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The Limitations of Reality

Published: 19 November 2019 Publication History

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:
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.

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Richard Byrne, Joe Marshall, and Florian’Floyd’ Mueller. 2016. Balance ninja: towards the design of digital vertigo games via galvanic vestibular stimulation. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play. ACM, 159–170.
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Joe Marshall, Steve Benford, Richard Byrne, and Paul Tennent. 2019. Sensory Alignment in Immersive Entertainment. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. ACM, 700.
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Alison McMahan. 2003. Immersion, engagement and presence. The video game theory reader 67 (2003), 86.
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Paul Milgram and Fumio Kishino. 1994. A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems 77, 12 (1994), 1321–1329.
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Holger Regenbrecht and Thomas Schubert. 2002. Measuring presence in augmented reality environments: design and a first test of a questionnaire. Porto, Portugal (2002).
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Emily Shaw, Tessa Roper, Tommy Nilsson, Glyn Lawson, Sue VG Cobb, and Daniel Miller. 2019. The Heat is On: Exploring User Behaviour in a Multisensory Virtual Environment for Fire Evacuation. arXiv preprint arXiv:1902.04573(2019).
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Cited By

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  • (2023)Virtual narratives, physical bodies: Designing diegetic sensory experiences for virtual realityConvergence: The International Journal of Research into New Media Technologies10.1177/13548565231178915(135485652311789)Online publication date: 31-May-2023
  • (2022)Augmented Dimension Portal Types2022 IEEE Mexican International Conference on Computer Science (ENC)10.1109/ENC56672.2022.9882937(1-4)Online publication date: 24-Aug-2022
  • (2021)Enabling Reusable Haptic Props for Virtual Reality by Hand DisplacementProceedings of Mensch und Computer 202110.1145/3473856.3474000(412-417)Online publication date: 5-Sep-2021
  • Show More Cited By

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cover image ACM Other conferences
HttF '19: Proceedings of the Halfway to the Future Symposium 2019
November 2019
260 pages
ISBN:9781450372039
DOI:10.1145/3363384
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 19 November 2019

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Author Tags

  1. augmented reality
  2. mixed reality
  3. sensory stimulation
  4. virtual reality

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  • Short-paper
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  • Refereed limited

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HTTF 2019
HTTF 2019: Halfway to the Future
November 19 - 20, 2019
Nottingham, United Kingdom

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Cited By

View all
  • (2023)Virtual narratives, physical bodies: Designing diegetic sensory experiences for virtual realityConvergence: The International Journal of Research into New Media Technologies10.1177/13548565231178915(135485652311789)Online publication date: 31-May-2023
  • (2022)Augmented Dimension Portal Types2022 IEEE Mexican International Conference on Computer Science (ENC)10.1109/ENC56672.2022.9882937(1-4)Online publication date: 24-Aug-2022
  • (2021)Enabling Reusable Haptic Props for Virtual Reality by Hand DisplacementProceedings of Mensch und Computer 202110.1145/3473856.3474000(412-417)Online publication date: 5-Sep-2021
  • (2021)Playing by Ear: Designing for the Physical in a Sound-Based Virtual Reality NarrativeProceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3430524.3440635(1-9)Online publication date: 14-Feb-2021
  • (2021)Selling Glossy, Easy Futures: A Feminist Exploration of Commercial Mental-Health-focused Self-Care Apps’ Descriptions in the Google Play StoreProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445500(1-17)Online publication date: 6-May-2021

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