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Only if the information, which
is mediated by the virtual environment - the cyberspace - exactly fits the needs of the
human perceptual and behavioral apparatus - only then users will really enjoy your
application. Even more important, under these conditions the users will perform as desired
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Every simulation is
different! No COTS-Tools (commercial-off the shelf) are available at the moment. Every
simulator requires its own design. Most important: A good definition of what the user
wants to achieve by using a simulator is needed at the beginning of the project.
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| There is no simulator which
can serve a bunch of applications at the same time. Even you won't expect the following
statement from a company like ours: Some applications are still better being performing in
"REALITY". Every project requires careful investigation as to if and how using a
simulator can provide benefits. We help you to setup the conceptual framework!
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| Designing a simulator
requires profound knowledge about human perception as well as about what can be done with
the latest technology. High-performing technology is a very important prerequisite,
however, we claim that the human user and the users ability to interact with the virtual
environment are most important. The technology needs to get adapted to the user and not
the other way round. Using our in-depth knowledge of human perception and
behavoior we help
to design your application.
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| Since the knowledge about
human perception and performance is limited, even the most careful design will produce no
turn-key solution. Every system requires considerable fine-tuning. Using psychophysical
methods facilitates the fine tuning, because it allows us to systematically investigate
man-machine interaction concerning the features of the simulator that need improvement. We
design and/or support your fine tuning!
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| Virtuality & Reality do
not rule out each other. Instead, only if we manage to combine both in an optimal manner,
only then we will be able to create a virtual experience, which is "really"
good.
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| The following examples are
aimed to illustrate in more detail as to why knowledge about human perception can support
the design of VR applications.
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| The two
"slideshows" below display a phenomenon called 'change perception'. The
difference between the sequential images in the first example below can easily be
detected.
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| However, in the second
example it is more difficult to detect the changes (more than one - how many
actually?).
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| What is the meaning of this?
We do not perceive every detail of our environment at any moment. Thus, a simulation does
not necessarily have to be a copy of the natural environment, which to achieve is
impossible anyway. We just have to simulate those features that are really perceived.
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| Prior knowledge is one of the
most important "features" in human perception. In the example depicted below a
few lines and shades are sufficient such that we perceive surface and volume of a
body.
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| Applying prior knowledge in
simulators provides the potential to overcome many conceptual and technical limitations.
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| For
further information please contact our information service at info@vrtainment.de
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