• DocumentCode
    277249
  • Title

    Human factors in virtual worlds. 1. Information structure and representation

  • Author

    McGuinness, Barry ; Meech, John F.

  • Author_Institution
    Human Factors Dept., BAe Filton, Bristol, UK
  • fYear
    1992
  • fDate
    33709
  • Firstpage
    42430
  • Lastpage
    42432
  • Abstract
    The now-popular conception of virtual reality as a household item offering unlimited entertainment in designer fantasies is unlikely to reach the mass market for some time. The more immediate and interesting applications of VR are practical ones in the fields of science, medicine, industry and technology, in which the professional user may benefit from an enhanced experience of working in a more-or-less familiar environment. By the author´s definition, VR is simply a design approach that aims to immerse the user in the sensory experiences associated with a different environment, ultimately providing an `altered sense of presence´. Technologically, VR is essentially a synthesis of advanced or novel techniques in human-computer interaction (HCI). Thus, all the established principles and methods of human factors and ergonomics in the design of human-machine systems still apply. The authors consider how VR concepts lend themselves to the much-vaunted inclusion of human factors as a driving force in systems design
  • Keywords
    computer graphics; ergonomics; human factors; systems analysis; user interfaces; ergonomics; human factors; human-computer interaction; systems design; virtual reality;
  • fLanguage
    English
  • Publisher
    iet
  • Conference_Titel
    Using Virtual Worlds, IEE Colloquium on
  • Conference_Location
    London
  • Type

    conf

  • Filename
    168237