The Design of Virtual Environments - Value Added Entertainment Stephen Clarke-Willson, Virgin Interactive Entertainment, Inc. point out that in virtual reality entertainment experiences, possibly helmet based, it will be an important design decision as to how much localization vs. ambient sound is present in the environment. The great thing about a six-channel discrete soundtrack is that either approach--ambient or localized--is possible and under the control of the sound designer. The same degree of attention should be paid to the design of the stereo sound image; just because the sound can be panned hard-left or hard-right doesn't mean it should be. Rather, the extremes should be saved for times when you want to call attention to an exceptional situation. High resolution picture delivery is another technology receiving a lot of development attention. At a surface level we agree that better resolution is good, because you can always degrade it if you need to. But sometimes resolution and/or increased frame rate are pursued at a cost detrimental to the total entertainment experience. For example, 60 frame or faster film rates, a la Showscan, when properly presented, provide for a dramatically clear picture. But the equipment requires more maintenance, and in
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