Download e-book for kindle: Multimedia and Virtual Reality: Designing Usable by Alistair Sutcliffe

By Alistair Sutcliffe

Sutcliffe (systems engineering, U. of Manchester Institute of technology and expertise, united kingdom) takes a system-wide method of the layout of complicated consumer interfaces exploring a theory-based method of layout (and the cognitive psychology history of human-computer interplay, sometimes called HCI); multimedia interface layout; and digital fact. fitted to designers, researchers, and scholars with an introductory direction in HCI of their history"

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These media can be searched and addressed at the component instance level. Component-level encoding in moving image media is less common, although avatars in VR, animated cartoons, and drawings can be generated by scripts that act on logical descriptions of components. Dynamic media can be addressable either directly or indirectly. Direct addressing is achieved by format codes within the medium, whereas the indirect addressing uses an external referent to locate the approximate position of components in a media stream, for example, frame numbers on a film allow access to frame 101, and so forth.

Eye movement is therefore controlled by a complex integration of low-level (perceptual) and higher-level (knowledge, memory) factors. However, the dominant effect of movement will attract central vision to any movement detected in the periphery. Before images are transmitted to the brain, the eye does a considerable amount of image enhancement. The human visual system is much better at dealing with variation in light intensity than even the most sophisticated camera. This is because the eye has an automatic intensity adjustment device which turns sensitivity up in dark conditions and down in bright light.

The visual sense of objects changing in proportion and relative location during locomotion was called the ambient optical array by Gibson (1986), who drew at- COGNITIVE PSYCHOLOGY 37 tention to our ability to interpret a stream of objects moving toward us in terms of relative motion. The effect is very strong and overrides sensory in' tegration to provide the sensation of motion in immersive VR, when in fact our movement is restricted. When the optical array is not present in peripheral vision, as in desktop VR, we still interpret change in a 3D image as our relative motion through an environment.

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