williamb@milton.u.washington.edu (William Bricken) (01/03/91)
Virtual Reality: Directions of Growth Notes from the SIGGRAPH '90 Panel Copyright (C) 1990 All Rights Reserved by William Bricken William Bricken Human Interface Technology Laboratory University of Washington, FU-20 Seattle, WA 98125 9/10/90 william@hitl.vrnet.washington.edu VII. EDUCATIONAL APPROACHES VR provides an exciting educational medium for exploring worlds and for exploring ourselves. It provides a training environment that is rich, replicable, and responsive. It permits direct evaluation of educational theory. The central educational issue for VR is one of transfer of experience. Do skills and habits learned in VR transfer to the physical world? Here are some educational issues: Constructivism "Human knowledge is essentially active." Piaget Natural Semantics non-symbolic, preoperational interaction Programmable Participation conducive and responsive environments Cognitive Presence modifiable self-concepts, learning by becoming Social Reality unique concurrent worlds Educational psychologists have long known that people actively construct their experience of reality. In VR, students will construct their knowledge, then dwell within it, exploring their understanding. Natural semantics means that the computational environment hides symbolism in favor of displaying information in an innately recognizable form. The two-year-old criterion: if a kid recognizes it, its natural. The three Rs, all symbolic, will become the three ACTs: enact, interact, and abstract. VR provides the potential for completely customized, individualized learning. Educational environments will uniquely respond to the participant-learner, in terms of both needs and preferences. A student model will not be necessary, instead the teacher and student will modify the environment in support of student behavior. We also have a tool for affective education, for sharing perspectives, for mapping perspectives into broader contexts, for changing self-image, for remapping capabilities. Education is inherently social. Explicitly shared worlds and multiple concurrent agreements provide the opportunity for groupwork, social consensus, and the construction of functional, multiparticipant environments. In general, everything we do to educate with words and pictures can be provided as virtual experience. VIII. LESSONS LEARNED Tom Furness, the Director of HITL, has over twenty years experience in VR. He pioneered most of the hardware interface devices we use today, in the extremely demanding environment of military aircraft. Personally, I have worked on VR related projects for six years, beginning at Atari Research Labs in 1984. Meredith Bricken designed Autodesk's worlds, built Virtual Seattle for CHI'90, and has pioneered research into the design of comfortable virtual environments. Over the years we have learned some lessons: Psychology is the Physics of VR. Our body is our interface. Knowledge is in experience. Data is in the environment. Scale and time are explorable dimensions. One experience is worth a trillion bits. Realism is not necessary. A major theme of VR research is that Psychology, in the broad sense of behavior, perception, cognition and intention, provides the rules and the constraints of virtual worlds. Psychology is the Physics of VR. This may come as a shock, it is one of those truths that is obvious after it is said, but elusive before it is stated explicitly. Our body is our interface. Interface is not something that is out there, in some machine. Interface is a boundary which both connects and separates, interface takes place at the surface of our skin. From the perspective of VR, interface is physiology, interaction is natural behavior. We simply want to use the power of computers to make computation invisible. Knowledge is in experience, it is not in some abstract, symbolic representation. Data is in the environment, it is not stored away in some memory array. These observations serve to remind us that we are not the computer. To understand computation, we should participate within it, rather than writing programs to dominate it. Humans have a great skill for projecting outward, for becoming the tool we are handling. We need reminding that we are creatures who dwell inside an environment. VR is inherently multidimensional. As well as freedom of translation and rotation, in VR we can travel in scale and in time. Think of scale as simply another direction; when we traverse scale, size instead of location changes. We can also travel through time using any of the techniques of film editing, including slow-motion, fast forward, and temporal discontinuity. There is a tremendous compression ratio between digital information and human experience. Very approximately, it takes a hundred million polygons to simulate what we see in one scene. Add duration, multisensory channels, and interaction, and you get a lot of digital information being transacted with each moment of consciousness. Computation will not come close to this bandwidth for a long time. Fortunately, virtual world experience does not require the information density of physical reality. Because our minds provide such tremendous flexibility in interpreting what is outside of us, realism in VR is simply not necessary. Our cognitive plasticity permits even simple cartoon worlds of 500 polygons to be experientially satisfying. We must design worlds that respect our physiological needs. For example, we conceptualize perspective in physical space as having six degrees of freedom, three in translation and three in rotation. But our bodies have roughly four and one-twelth degrees of freedom. We move easily in all directions on a plane, forward and to the side, but not up, off the surface we stand on. We rotate freely around the vertical by turning, but our natural rotation forward, around our waist by leaning, is at best 270 degrees (3/4 of a full 360 degree rotation). And our ability to bend side to side is only about 120 degrees, one-third of a full rotation. This adds up to a little more than four degrees of physiological freedom. Input devices which permit complete freedom of translation and rotation usually get people lost in space. The dimensionality of our abstract perspective does not match that of our physical construction. We must also differentiate that which is innate from that which is learned. Pilots, for example, have learned to fly in all six degrees of freedom. Realism is both physiological necessity and cognitive interpretation. In VR, world design that conforms to physiological necessity frees our minds to furnish the rest of our reality.