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Immersive Multimedia


surround sound, interactive user-input and other factors such as simplicity,

functionality and potential for enjoyment. New technologies are currently under
development which claim to bring realistic environmental effects to the players'
environment - effects like wind, seat vibration and ambient lighting.

Other Definition

Immersive Multimedia

These terms refer to computer-generated simulation of reality with physical, spatial and visual dimensions. This interactive technology is used by
architects, science and engineering researchers, and the arts, entertainment and video games industry.

Virtual reality systems can simulate everything from a walk-through of a building prior to construction to simulations of aircraft flight and three
dimensional computer games.

Immersive technologies and virtual reality are powerful and compelling computer applications by which humans can interface and interact with computer
generated environments in a way that mimics real life sense engagement.

Although mostly known for its application in the entertainment industry the real promise lies in such fields as medicine, science, engineering, oil
exploration, data visualization and the military to name just a few.

As 3D and immersive technology becomes more integrated and available for a wide range of applications. It l requires well-designed user interfaces and
innovative content for the next generation of computer games and integrated technology like mobile devices, distributed web systems and desktop

Example of websites using Immersive Multimedia


Multimedia Immersif

Istilah ini merujuk kepada simulasi janaan komputer yang menghasilkan realiti dengan fizikal, dimensi ruang dan visual. Teknologi interaktif ini digunakan
oleh arkitek-arkitek, para pengkaji sains dan kejuruteraan, kesenian, hiburan dan industri permainan video .

Sistem realiti maya dapat menghasilkan simulasi daripada berjalan menembusi sesebuah bangunan sebelum pembinaan hinggalah simulasi-simulasi bagi
penerbangan pesawat dan permainan komputer trimatra (3 dimensi - 3D)

Teknologi immersif dan realiti maya amat berkuasa di mana manusia boleh berinteraksi dengan komputer melalui antaramuka dalam menghasilkan
persekitaran yang melibatkan peniruan cara kehidupan sebenar.

Walaupun aplikasinya diketahui lebih menjurus dalam industri hiburan, keupayaan sebenarnya terletak dalam bidang-bidang perubatan, sains,
kejuruteraan, penerokaan dan carigali minyak, pemaparan data dan untuk kegunaan ketenteraan.

Teknologi 3D dan teknologi immersif menjadi semakin bersepadu dan boleh didapati untuk berbagai jenis penggunaan. Ia memerlukan rekabentuk
antaramuka yang baik serta kandungan yang inovatif dalam penghasilan permainan komputer generasi akan datang dan penggunaan teknologi bersepadu
seperti dalam alat-alat mudah-alih, sistem-sistem agihan jaringan dan aplikasi-aplikasi komputer meja.

Immersion (virtual reality)

From Wikipedia, the free encyclopedia

(Redirected from Immersive digital environment)

Pascal Dombis Installation view ofIrrationnal Geometrics 2008

Immersion is the state of consciousness where an immersant's awareness of physical self is diminished or lost by being surrounded in an engrossing total

environment; often artificial.[1] This mental state is frequently accompanied with spatial excess, intense focus, a distorted sense of time, and effortless action.

The term is widely used for describing immersive virtual reality, installation art and video games, but it is not clear if people are using the same word

consistently. The term is also cited as a frequently-used buzzword[3], in which case its meaning is intentionally vague, but carries the connotation of being

particularly engrossing.

The sensation of total immersion in virtual reality (VR) can be described as implied complete presence within an insinuated space of a virtualsurrounding

where everything within that sphere relates necessarily to the proposed "reality" of that world's cyberspace and where the immersant is seemingly altogether

disconnected from exterior physical space. [4]



• 1 Types of immersion

• 2 Immersive virtual reality

o 2.1 Direct stimulation of the

nervous system

o 2.2 Requirements

• 3 Immersive digital environments

o 3.1 Perception

o 3.2 Interaction

o 3.3 Examples and applications

• 4 Footnotes

• 5 References

• 6 See also

• 7 External links

[edit]Types of immersion

Classic Virtual reality HMD

According to Ernest Adams, author and consulter on game design,[5] immersion can be separated into three main categories:

Tactical immersion

Tactical immersion is experienced when performing tactile operations that involve skill. Players feel "in the zone" while perfecting actions that

result in success.

Strategic immersion

Strategic immersion is more cerebral, and is associated with mental challenge. Chess players experience strategic immersion when choosing a

correct solution among a broad array of possibilities.

Narrative immersion

Narrative immersion occurs when players become invested in a story, and is similar to what is experienced while reading a book or watching a

Staffan Björk and Jussi Holopainen, in Patterns In Game Design,[6] divide immersion into similar categories, but call them sensory-

motoric immersion, cognitive immersion and emotional immersion, respectively. In addition to these, they add three new


Spatial immersion

Spatial immersion occurs when a player feels the simulated world is perceptually convincing. The player feels that he or she is really "there" and

that a simulated world looks and feels "real".

Psychological immersion

Psychological immersion occurs when a player confuses the game with real life.

Sensory immersion

The experience of entering into the three-dimensional environment, and being intellectually stimulated by it. The player experiences a unity of

time and space as the player fuses with the image medium, which affects impression and awareness.

[edit]Immersive virtual reality

The Cave Automatic Virtual Environment

Immersive virtual reality is a hypothetical future technology that exists today as virtual reality art projects,

for the most part. [7] It consists of immersion in an artificial environment where the user feels just as

immersed as they usually feel in consensus reality.

[edit]Direct stimulation of the nervous system

The most considered method would be to induce the sensations that made up the virtual reality in

the nervous system directly. Infunctionalism/conventional biology we interact with consensus reality through

the nervous system. Thus we receive all input from all the senses as nerve impulses. It gives your neurons

a feeling of heightened sensation. It would involve the user receiving inputs as artificially

stimulatednerve impulses, the system would receive the CNS outputs (natural nerve impulses) and process

them allowing the user to interact with thevirtual reality. Natural impulses between the body and central

nervous system would need to be prevented.


Understanding of the nervous system

A comprehensive understanding of which nerve impulses correspond to which sensations, and which motor

impulses correspond to which muscle contractions will be required. This will allow the correct sensations in
the user, and actions in the virtual reality to occur. The Blue Brain Project is the current, most promising

research with the idea of understanding how the brain works by building very large scale computer models.

Ability to manipulate CNS

The nervous system would obviously need to be manipulated. Whilst non-invasive devices using radiation

have been postulated, invasive cybernetic implants are likely to become available sooner and be more

accurate. Manipulation could occur at any stage of the nervous system - the spinal chord is likely to be

simplest; as all nerves pass through here, this could be the only site of manipulation. Molecular

Nanotechnology is likely to provide the degree of precision required and could allow the implant to be built

inside the body rather than be inserted by an operation.

Computer hardware/software to process inputs/outputs

A very powerful and probably (but not necessarily) Strong AI would be required to process all the inputs

from the CNS, run a simulation of a virtual reality approaching the complexity ofconsensus reality, and

translate its events to a complete set of nerve impulses for the user. Strong artificial intelligence may also

be required to write the program for a decent alternate reality.

[edit]Immersive digital environments

Cosmopolis (2005), Maurice Benayoun's Giant Virtual Reality Interactive Installation

An immersive digital environment is an artificial, interactive, computer-created scene or "world" within

which a user can immerse themselves.[8]

Immersive digital environments could be thought of as synonymous with Virtual reality, but without the

implication that actual "reality" is being simulated. An immersive digital environment could be a model

of reality, but it could also be a complete fantasy user interface or abstraction, as long as the user of the

environment is immersed within it. The definition of immersion is wide and variable, but here it is assumed

to mean simply that the user feels like they are part of the simulated "universe". The success with which an

immersive digital environment can actually immerse the user is dependent on many factors such as

believable 3D computer graphics, surround sound, interactive user-input and other factors such as

simplicity, functionality and potential for enjoyment. New technologies are currently under development

which claim to bring realistic environmental effects to the players' environment - effects like wind, seat

vibration and ambient lighting.

To create a sense of full immersion, the 5 senses (sight, sound, touch, smell, taste) must perceive the

digital environment to be physically real. Immersive technology can perceptually fool the senses through:

 Panoramic 3D displays (visual)

 Surround sound acoustics (auditory)

 Haptics and force feedback (tactile)

 Smell replication (olfactory)

 Taste replication (gustation)


Once the senses reach a sufficient belief that the digital environment is real, the user must then be able to

interact with the environment in a natural, intuitive manner. Various immersive technologies such as

gestural controls, motion tracking, and computer vision respond to the user's actions and movements. Brain

control interfaces (BCI) respond to the user's brainwave activity.

[edit]Examples and applications

Computer games from simple arcade to Massively multiplayer online game and training programs such

as flight and driving simulators. Entertainment environments such as motion simulators that immerse the

riders/players in a virtual digital environment enhanced by motion, visual and aural cues. There is a motion

simulators of the Virunga Mountains in Rwanda to meet a tribe of Mountain Gorillas,[9] or a ride that takes a

journey through the arteries and heart to witness the build up of plaque and thus learn

about cholesterol and health.[10]

There are art installations such as those made by Knowbotic Research, Donna Cox, Rebecca

Allen, Maurice Benayoun, Char Davies, StudioIMC and Jeffrey Shaw.

More generic examples of an IDE include:

 Any computer application or software program.

 Interactive TV shows or services such as CNN text.

 A VoIP conversation or chat session.

 A physical environment / immersive space with surrounding digital projections and sound such

as the CAVE

 The use of head-mounted displays for viewing movies, with head-tracking and computer

control of the image presented, so that the viewer appears to be inside the scene.


To some extent screensavers and DVD movies are also immersive digital environments, though usually not



1. ^ "Immersive Ideals / Critical Distances", Joseph Nechvatal 1999 Planetary Collegium

2. ^ Varney, Allen (August 8, 2006). "Immersion Unexplained" (HTML). The Escapist.

Retrieved 2007-04-06.

3. ^ Sterling, Jim (December 27, 2008). "The game industry's New Year resolutions".

Destructoid. Retrieved 2008-12-31.

4. ^ Joseph Nechvatal, Immersive Ideals / Critical Distances. LAP Lambert Academic

Publishing. 2009, p. 14

5. ^ Adams, Ernest (July 9, 2004). "Postmodernism and the Three Types of

Immersion" (HTML). Gamasutra. Retrieved 2007-12-26.

6. ^ Björk, Staffan; Jussi Holopainen (2004). Patterns In Game Design. Charles River

Media. pp. 423. ISBN 1584503548.

7. ^ Joseph Nechvatal, Immersive Ideals / Critical Distances. LAP Lambert Academic

Publishing. 2009, pp. 367-368

8. ^ Joseph Nechvatal, Immersive Ideals / Critical Distances. LAP Lambert Academic

Publishing. 2009, pp. 48-60

9. ^

10. ^


 Christiane Paul, Digital Art, Thames & Hudson Ltd.

 Oliver Grau, "Virtual Art: From Illusion to Immersion" MIT-Press, Cambridge 2003

 Allen Varney, (August 8, 2006). "Immersion Unexplained" in "The Escapist"

 Frank Popper, "From Technological to Virtual Art", MIT Press. ISBN 026216230X.

 Oliver Grau (Ed.), Media Art Histories, MIT-Press, Cambridge 2007

 Joseph Nechvatal, "Immersive Excess in the Apse of Lascaux", Technonoetic Arts 3, no3. 2005

 Adams, Ernest (July 9, 2004). "Postmodernism and the Three Types of

Immersion" (HTML). Gamasutra. Retrieved 2007-12-26.

 Björk, Staffan; Jussi Holopainen (2004). Patterns In Game Design. Charles River Media.

p. 423. ISBN 1584503548.

 Edward A. Shanken, Art and Electronic Media. London: Phaidon, 2009. ISBN 9780714847825

 Joseph Nechvatal Towards an Immersive Intelligence: Essays on the Work of Art in the Age of

Computer Technology and Virtual Reality (1993-2006). Edgewise Press. New York, N.Y. 2009

 Joseph Nechvatal, Immersive Ideals / Critical Distances. LAP Lambert Academic Publishing. 2009

[edit]See also

 Alternate reality game

 Cave Automatic Virtual Environment

 Conceptual art
 Environmental sculpture

 Immersive design

 Immersive technology

 ImmersiVision

 Interactive art

 Neo-conceptual art

 Performance art

 Simulated reality

 Sound art

 Sound installation

 Street installation

 Video installation

[edit]External links

 ADSIP Research Centre - University of Lancashire

 Immersion by USC Institute for Creative Technologies

 Annual Summit on Immersive Technology

 [1] pdf download of Joseph Nechvatal's text book: Immersive Ideals / Critical Distances. LAP

Lambert Academic Publishing. 2009

 Audio and Game Immersion PhD thesis about game audio and immersion.

Categories: Virtual reality | Game terminology | Art genres | Contemporary art | Technology

forecasting | New media | New media art | American art | Conceptual art | Sound