{"title":"现实的局限性","authors":"Joe Marshall, P. Tennent","doi":"10.1145/3363384.3363475","DOIUrl":null,"url":null,"abstract":"Existing conceptualisations of mixed reality technologies embody a fundamental assumption, that they are a tool to simulate consistent ‘realities’. We present three examples of how this assumption constrains designers: \n One way to avoid these issues is to define such ‘immersive technologies’ purely as motion tracked sensory stimulation devices. This offers a basic building block for design, however in the the future a range of higher level concepts will be required to enable new and exciting uses of VR and AR equipment. Convincing simulation of realities is only a small subset of the potential uses.","PeriodicalId":122294,"journal":{"name":"Halfway to the Future Symposium","volume":"81 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"The Limitations of Reality\",\"authors\":\"Joe Marshall, P. Tennent\",\"doi\":\"10.1145/3363384.3363475\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Existing conceptualisations of mixed reality technologies embody a fundamental assumption, that they are a tool to simulate consistent ‘realities’. We present three examples of how this assumption constrains designers: \\n One way to avoid these issues is to define such ‘immersive technologies’ purely as motion tracked sensory stimulation devices. This offers a basic building block for design, however in the the future a range of higher level concepts will be required to enable new and exciting uses of VR and AR equipment. Convincing simulation of realities is only a small subset of the potential uses.\",\"PeriodicalId\":122294,\"journal\":{\"name\":\"Halfway to the Future Symposium\",\"volume\":\"81 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-11-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Halfway to the Future Symposium\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3363384.3363475\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Halfway to the Future Symposium","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3363384.3363475","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Existing conceptualisations of mixed reality technologies embody a fundamental assumption, that they are a tool to simulate consistent ‘realities’. We present three examples of how this assumption constrains designers:
One way to avoid these issues is to define such ‘immersive technologies’ purely as motion tracked sensory stimulation devices. This offers a basic building block for design, however in the the future a range of higher level concepts will be required to enable new and exciting uses of VR and AR equipment. Convincing simulation of realities is only a small subset of the potential uses.