Factors affecting embodied interaction in virtual environments: familiarity, ethics and scale
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Date
2009Author
Al-Attili, Aghlab Ismat
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Abstract
The thesis explores human embodiment in 3D Virtual environments as a means of enhancing
interaction. I aim to provide a better understanding of embodied interaction in digital
environments in general.
3D interactive virtual environments challenge users to question aspects of their
embodiment by providing new modes for interacting with space. Designers are facing new
challenges that require novel means of interacting with virtual environments that do not
simply mirror the way we interact within physical environments. Much of the research in the
field aims to show how such environments can be made more familiar and "realistic" to
users. This thesis attempts to probe the unfamiliar aspects of the medium.
In this thesis I explore the concept, image and object of intimate space. How can an
understanding of intimate space inform embodied interaction with virtual environments? I
also investigate the role of familiarity by analysing and testing it in two contrasting
interactive virtual environments. My contribution is to provide an account of familiarity as
the driver behind embodied interaction in virtual environments based on human experience
(from a phenomenological standpoint). In order to enhance the process of design for human
embodied interaction in 3D virtual environments or in physical environments, I will identify
tangible and intangible elements that affect human embodiment in 3D virtual environments
and space, such as ethics and scale. Both examples are explored in interactive 3D virtual
environments corresponding to real physical environments by subjects who are the daily
users of the real physical environments.
The thesis presents scale as a tangible element and ethics as an intangible element of
human embodied interaction in space in order to highlight the different aspects that affect
human engagement with space, and therefore human perception of their space and their
embodiment. The Subjects’ accounts contribute toward informing the design of interactive
3D virtual environments within the context of embodied interaction.