Inspiring the Future: Merging Mass Communication, Art, Entertainment and Virtual Environments Jacquelyn Ford Morie, UniversiO, of Central Florida Expansion of a talk given at the hnagina Conference, Monte Carlo, Monaco, February t994 Introduction hntnersion hnmersion is natural in our everyday waking world; we take it for granted. We have few other modes of experiencing our existence besides this (except perhaps for dreams and out-of-body experiences). Three dimensional computer environments are, for the most part, based on our ordinary modes of receiving a 3D environment; there is a natural correspondence. Replacing our normal sensory inputs for sight and sound with computer-generated means we feel the same type (if not degree) of immersion. The degree of immersion we experience can be based on several factors: the addition of other senses, such as hearing, touch and smell; the resolution or fidelity of the graphic imagery and the quality of integration of sensory input (how well everything works together to portray a virtual world. The degree of immersion can be improved in several ways. For example, a simulation can provide increased sensory inputs, thus reaching a closer apploximation of our normal interaction with the world. A virtual enviromnent with sight, sound, touch
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