Abstract

The convergence of technologies currently observed in the field of Virtual Reality, Augmented Reality, robotics and consumer electronic reinforces the trend of new applications appearing every day. But when transferring knowledge acquired from research to businesses, research laboratories are often at a loss because of a lack of knowledge of the design and integration processes in creating an industrial scale product. In fact, the innovation approaches that take a good idea from the laboratory to a successful industrial product are often little known to researchers. The objective of this paper is to present the results of the work of several research teams that have finalized a working method for researchers and manufacturers that allow them to design virtual or augmented reality systems and enable their users to enjoy "a compelling Virtual Reality experience". That approach, called "the I2I method", present 11 phases from "Establishing technological and competitive intelligence and industrial property" to "Improvements" through the "Definition of the Behavioral Interface, Virtual Environment and Behavioral Software Assistance". As a result of the experience gained by various research teams, this design approach benefits from contributions from current Virtual Reality and Augmented Reality research. Our objective is to validate and continuously move such multidisciplinary design team methods forward.

Highlights

  • The video games sector, where production costs and turnover exceed those of the cinema industry, use some structured, formalised approach to developing new products that all companies in the sector have taken on board

  • For each Virtual Behavioral Primitives (VBP) and on the level of the cognitive I2, either in principle or in relation to past experience in virtual reality, we look for the Imported Behavioral Schemas (IBS) that will provide efficient immersion and interaction

  • The result of the experience gained by various research teams, this design method benefits from contributions from current virtual reality technologies (VR) research

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Summary

INTRODUCTION

The video games sector, where production costs and turnover exceed those of the cinema industry, use some structured, formalised approach to developing new products that all companies in the sector have taken on board This is not yet the case with regard to producing systems making use of virtual reality technologies (VR). We offer a method that makes it possible to design an innovative system, with optimal cost, timescales and quality, in which the user finds an useful simulation of certain aspects of the real world Those systems apply to training, simulation, industry, architecture or health fields. Other sciences have to be understood and incorporated so that a (real) user carries out the tasks virtually, and is able to extract the information from it that can be extrapolated into a real environment Involving disciplines such as ergonomics, cognition or psychology becomes necessary. We are tackling a scientific obstacle that touches on the interdisciplinary complexity of implementing scientific and virtual reality techniques (VR)

DESIGNING VIRTUAL REALITY SYSTEMS
ESSENTIAL CONCEPTS IN THE 3I2 INTERFACING METHOD
THE I2I METHOD
Findings
CONCLUSION
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