非中心界面的兴起和虚拟连续体的崩溃

G. Welch
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引用次数: 1

摘要

虚拟现实(VR)和增强现实(AR)的流行概念源于我们与看似真实但并非真实的物体和环境进行交互的能力。这些范式最强大的方面之一是虚拟实体能够体现丰富的行为和外观,我们认为这些行为和外观与现实兼容,但不受现实的约束。做任何事或做任何事的自由有助于强化这样一种观念,即这些虚拟实体与现实世界本质上是不同的——就好像它们是魔法一样。这种独立的魔法地位因使用“魔法眼镜”(头戴式显示器)和“魔法棒”(空间交互设备)的典型需求而得到加强,这些设备被庄严地授予少数人。对于这些人来说,这种体验本质上是以自我为中心的——视觉和声音实际上来自魔法眼镜,而不是现实世界,与我们从电影中习惯的魔法不同,虚拟实体无法影响现实世界。这种真实和虚拟的分离也存在于我们相关的概念框架中,例如米尔格拉姆的虚拟连续体,其中真实和虚拟被明确区分和混合。虽然这些框架确实是概念性的,但我们经常觉得有必要将我们的系统和研究定位在连续体的某个地方,从而进一步强化真实和虚拟是不同的概念。我们的专业协会、我们的研究团体、我们的期刊和我们的会议的结构都倾向于巩固虚拟与现实的分离。然而,独立的力量正在出现,它们可能重塑我们对真实和虚拟的概念,并改变我们对与技术互动的意义的认识。首先,即使在VR/AR社区内,随着虚拟实体的外观和行为现实性的提高,虚拟体验也会变得更加真实。其次,随着人工智能、机器人和物联网(IoT)等领域的成熟并渗透到我们的生活中,真实事物的体验将变得更加虚拟。这些不同领域的融合有可能将VR/AR的自我中心魔法本质转变为更普遍的非中心魔法体验和界面,与现实世界互动并影响现实世界。这种转变将模糊传统的技术界限,这样的体验将不再被区分为真实或虚拟,我们对自然的感觉将进化到包括我们曾经记忆中的电影魔法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Rise of Allocentric Interfaces and the Collapse of the Virtuality Continuum
The popular concepts of Virtual Reality (VR) and Augmented Reality (AR) arose from our ability to interact with objects and environments that appear to be real, but are not. One of the most powerful aspects of these paradigms is the ability of virtual entities to embody a richness of behavior and appearance that we perceive as compatible with reality, and yet unconstrained by reality. The freedom to be or do almost anything helps to reinforce the notion that such virtual entities are inherently distinct from the real world---as if they were magical. This independent magical status is reinforced by the typical need for the use of "magic glasses" (head-worn displays) and "magic wands" (spatial interaction devices) that are ceremoniously bestowed on a chosen few. For those individuals, the experience is inherently egocentric in nature---the sights and sounds effectively emanate from the magic glasses, not the real world, and unlike the magic we are accustomed to from cinema, the virtual entities are unable to affect the real world. This separation of real and virtual is also inherent in our related conceptual frameworks, such as Milgram's Virtuality Continuum, where the real and virtual are explicitly distinguished and mixed. While these frameworks are indeed conceptual, we often feel the need to position our systems and research somewhere in the continuum, further reinforcing the notion that real and virtual are distinct. The very structures of our professional societies, our research communities, our journals, and our conferences tend to solidify the evolutionary separation of the virtual from the real. However, independent forces are emerging that could reshape our notions of what is real and virtual, and transform our sense of what it means to interact with technology. First, even within the VR/AR communities, as the appearance and behavioral realism of virtual entities improves, virtual experiences will become more real. Second, as domains such as artificial intelligence, robotics, and the Internet of Things (IoT) mature and permeate throughout our lives, experiences with real things will become more virtual. The convergence of these various domains has the potential to transform the egocentric magical nature of VR/AR into more pervasive allocentric magical experiences and interfaces that interact with and can affect the real world. This transformation will blur traditional technological boundaries such that experiences will no longer be distinguished as real or virtual, and our sense for what is natural will evolve to include what we once remember as cinematic magic.
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