Immersive design

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Immersive design (Experimental Design) describes design work which ranges in levels of interaction and leads users to be fully absorbed in an experience. This form of design involves the use of virtual reality (VR), augmented reality (AR), and mixed reality (MR) that creates the illusion that the user is physically interacting with a realistic digital atmosphere. [1] [2]

Contents

3D simulation that animated the speed and direction of four million stars in the Milky Way "Exploring the Universe in Virtual Reality" (2019) simulation by Goddard engineer Tom Grubb; image by NASA Exploring the Universe in Virtual Reality.jpg
3D simulation that animated the speed and direction of four million stars in the Milky Way "Exploring the Universe in Virtual Reality" (2019) simulation by Goddard engineer Tom Grubb; image by NASA

Overview

Alex McDowell coined the phrase 'immersive design' in 2007 in order to frame a discussion around a design discipline that addresses story-based media within the context of digital and virtual technologies. [3] [4] Together McDowell and museum director Chris Scoates co-directed   5D | The Future of Immersive Design conference in Long Beach 2008, laying some groundwork for immersive design to be a distinct design philosophy. 5D has become a forum and community representing a broad range of cross-media designers with its intent based in education, cross-pollination and the development of an expanding knowledge base. [5]

In recent years, immersive design has been promoted as a design philosophy where it has been appropriated for the purposes of describing design for narrative media and the process of Worldbuilding.[ citation needed ] [6]

With immersive design being applied to a variety of topics and discussions, there is great benefit to how immersive design can benefit the future of technology. Topics and discussions include, mental health and personal medicine, gaming, journalism, and education. [7] [8] [9] [10] Although immersive design is still maturing, it has served a great benefit to these fields, providing a unique learning experience for those involved.

Characteristics

In order for an experience to be considered 'immersive', it needs to incorporate multiple characteristics that help generate the altered illusionary experience. [11] [12]

See also

Related Research Articles

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.

<span class="mw-page-title-main">Augmented reality</span> View of the real world with computer-generated supplementary features

Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive, or destructive. This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one.

<span class="mw-page-title-main">Computer-mediated reality</span> Ability to manipulate ones perception of reality through the use of a computer

Computer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device such as a smartphone.

<span class="mw-page-title-main">Mixed reality</span> Merging of real and virtual worlds to produce new environments

Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time.

<span class="mw-page-title-main">Metaverse</span> Collective three-dimensional virtual shared space

The metaverse is a loosely defined term referring to three-dimensional virtual worlds in which users represented by avatars interact.

<span class="mw-page-title-main">Interactive media</span> Digital media which make use of moving images, animations, videos and audio

Interactive media normally refers to products and services on digital computer-based systems which respond to the user's actions by presenting content such as text, moving image, animation, video and audio. Since its early conception, various forms of interactive media have emerged with impacts on educational and commercial markets. With the rise of decision-driven media, concerns surround the impacts of cybersecurity and societal distraction.

<span class="mw-page-title-main">Alex McDowell</span> British production designer

Alex McDowell is a British narrative designer and creative director working in narrative media. He is a strong advocate of world building and immersive design and integrates digital technology and traditional design technique in his work. He has created a holistic design process that incorporates ideation, inception, prototyping, and production for tangible story worlds.

A virtual fixture is an overlay of augmented sensory information upon a user's perception of a real environment in order to improve human performance in both direct and remotely manipulated tasks. Developed in the early 1990s by Louis Rosenberg at the U.S. Air Force Research Laboratory (AFRL), Virtual Fixtures was a pioneering platform in virtual reality and augmented reality technologies.

<span class="mw-page-title-main">Immersion (virtual reality)</span> Perception of being physically present in a non-physical world

Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

A projection augmented model is an element sometimes employed in virtual reality systems. It consists of a physical three-dimensional model onto which a computer image is projected to create a realistic looking object. Importantly, the physical model is the same geometric shape as the object that the PA model depicts.

<span class="mw-page-title-main">Wearable technology</span> Clothing and accessories incorporating computer and advanced electronic technologies

Wearable technology is any technology that is designed to be used while worn. Common types of wearable technology include smartwatches and smartglasses. Wearable electronic devices are often close to or on the surface of the skin, where they detect, analyze, and transmit information such as vital signs, and/or ambient data and which allow in some cases immediate biofeedback to the wearer.

WebAR, previously known as the Augmented Web, is a web technology that allows for augmented reality functionality within a web browser. It is a combination of HTML5, Web Audio, WebGL, and WebRTC. From 2020s more known as web-based Augmented Reality or WebAR, which is about the use of augmented reality elements in browsers.

zSpace (company) Technology firm based in San Jose, California

zSpace is a technology firm based in San Jose, California that combines elements of virtual and augmented reality in a computer. zSpace mostly provides AR/VR technology to the education market. It allows teachers and learners to interact with simulated objects in virtual environments.

A transreality game, sometimes written as trans-reality game, describes a type of video game or a mode of gameplay that combines playing a game in a virtual environment with game-related, physical experiences in the real world and vice versa. In this approach a player evolves and moves seamlessly through various physical and virtual stages, brought together in one unified game space. Alongside the rising trend of gamification, the application of game mechanics to tasks that are not traditionally associated with play, a transreality approach to gaming incorporates mechanics that extend over time and space, effectively playing through a players day-to-day interactions.

<span class="mw-page-title-main">Windows Mixed Reality</span> Mixed reality platform

Windows Mixed Reality (WMR) is a discontinued platform by Microsoft which provides augmented reality and virtual reality experiences with compatible head-mounted displays.

Extended reality (XR) is a catch-all term to refer to augmented reality (AR), virtual reality (VR), and mixed reality (MR) that was introduced in 1991 and is specifically defined as "a unifying concept to interpolate between the realities and to eXtrapolate beyond them". The technology is intended to combine or mirror the physical world with a "digital twin world" able to interact with it. Giving users an immersive experience by being in a virtual or augmented environment.

Festival of International Virtual & Augmented Reality Stories (FIVARS) is a media festival that showcases stories or narrative forms from around the world using immersive technology that includes virtual reality, augmented reality, live VR performance theater and dance, projection mapping and spatialized audio. It is considered to be Canada's first dedicated virtual or augmented reality stories festival, and was the world's first virtual reality festival dedicated completely and exclusively to narrative pieces. FIVARS is operated by Constant Change Media Group, Inc. and VRTO.

<span class="mw-page-title-main">VRTO</span> International exhibition and professional conference

Started in 2015 by Keram Malicki-Sanchez as a virtual reality Meetup Group in Toronto, VRTO launched the VRTO Virtual & Augmented Reality World Conference & Expo in June 2016 – an international exhibition and professional conference exploring arts, culture and science through immersive technologies. Its inaugural year – held at the Mattamy Centre – featured keynotes from University of Toronto Professor Steve Mann, Hollywood film director Brett Leonard – director of The Lawnmower Man, Chief Digital Officer Ana Serrano of the Canadian Film Centre and Phil Lelyveld of USC.

Virtual reality (VR) is a computer application which allows users to experience immersive, three dimensional visual and audio simulations. According to Pinho (2004), virtual reality is characterized by immersion in the 3D world, interaction with virtual objects, and involvement in exploring the virtual environment. The feasibility of the virtual reality in education has been debated due to several obstacles such as affordability of VR software and hardware. The psychological effects of virtual reality are also a negative consideration. However, recent technological progress has made VR more viable and promise new learning models and styles for students. These facets of virtual reality have found applications within the primary education sphere in enhancing student learning, increasing engagement, and creating new opportunities for addressing learning preferences.

<span class="mw-page-title-main">Virtual reality applications</span> Overview of the various applications that make use of virtual reality

Virtual reality applications are applications that make use of virtual reality (VR), an immersive sensory experience that digitally simulates a virtual environment. Applications have been developed in a variety of domains, such as education, architectural and urban design, digital marketing and activism, engineering and robotics, entertainment, virtual communities, fine arts, healthcare and clinical therapies, heritage and archaeology, occupational safety, social science and psychology.

References

  1. Anurag (2018-05-31). "Immersive Design: How Can Tech Augment User Experience?". NewGenApps. Retrieved 2020-11-11.
  2. "What is an Immersive Experience And How Do You Create One?". CleverTap. Retrieved 2020-11-11.
  3. "Alex McDowell Talks 5D Conference and Immersive Design". Animation World Network. Retrieved 2020-11-11.
  4. McDowell, Alex (2011). Immersive Design. Ceed Publishing. ISBN   978-613-4-95682-6.
  5. "5D Conference | Buzzing in Tech". 5D Conference. Retrieved 2020-11-11.
  6. Barker, Heather. "Wicked tactics - UX/XD: World-building in post-virtual space" (PDF). ARCC 2015: Future of Architectural Research.
  7. Kitson, Alexandra; Prpa, Mirjana; Riecke, Bernhard E. (2018). "Immersive Interactive Technologies for Positive Change: A Scoping Review and Design Considerations". Frontiers in Psychology. 9: 1354. doi: 10.3389/fpsyg.2018.01354 . ISSN   1664-1078. PMC   6085587 . PMID   30123161.
  8. Sundar, S. Shyam; Kang, Jin; Oprean, Danielle (2017-11-01). "Being There in the Midst of the Story: How Immersive Journalism Affects Our Perceptions and Cognitions". Cyberpsychology, Behavior, and Social Networking. 20 (11): 672–682. doi:10.1089/cyber.2017.0271. ISSN   2152-2715. PMID   29125787.
  9. Klippel, Alexander; Zhao, Jiayan; Jackson, Kathy Lou; La Femina, Peter; Stubbs, Chris; Wetzel, Ryan; Blair, Jordan; Wallgrün, Jan Oliver; Oprean, Danielle (2019-12-01). "Transforming Earth Science Education Through Immersive Experiences: Delivering on a Long Held Promise". Journal of Educational Computing Research. 57 (7): 1745–1771. doi:10.1177/0735633119854025. ISSN   0735-6331. S2CID   198334917.
  10. lachenal, jessica (2017-03-02). "The Experience Designer's Toolbox: Games and Immersive Design". Medium. Retrieved 2020-11-11.
  11. Sachidanand, Rishab (2019-11-20). "Elements of a true immersive experience: comparing altered reality technologies". Medium. Retrieved 2020-11-09.
  12. Espost, Carla Inez (2018-05-22). "Storyge — The Immersive Experience Design Workflow". Medium. Retrieved 2020-11-11.