Content and Creativity in Virtual Environment Design

Clive Fencott

Virtual Reality Applications Research Centre
University of Teesside
England
p.c.fencott@tees.ac.uk

This paper was presented at Virtual Systems and Multimedia '99 (VSMM'99) at the University of Abertay Dundee, Scotland.

Abstract

The paper discusses a practical model of the content of Virtual Environments (VEs) which provides a focus for the creative design of VEs and facilitates the further investigation of virtual environment theory. The model is illustrated by reference to a VRML model of the historic cliff lift at Saltburn by the Sea in the North East of England.

Key Words

Virtual Environment Content Creativity Design Theory Perception Tourism Heritage

1 Introduction

The principle aim of the research documented here has been to establish a practical model of the content of Virtual Environments (VEs) which will provide a focus for their creative design and facilitate their further investigation as a communications medium. The term VE in this paper is used inclusively to refer to both desktop and high end VEs, 3D computer games, interactive TV and hybrids of these irrespective of purpose or genre. This inclusivity stems from the view that such interactive, 3D virtual systems will be to the 21st century what the moving image was to the 20th. In other words, they will constitute the principal communications media of the next century. Further, that an understanding of the nature of content and the relationship between content and creativity in such media is vital to their purposeful exploitation.

A whole range of models of the content of VEs are possible depending on the purpose for which the theory is intended. The work presented here arose out of the direct practise of VE creation and not from VEs viewed as the object of investigation although it has been informed by the latter. In a very real sense the mode of investigation was the series of trials and errors the author encountered in learning to build VEs and trying to make sense of why some apparently obvious content inclusions appeared to go largely unnoticed while others perhaps less obvious caught visitors attentions readily. The process of trial and error was made positive through a series of observations of and discussions with some 200 users of a working VRML model of an historic inclined tramway at Saltburn by the Sea in the North East of England. The model itself was designed as a virtual tourist site and has since been purchased by the Saltburn Improvement Company Ltd to enhance their own Web site devoted to the promotion of the town [1]. The content model for VEs that is developed here will be illustrated with references to this VE.

In a sense we can capture the essence of the problem by quoting Gombrich, out of context and with profuse apologies, as the problem of VE design is "[t]he perfect and harmonious composition of freely moving forms" [2]. Here Gombrich is actually referring to Raphael's achievements in the compositions of his paintings. The problem in VE design is that we the visitors are freely moving and thus our encounters with the elements of the environment whether animate or inanimate, moving or static are freely chosen. How therefore do we compose these elements appropriately let alone perfectly and harmoniously?

2 Locating the Content of VEs

Digital media, in general, have received and continue to receive a lot of attention from researchers in such diverse fields as literature and semiotics, sociology, psychology, memetics  and media studies as well as intense technological research into the embodying interface and its psychological and physiological effects. Despite this attention the actual nature of the content of Virtual Environments is rarely considered and even more rarely from the practical point of view of designing and building a VE to meet particular requirements and constraints. There are exceptions and this section briefly discusses first some of the relevant literary theories before going on to consider those based on the psychology of perception. The aim is first to discuss a structural location for the content of VEs and then to use the insights provided by psychologically based research to locate content as communication. From this a set of criteria can be identified which will ground the definition of the content of VEs that we are looking for.

Murrray [3] equates the structure of interactive media with the notion of the labyrinth and asserts that this structure works best when its complexity is somewhere between the 'single path maze' and the 'rhizome' or entangled web. Aarseth [4] has proposed the notion of cybertext to capture the class of texts, not just digital, which require the visitor to work to establish their own path(s) through the possibilities offered. He calls this class of text ergodic from the Greek words meaning work and  path. So we have a notion of a labyrinth which requires effort to explore. Equating the structure of VEs in general with the notion of a labyrinth of effort would seem useful but poses the following question.

How do VEs designers structure a VE so that the visitor follows an appropriate path and, moreover, accumulates an appropriate set of experiences so as to discover and remember the intended purpose of the VE?

Space syntax has much to teach us about the generic function of space prior to perception and that the axis is of primary importance [5]. 'The axis is fundamental because the experience of architecture is the experience of movement' - Hillier referring to Le Corbusier [5]. Much of VE design is about the construction of axes of view and and this relates to the notion of labyrinth discussed above.

The labyrinthine form we will adopt is discussed in section 3 but we are still led to ask a further question.

What are the actual components, the content, with which VE designers build structure?

A starting point is the purpose of the VE and thus the genre it belongs to. For instance a virtual training environment (VTE), a 1st person 3D shoot-em-up, and a virtual tourist site will all adopt differing media conventions. The game for instance would have background music as an integral component whereas this could be a potential distraction in the VTE and also in the virtual tourist site unless street musicians, for instance, were introduced.

One class of such components are morphemes or story elements which have been identified in the bardic tradition and also in folk tales [3]. Film theory also has much to teach us in this respect. The nature of the content of films has been often been the object of study of film theory over the course of the century and such concepts as montage and mise en scene can usefully be equated to VEs. In film the editor takes the general construction of scenes and clips established by the director and attempts to construct a perceptually transparent sequence that tells the story. In VEs the designer establishes mise en scene but has largely to delegate montage to the user/visitor. Eisenstein [6] saw the content of VEs as the film clip while later researchers saw it as more subtle perceptual moments that arose out of the configuration of  mise en scene and montage [7]. We can turn to psychologically based research into aspects of VEs to give us further insight.

It would seem indisputable that human beings have the ability for not  being mentally present in an environment in which they are observably physically present. This  sense of presence, the feeling of being there,  is at the heart of our experience of virtual reality. A sense of presence is not restricted to experiencing VEs but is also associated with story telling and reading, and of course film and television. Rather, presence in VEs is just perhaps the most recent example of the degree to which humans are naturally inclined to be taken out of themselves, enjoy loosing themselves in environments artificially created through communications media of all sorts.  An intriguing thought experiment using an extreme example of  this can be found in Zhai [8]. The difference is that VEs go further than any other communications media in generating artificial stimuli for the perceptual systems to interpret rather than delegating the interpretation and creation to the mind itself as is the case with novels and story telling.

Lombard and Ditton's define presence as the perceptual illusion of non mediation [9]. This characterises presence as the state of mind of a visitor to a VE  as not noticing or choosing not to notice that that which they are experiencing and interacting with is artificially generated. They document the evaluation of the embodying interface of a VE in terms of presence seen largely as the degree of fidelity of sensory immersion. Much of the research to date into presence is particularly concerned with the embodying interface as well as researches into the mental state of people who are present in VEs. Immersion is thus the degree to which the technology of the embodying interface mediates the stimuli to the senses. Slater et al [10] has shown that high degrees of sensory immersion heighten the emotional involvement with a VE.

However, as presence is a mental state it is therefore a direct result of perception rather than sensation. In other words, the mental constructions that people build from stimuli are more important than the stimuli themselves. It is the patterns that we, as VE constructors, build into the various cues that make up the available sensory bandwidth for a given VE that help or hinder perception and thus presence. These patterns are the result of what is built into the VE and the way the user behaves in response to them. The fidelity of the sensory input is obviously a contributing factor but by no means the most important. In the context of the working VE builder, being able to identify and make effective use of the causes of presence is more important than the nature of presence itself. This means that it is the effective consideration of the perceptual consequences of  what we build into VEs that will give rise to the sense of presence that we are looking for. In this sense it is the content of VEs that has the greatest effect on the generation of presence. Thus, for our purposes, content is the object of perception.

Not all researchers have seen presence itself as the main focus of interest. Ellis [11] states that the design of VEs should focus on the efficient communication of causal interaction and that presence is an epiphenomenon of secondary importance for design. A successful VE will change appropriately due to our actions within it and this is the primary cause of presence. This view would also seem to be asserting that effective content design is of primary importance and that Aaserth's requirement that effort is needed to find a path through a VE includes effort expended to interact with and understand it in general.

There is a further insight from psychological research, vital to the understanding of VE design, and that is the importance of the unconscious mind in allowing us to operate in the world [12]  This is not the unconscious mind of  Freud etc. but an important, perhaps the most important, part of our perceptual understanding of the everyday world and our belief in its dependability. It would seem that much of what we know about the world we know unconsciously and that this knowledge is largely unavailable to us consciously. Blackmore [13] documents results which suggest that the conscious mind is actually an illusion generated by the unconscious mind. Whether or not the latter is true, the central role the unconscious mind plays in allowing us to function in the world, any world, means that the content of VEs must in part be designed to satisfy both the conscious and unconscious minds.

To summarise the discussions in this section we can establish a set of criteria for a model of the content of VEs. For VEs, content:

In the next section we will use these criteria to constrain the content model for VEs that we are striving for and allow us to make an abstract characterisation of both labyrinth and content as they relate to the creative design of VEs.

3 Perceptual Opportunities

These are the psychological qualities of a VE that seek to gain and hold the visitors attention through the human senses and perceptual system. The perceptual is about details which arise naturally from the spatial world and involve the visitor both consciously and unconsciously. The latter is very desirable because there is something very fundamental about unconscious involvement - accepting a place or activity without thought.

The content of VEs is defined as an organised set of perceptual opportunities allowing the visitor to accumulate over time a set of experiences which maintain a sense of purposive presence. We will call this structure a perceptual map and discuss this after a detailed discussion of perceptual opportunities themselves. Creative design in VEs is thus concerned with attracting visitors attention through patterns of mediated stimuli which will achieve purpose if the visitor perceives and responds to them as the designer intended. This is why the design of VEs is so difficult and why the model proposed is so useful.

Perceptual opportunities can be characterised according to their role in achieving purpose and it is their planned interaction that gives us the overall structure we are looking for. The figure below shows how the range of perceptual opportunities may be broken down into three principle forms, each of which will be discussed in the sections that follow.

However, rather than simply discuss perceptual opportunities we will illustrate them with pictorial references to a desktop VR model which has served as both workshop and proving ground for the content model itself.

3.1 The Cliff Lift at Saltburn

Saltburn by the Sea is a small Victorian seaside resort which was purpose built in the last century it having been simply a few seashore cottages used by fishermen and smugglers. As can seen from the illustration, right, cliffs rise from the beach and to help the journey between beach and town (at the top of the cliff) a cliff lift was built in 1884. This consists of two small carriages running on an inclined tramway and connected by cables running round pulley wheels situated underneath the operators hut at the top of the cliff. The motive power is water based. Each car has a tank underneath which can be filled with water. When some passengers are ready to travel water is run into the tank of the car at the top of the tramway until its weight is greater than the car at the bottom. Letting the brake off a little establishes this fact. As the car at the top of the tramway moves down under the weight of the water and the passengers so the car at the bottom is pulled up. When the short journey of 207 feet is completed the car at the bottom discharges the contents of its water tank ready to be pulled up on the next run.

Over the years the sea front at Saltburn has changed little apart from the pier being shortened as a result of a storm in 1974. The buildings at the land ward end of the pier, seen white with red geometric patterns in this photograph, have been enlarged several times and now obscure the ticket office for the cliff lift which is at the foot of the tramway. Today the cliff lift at Saltburn is one of the oldest of its kind in the world and still carries some 70,000 people a year between town and beach and back.

One of the principle reasons for choosing to model the cliff lift was that it was a potentially unbounded, outdoor environment which would therefore constitute a greater test of the effectiveness of the design criteria. This is so because the visitor has to be persuaded to remain in the area modelled rather than being constrained by walls and other physical constraints.

The principle requirement for the world was that it had to appear fairly realistic but must be focused on offering a working model of the cliff lift that can be operated by the visitor and that will also allow the visitor to ride up and down on it. A sequence of prototype VRML worlds  were developed which, first of all, concentrated on building activity and interaction into the world. Despite the fact that an apparently realistic model of a real place was being built it soon becomes obvious that it was an abstract model and that a whole series of choices need to be confronted as a result of the necessary process of abstraction. In other words, the nature of perceptual reality as opposed to objective reality was being confronted. The importance of prototyping in VE development and the need for a focused and concise specification upon which prototypes can be incrementally developed to address important issues such as presence first and geometric detail later became clear. The VRML model of the cliff lift itself can be found at the Saltburn Improvement Company's web site from early June [1].

3.2 Sureties

Sureties are mundane details that are somehow highly predictable - their attraction is their predictability. They arise directly from the architecture of the space. Concerned with the logic of the environment unconsciously accepted.

The following quote gives an insight from photography into the nature of sureties in VEs:

    Hence the detail that interests me is not, or at least is not strictly, intentional, and probably must not be so, it occurs in the field of the photographed thing like a supplement that is at once inevitable and delightful. Barthes [14]
Sureties are about small things. Navigation for instance, lampposts, incidental furniture. This is because sureties for distance, as people would normally recognise them, are largely absent in VEs. This is also true for  for the scale of objects and one's own avatar. Space should not be static and sterile but dynamic and messy - we are used to the real world being like this so it helps if virtual ones are as well (VEs and mess/clutter don't however go naturally together). A useful aphorism is that in interacting with the real world we are trying to make sense of too much information but that in interacting with VEs we are trying to make sense of too little. Sound is an important spatial surety in reality. It gives important information about the nature and scale of the space we are currently experiencing, i.e.. small, large, inside, outside, etc. We are very susceptible to reflected sound as sureties in this sort of way. We are not very good at locating objects accurately in 3D space based on the sounds emanating from them. The nature of sound in VEs means that sound can be used for atmosphere etc. but not as well for spatial and directional cues. This depends on the nature of the sound system itself being used, i.e.. stereo, surround sound. Sureties are thus concerned with: Some examples drawn directly from the cliff lift are:

3.3 Surprises

The idea for surprises as perceptual opportunities came from the "appropriately designed infidelities" of  Whitlock et al [15] who used them for emphasis in virtual worlds and thus to precipitate conscious learning. In other words, non mundane details that are not predictable but they do arise however surprisingly from the logic of the space consciously accepted. Surprises therefore are designed to deliver the purpose of the VE by allowing visitors to accumulate conscious experience from which narratives can be constructed after the visit.

Surprises can be:

and there are three basic types:

3.3.1 Attractors

Attractors are perceptual opportunities which seek to draw the attention of a visitor to something further away in the VE. They will often be seen or heard from afar. Animation is a particularly successful form of attractor in that it makes things stand out because of our deep rooted perceptual affinity for movement. However, attractors may be static and quite local. Doorways as both entrances and exits are examples of static attractors as are partially obscured objects and spatialised sound.

Examples of attractors in the cliff lift are::

All attractors rely on peoples natural curiosity and their prime purpose is to draw people into areas of conscious activity, called retainers (section 3.3.3 below), which are designed to deliver the main purpose of the VE. Attractors identify axes to visitors.

3.3.2 Connectors

Connectors are the means by which visitors are coaxed into following a particular course or changing course perhaps because they are approaching the limits of the VE.  There are two types of connectors: There are various techniques that can be used including direction signs, new routes appearing, degraded reality and so on. They can be closely allied to guide and limit sureties which seek to achieve similar objectives through unconscious perception. As the culture and cultural acceptance of VEs grows it may well be the case that all deflectors will be perceived as unconscious guide and limit sureties. Thus a connector might lead a visitor into a position where an attractor becomes perceivable and follow this to a previously undiscovered retainer.

Examples of connectors in the cliff lift are:

3.3.4 Retainers

Retainers come in two forms, local and peripatetic, and seek to keep visitors in a particular place in the VE, as is the case with the local form, or to provide visitors with interactions which they can access from wherever they are in the VE, as is the case with the peripatetic form. The purpose of  retainers is to deliver the specifically memorable experiences of the VE as well as ensuring that visitors linger appropriately from time to time as they move around the world. In virtual tourism for instance the longer visitors linger overall the more likely they are to find the virtual experience memorable and perhaps retain the desire to actually visit the place the VE is modelling.

In the context of the cliff lift the principle retainers are:

3.4 Perceptual Maps

Surprises should work together in patterns to form possible temporal orders on retainers and thus the coherent set of purposive experiences that are intended to deliver the purpose of the world. Perceptual maps, as these patterns are called, are thus an abstract characterisation of the comprehensible labyrinth. Attractors should draw attention to sites of retainers and, if properly designed, lead visitors around the world in a meaningful way using connectors. Attractors may also themselves be retainers. Seen from a distance an animated object may act as an attractor but when experienced close up the object may be some sort of vehicle to ride in and control thus becoming a retainer. Patterns of attractors, connectors and retainers may be quite localised and in effect work as games. The oystercatcher avoiding visitors works in this fashion.

In the context of the cliff lift we have:
 
Attractor Connector Retainer
Animated cars at distance None necessary Operate cars from anywhere in world (outside cars)
Peripatetic
Animated cars at distance Pier and promenade railings, doorways of amusement arcade and partial views of ticket office etc. form axes to the car at the bottom of the cliff, alignment of pier and promenade Ride up and down in the cliff lift
Local
Unusual red and white pattern on amusement arcade, and partial views through entrance ways Pier and promenade railings, alignment of pier and promenade form axes towards amusement arcade Interactive soundscape inside amusement arcade
Local
Shore bird seen flying No straightforward axes, a complex pattern of deflectors - steps, turnings, gaps in railings etc. - not everything is straightforward
In keeping with the retainer to follow
The bird always flies away when you get too close, you can chase it up and down the beach
Local
Example of a game as nested pattern of surprises

Perceptual maps have much in common with the way painters arrange the composition of a work so as to catch the viewers attention and lead it around the canvas in a particular way. Although it is not possible to tell a story in a VE as in a film or TV program, there is never the less an important narrative element to VEs which needs to be designed for. This refers to the purposive accumulation of experience. This is more obvious in 3D games or Virtual Training Environments (VTEs) such as the classic Hubble Space Telescope VTE used for training the flight team [16]. Because of resource limitations, objects should only be placed in a VE if they provide a clearly identified perceptual opportunity integrated into the VE's perceptual map. They will then support the purpose of the world.

3.4.1 Sureties and Surprises Working Together

Sureties and surprises VEs work together much in the way jokes do: The first two lines are unremarkable and mundane, sureties. The third line comes as a surprise but is plausible from the logic of the first two statements. Jokes seem to be all much like this - you set up an imagined and consistent, however fantastical, world and then give it a bizarre, implausible twist which must somehow be derivable from the former. Sureties and surprises in VEs work together, supporting each other and thus the virtuallity they inhabit by seeking to catch and retain the attention of the visitor and thus maintain presence and belief. If a perceptual map constitutes the labyrinth then sureties are the means by which it is grounded, virtually, in a believable world.

In the context of the cliff lift we have:

It is worth pointing out that many objects will provide a variety of perceptual opportunities as both surprises - quite possibly several depending on the context - and sureties.

3.5 Shocks

Shocks are not perceptual opportunities normally built into VEs but arise as by-products of the design and construction process. They give rise to perceptions that jar, that aren't received as expected in the established context of the VE. They draw attention to the mediated nature of the environment and thus undermine presence. Shocks are thus perceptual bugs which need to be actively sought out and eliminated.

In earlier versions of the cliff lift there were a variety of shocks such as the sea not being big enough so that visitors could see where it ended. The static nature of the sea as currently modelled is also something of a shock but difficult to remedy within the constraints of a desktop VR system.

3.6 Conclusions

This paper documents a practically oriented model of the content of a wide class of VEs. It serves to focus the creativity of designers on the communicative potential particular to VEs. The model is in essence an abstraction of the structuring concept of the labyrinth viewed as a map of interrelated perceptual opportunities. At present the model is stable but still in the course of development in terms of finer detail. It is within the perceptual map that the creative design process for VE construction takes place. The characterisation of VE content as perceptual opportunities has been illustrated with reference to a VRML model of a historic tourist site in the North East of England. Through the active use of perceptual mapping a highly interactive and presence provoking VE has been built that consists of just 685K total file size and which runs acceptably on a Pentium 233MMx PC with 32MB of RAM.

These ideas arose out of the practical activity of VE building and are the result of trial and error, playing with prototypes and so as well as the observation of and conversations with some 200 diverse users of the cliff lift VE. It would seem that as the embodying interfaces of virtual reality become established and the sensory bandwidth more widely covered we will need to switch our attention to the nature and content of virtual reality if we are to build effective VEs. If presence is indeed primarily the perceptual result of appropriate content then a deeper understanding of the the way in which the human perceptual systems respond to VE generated content will be a major research area for the near future. The use of perceptual maps introduces an intuitive structure within which to proceed. The model currently applies to presence, as discussed above, but work by Slater [10] indicates that the same techniques, sureties and surprises etc., are also applicable to Co-Presence - the sense of being present with others.

Work is currently proceeding in a number of directions. First of all pilot experiments are being conducted, in conjunction with the School of Social Science at the University of Teesside, to investigate the way interrelated patterns of surprises are perceived and responded to by users. Secondly, the content model is being used to analyse a number of VEs, e.g.. a VTE, several computer games, and so on, to see if the model is as general as believed. Out of this the relationship between content and genre can also be considered. Finally, the content model is being used to develop a design methodology for VEs with a view to integrating the creative design process particular to VEs with technical, resource and project management issues.

References

[1] Virtual Saltburn Cliff Lift at the Saltburn Improvement Company (from  September 1999) http://www.saltburn-by-the-sea.com
[2] E. H. Gombrich, "The Story of Art", Phaidon, 1967.
[3] Janet H. Murray, "Hamlet on the Holodeck: The Future of Narrative in Cyberspace", Free Press, 1997.
[4] Espen J. Aarseth, "Cybertext: Perspectives on Ergodic Literature", John Hopkins University Press, 1997.
[5] Bill Hillier, "Space is the Machine", Cambridge University Press, 1996.
[6] Serge Eisenstein, "The Film Sense", Faber, 1968.
[7] Andrew J. Dudley, "The Major Film Theories: An Introduction", Oxford University Press, 1976
[8] Philip Zhai, "Get Real: A Philosophical Adventure in Virtual Reality", Rowman & Littlefield, 1998.
[9] Mathew Lombard and Teresa Ditton, "At the Heart of It All: The Concept of Telepresence", in Journal of Computer Mediated Communication, Volume 3, No 2, September 1997 http://jcmc.huji.ac.il/vol3/issue2/
[10] Mel Slater, "Co-Presence as an Amplifier of Emotion", 2nd International Workshop on Presence, University of Essex, April 1999, http://www.essex.ac.uk/psychology/tapestries/.
[11] Stephen R. Ellis, "Presence of Mind: A Reaction to Thomas Sheridan's "Further Musings on the Psychophysics of Presence"", in Presence, Volume 5, No. 2, Spring 1996.
[12] L. Spinney, "I Had a Hunch ...", in New Scientist, 5th September, 1998.
[13] Susan Blackmore, "The Meme Machine", Oxford University Press, 1999.
[14] Orlando Barthes, "Camera Lucida", Flamingo, 1984.
[15] Denise Whitelock, Paul Brna and Simon Holland, "What is the Value of Virtual Reality for Conceptual Learning? Towards a Theoretical Framework", http://www.cbl.leeds.ac.uk/~paul/papers/vrpaper96/VRpaper.html
[16] R. Bowen Loftin and Patrick J. Kenney, "The Use of Virtual Environments for Training the Hubble Space Telescope Flight Team", http://www.vetl.uk.edu/Hubble/virtel.html
[17] Clive Fencott, "Presence and the Content of Virtual Environments", 2nd International Workshop on Presence, University of Essex, 1999.