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
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