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~Proceedings ICMCISMCI2014 14-20 September 2014, Athens, Greece Being There & Being With: The Philosophical and Cognitive Notions of Presence and Embodiment in Virtual Instruments Annie Luciani ACROE & Laboratoire ICA Ministere de la Culture et de la Communication Institut Polytechnique de Grenoble Annie.Luciani@imag.fr ABSTRACT In this paper, we will discuss two main concepts, associated with the development of Virtual Worlds, which are "Presence" and "Embodiment". Presence is stamped as the sense of "Being there", that has to be reconstructed in Local world to render Distant Worlds accessible by networked or mediated communications. "Embodiment" could be the property of a Virtual entity to be incorporated by human as a second nature. We will show then, how (1) the first situation can be seen as a definition of "immateriality" and its correlative concept of infinity, (2) the second situation can be seen as a definition of "tangibility" with its correlative concept of instrumental embodiment. After exploring the complementary properties of these situations in detail, we will focus on the second one, identified as "the instrumental situation". We will propose some of its relevant properties, those that are able to trigger the sense of embodiment, as the main property supported in the real physical world by the feature of "tangibility". Consequently, we estimate that "embodiment" is more important than the tangibility in itself and we examine some criteria able to help us to recreate them in digital representations. 1. HUMAN-WORLD FUNCTIONNAL RELATIONSHIPS Let start with a rough look at the diversity of the tasks humans can perform when they interact sensorially, cognitively and physically with the real world. We may observe that they could be represented along an axis putting the emphasis on two complementary situations (Figure 1): - The immersive situation, in which humans are at the center of a surrounding world, such as when we are exploring large landscapes, mainly through exteroceptive sensory channels such as vision and audition, (Figure 1 on the left of the horizontal axis) - The vis-a-vis situation in which humans are interacting with a vis-a-vis objects, in hand, supported by physical contacts and interactions through the propriotactilo-kinesthetic sensory-motor modality, such as haptic, tactile and gestural interactions (Figure 1 on the right of the horizontal axis). Copyright: C 2014 First author et al. This is an open-access article distributed under the terms of the.eai, 4 L n. e 3, Q iiwormd, which permits unrestricted use, distribution, and reproduction The path from the first to the second (and vice-versa), that is a usual daily experience, is not so trivial to analyze and implies deep transformations in the cognitive humanworld relationship..T........:a... \;.........F..... Tc nsza ty~ Toooia p isk,,* c nAfy of Convexit Figure 1. From Immersive to the embodied instrument: a bilateral complex cognitive process. We propose first an exercise that consists in a course along this path from the left side to the right side in order to bring out some relevant features of the complexity of the cognitive processes going from the sense of "being there" to the sense of "being with", and vice-versa. 1.1 Being there? On the left part of the scale axis, the concept of immersive environments (Figure 2), is placed, based on large spatial spaces in which spatial properties are essential: sizes, scales, large free body motion, etc. leading to body oriented VR platforms. The main task characterizing such situations are environment exploration, including localization, navigation, path finding. The aim is to be able to perform the task of exploration of a "landscape" as well as possible, as immersed within them (landscape, cities, houses, other bodies). The basic principles are: free motion as much as possible (position changing) in a 3D space, no occlusion for these free motion and the perceived results, free focus of observation (scale changing), knowing where we are (self localization). The concerned perceptual channels are visual and/or acoustical via 3D sounds. in any medium, provided the original author and source are credited - 605 - 0
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