理图复杂性。心理学家Mihaly Csikszentmihalyi在多年的研究中发现了一种叫做“心流”的状态。心流是某些人类活动的过程特征,类似于我们所说的VR体验中的心理沉浸。这项研究支持了以下观点:心理沉浸感是最重要的价值衡量标准,而互动性对优化消费者幸福感至关重要。但这项工作并没有回答一个基本问题,即究竟是逼真的图像还是逼真的动作才是沉浸感的决定因素。基于位置的和家庭娱乐行业逐渐意识到,为陆军训练开发的分布式交互式模拟系统(SimNet和近距离战斗战术训练器)表明,VR环境可以比任何其他模拟训练体验产生更深度的沉浸感。来自新兴的基于位置和家庭娱乐的虚拟现实产品的消费者的报告加强了军事训练的证据。但为什么会这样呢?由于需要实时渲染,VR图形通常不如动画。我们还注意到,由于四维的时空自由度,VR动作可以提供更高层次的交互性。这是否意味着现实的行动比现实的图像更重要?网络互动电脑游戏(mud)的设计师通常认为动作比图像重要得多。这些基于文本的冒险游戏的玩家拥有数小时的沉浸感。这是否更能证明逼真的动作比逼真的图像更重要?尽管有上述证据,但街机、家庭录像带和家庭电脑游戏行业显然正在通过CD-ROM多媒体系统推动大大改进图像的发展,而将现实行动置于次要地位。消费者当然会趋之若鹜地购买这些产品。这是否证明了逼真的图像比逼真的动作更重要?当我们解决这些基本问题时,重要的是要认识到交互式VR体验发生在一个“封闭的、人在循环系统”中。这种认识提供了一种平衡的观点,即图像和行动是因果结合的,并且在心理上是相互依赖的。一个图形化的对象,比如一个具有良好的身体动力学模型的虚拟人体,在视觉上比静止的帧图像更令人愉悦,更引人入胜。随着故事情节质量的提高,这种效果变得更加明显。因此,逼真的动作增强了图像的真实感。相反地,我们也注意到,当几何和纹理复杂性增加其图像和帧保真度时,虚拟角色呈现的动作会更加有趣和可信。因此,逼真的图像增强了动作的真实感。因此,图像和动作必须以一种相互依赖的方式进行建模,以适应故事情节、人类参与者的复杂程度以及市场对产品成本的限制。这就是问题所在!从产品开发者的角度来看,没有什么比市场的价格约束和在这些约束下优化系统设计的需求更真实的了。换句话说,我们必须努力为所支付的金钱提供最大的价值和最深层次的心理沉浸感。 当我们采取这种实际的、市场驱动的观点时,现实图像和现实行动之间的交易突然变得关键、有争议和深奥。由于缺乏了解这种媒介的杰出作者,以及用于创作工具和实时执行故事情节动态属性的支持技术不成熟,商业VR产品中可用的逼真动作程度一直处于相当低的水平。改进实际行动主要涉及软件研究和开发,如果需求设置得太高,可能会带来潜在的高成本和进度风险。由于这些实用性,在现实行动领域的大多数有前途的研究都发生在大学实验室和军事系统开发中。不过,这项研究正在积极发表,工业界正在对技术转移到其产品线的机会作出反应。尽管在现实行动中追求进步是有风险的,但在为行业研发交易领域和制作设计成本决策时,最具成本效益的选择往往是实现更现实的行动,而不是更现实的图像。这是真的,因为VR的实时处理要求可能会使图形的增量改进更加昂贵,甚至在硬件吞吐量和生产成本方面无法实现。特别重要的是要问,“对于目前倾向于增加动作的现实性而不是增加图像的现实性的VR系统来说,什么能够改变这种成本效益等式?”答案是,需要新的图形算法、系统架构和硬件技术,使增加图形真实感的成本效益与增加动作真实感的成本效益相一致。
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Determinants of immersivity in virtual reality: graphics vs. action
Psychological immersivity is the most important performance measure of effectiveness for media experiences, from watching a computer generated animation to having an interactive experience in a virtual reality (VR) environment. To offer and foster the best value hardware systems and the most effecive software media, we need to know what determines immersivity: realistic graphics, realistic action , or some sort of balance? The panel will address this critical question with presentations by five experts with varied points of view. The four key concepts of the panel are Psychological Immersivity, VR, Realistic Action, and Realistic Graphics. Psychological Immersivity is a process in which many of a person’s senses are stimulated by an artificial environment, to the point where emotions and intellect follow as though actually in a real-world or other-world event. VR is a computer generated, real time, interactive environment of three-dimensional visual, aural, and other sensed phenomena. Realistic action refers to both the quality of a VR story line or adventure scenario and the fidelity of its dynamic realization, including attributes such as motion, voice generation or recongnition, and virtual character behavior. Realistic graphics refers to visual fidelity attributes, such as resolution, field of view, frame rate, polygon density, and texture map complexity. The psychologist Mihaly Csikszentmihalyi, writing about years of research into what causes happiness in life’s experiences, has identified a state called “flow.” Flow is a process characteristic of certain human activities that is akin to what we call psychological immersion for VR experiences. This research supports the contention that psychological immersivity is the most important measure of merit and that interactivity is critical for optimized consumer happiness. But the work does not answer the basic question of whether realistic graphics or realistic action is the greater determinant of immersivity. The location-based and home entertainment industries are becoming aware that distributed interactive simulation systems developed for Army training (SimNet and Close Combat Tactical Trainer) indicate that VR envrironments can produce a greater depth of immersivity than any other simulation training experience. That evidence from military training is reinforced by reports from consumers of newly emerging location-based and home entertainment VR products. But why is that so? VR graphics are usually inferior to animations due to the need for real time rendering. We also note that VR action can offer a higher level of interactivity because of the four-dimensional, space-time degrees of freedom. Does this mean that realistic action is more important than realistic graphics? Designers of networked, interactive computer games (MUDs) generally believe that action is much more important than graphics. Players of these text-based adventure games have hours of immersivity. Is this more evidence that realistic action is more important than realistic graphics? Despite the above evidence, the arcade, the home video, and the home computer game industries are clearly pushing toward vastly improved graphics through CD-ROM multimedia systems, while making realistic action of secondary importance. Consumers are certainly flocking to these products. Is this contrary evidence that realistic graphics are more important than realistic action? As we address these basic questions, it is important to realize that the interactive VR experience takes place in a “closed, human-in-theloop system.” This realization provides a balanced point of view, an awareness that graphics and action are causally integrated and psychologically interdependent. A graphical object such as a virtual human form with well modeled body dynamics is vusally more pleasing and engrossing in space-time than a still frame image would suggest. This effect becomes more pronounced as the quality of the story line increases. Thus, realistic action enhances the realism of graphics. Conversely, we also note that virtual characters present action that is much more intriguing and believable when the geometric and texture complexity increases their graphical, still frame fidelity. Thus, realistic graphics enhance the realism of action. Hence, graphics and action must be modeled in a co-dependent manner that is fitting for the story line, the sophistication of the human participant, and the market’s contraints on product cost. And there’s the rub! From the point-of-view of the product developer, nothing about VR is more real than the market’s price constraints and the need to optimize a system design within those constraints. In other words, we must strive to give the greatest value the deepest level of psychological immersivity for the dollar paid. When we take this practical, market-driven point of view, the trade between realistic graphics and realistic action suddenly becomes critical, controversial, and esoteric. The degree of realistic action available in commercial VR products has been at a rather low level due to a dearth of outstanding authors who understand the medium, and immaturity of enabling technologies for authoring tools and real time execution of the dynamic attributes of a story line. Improving realistic action primarily involves software research and development, with potentially high cost and schedule risk if requirements are set too high. Because of these practicalities, most of the promising research in the area of realistic action is occurring in university labs and military system developments. However, this research is being actively published and industry is responding to the opportunities for technology transfer into their product lines. Despite the risks of pursuing advancements in realistic action, when trading areas for industry R&D and when making production design-to-cost decisions, it often seems that the most cost-effective choice is to achieve more realistic action instead of more realistic graphics. This is true because VR’s real time processing requirements can make incremental improvements in graphics much more expensive or even unattainable in terms of hardware throughput and production cost. It is particularly important to ask, “What could change this costeffectiveness equation for VR systems that currently favor increasing the realism of action over increasing the realism of graphics?” The answer is that new graphics algorithms, system architectures, and hardware technologies are needed that bring the cost-effectiveness of increasing the realism of graphics in line with the cost-effectiveness of increasing the realism of action.
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