Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!swrinde!ucsd!ogicse!milton!hlab From: kirlik@chmsr.gatech.edu (Alex Kirlik) Newsgroups: sci.virtual-worlds Subject: Re: Virtual Reality, Helmets, and Gloves Message-ID: <1991Apr4.021328.12844@milton.u.washington.edu> Date: 4 Apr 91 01:05:47 GMT References: <1991Apr3.231354.27540@milton.u.washington.edu> Sender: hlab@milton.u.washington.edu (Human Int. Technology Lab) Organization: ISyE, Georgia Tech Lines: 89 Approved: cyberoid@milton.u.washington.edu In article <1991Apr3.231354.27540@milton.u.washington.edu> esz001@cck. coventry.ac.uk (Will Overington) writes: > >My reason for asking is that it would seem possible to be able to >get a lot of work done without helmets and just using a PC as >the picture producing device. Maybe one could still use a glove, >or maybe this could be an option. > >Would work of such a nature be a reasonable facet of discussion >in sci.virtual-worlds or would this be debasing the reality aspect >of virtual reality? My opinion is that a discussion aimed at defining and bounding the set of human-machine interaction problems for which VR is an appropriate solution is surely a welcome topic in this newsgroup (and in the VR community for that matter). I have seen relatively little discussion of this matter here or in the open literature. Without a good understanding of the types of problems for which VR will be an effective solution, I am concerned we will see VR being force fit as a solution to non-problems, or as a solution to what may turn out to be very small problems in certain cases of human-machine interaction, leaving the real problems unaddressed. Or, in analogy to other primarily technology-driven approaches to interface design (e.g., expert systems) it may even be the case that VR technology may have the potential to introduce its own novel class of interaction problems. Now if I was a VR technologist I wouldn't spend a lot of time worrying about this issue; I couldn't see why it would pay me to do so (in the short term at least). Too many "real" engineering problems to deal with now. If, on the other hand, I was primarily interested in designing a cockpit or control room and wanted to add VR to my tool box, defining its scope and limits would be one of the first things I'd want to do. I'll take a stab at it in the hopes of hearing what others think. It strikes me that VR will be appropriate for solving two sorts of interaction problems. The first set of problems are those where restricted perception-action access to the environment is the major factor constraining human-machine system performance. Say we observe an aspect of human behavior that we'd like to aid, eliminate, etc. through better design. I'm suggesting we ask ourself whether the observed behavior is due to restricted perception-action interaction with the environment (as that interaction is mediated through the existing interface), or whether that aspect of behavior is in some way inherent in the system control task. I suspect that many of the "situational awareness" problems and memory problems are indicative of overly restrictive perception-action access. Here we may want to use VR to provide the operator with a less opaque window to the task at hand. Many interaction problems, though, do not fit this schema. A decision support system that allows the decision-maker to "walk" though a space of possibilities and to create possible worlds may sound neat but it will (or perhaps should) never reduce the sometimes painful need to clearly examine value structures, etc. Secondly, I suggest VR will be appropriate for that class of problems where we can invent a novel perception-action solution to a problem that had previously never been performable in a perception-action format. Unlike the problems mentioned above, here the issue is not so much the "reality problem" of portraying an enhanced veridical system representation, but rather the "mapping problem" whereby we try to ensure that performance on the substituted problem is better than performance on the original problem. As a gross simplification, assume that people have two "modes" of selecting behavior, one a fast and possibly parallel mode based on tight perception-action relation to the external world, and the other a slow possibly serial mode based on using representations to detach oneself from the here-now to expand the range of information considered. The issue is to map the first type into the second by providing concrete representations where abstract ones were once required. Not only do you have to be pretty clever to do this, you also have to make sure that the inherited error forms characteristic of perception-action processing do not lead to bigger problems than you started with. I usually don't mind the "slips" characteristic of skilled driving behavior (taking the path of least resistance and forgetting to stop at the bank on the way home) partly because my world is relatively friendly to them. But now take the same kind of behavior as an engineered analog for controlling a nuclear power plant and those kinds of slips can be disasterous. Maybe in certain cases the fluency of skill-based solutions to cognitive tasks can come at too high a price. That's my two cents; I'm interested to hear what others may think. Alex UUCP: kirlik@chmsr.UUCP {backbones}!gatech!chmsr!kirlik INTERNET: kirlik@chmsr.gatech.edu