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:
-
is the object of perception.
-
should effectively communicate causal interaction.
-
should take on the structure of the comprehensible labyrinth
-
should appeal to the unconscious as well as the conscious mind.
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:
-
Vection
-
Ego Scale
-
Perceptual Noise
-
Distance
-
limits
Some examples drawn
directly from the cliff lift are:
-
sound of the cars moving over the metal tracks to reinforce travelling
motion
-
railings around the pier, the promenade and cliff tops to indicate avatar
scale, vection and to suggest where to go etc.
-
It is worth noting the fact that none of the railings modelled bear more
than a passing resemblance to those actually in place in Saltburn. Comparing
the right to the photograph above should convince the reader of that. The
actual and the virtual do not match. The important point is that there
should be railings where railings are expected. the same is true for the
railings on the pier which are of a different style in reality but the
same as those below in the VE.
-
similarly the actual structure of the pier supports are quite complex but
only the outer angled supports modelled in the VE.
-
eves on the amusement arcade and ticket office etc. which as the next illustrations
show do not resemble each other yet seem to have passed the scrutiny of
visitors to date. Texture files have been scanned at very low resolution
but this does not seem to have raised comments among the students who visited
the site.

-
eves, railings, pier supports, etc. all add perceptual noise in addition
to their primary design justifications.
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:
-
implausible but beneficial
-
totally plausible but unexpected
and there are three basic types:
-
attractors
-
connectors
-
retainers
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::
-
The cars on the inclined tramway automatically undertake a journey 10 seconds
after the world loads
-
As a visitor moves down the pier towards the amusement arcade for the first
time a shore bird, an oystercatcher, flies out from under the pier and
lands on the beach
-
Open doorways into the amusement arcade and the ticket office.
-
Partial views of the ticket office from through the open doors of the amusement
arcade.
-
The little cabin, brake mans hut, and more railings partially visible at
the top of the tramway.
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:
-
as the visitor travels away from the cliff lift along the promenade or
cliff top degraded reality is used to indicate they are approaching the
limit. In this case the uprights on the railings disappear along with the
general level of detail (Deflector)
-
railing along the pier provide sight lines to guide the visitor into the
amusement arcade (Axis).
-
paths from the cliff top down to the promenade seek to deflect visitors
from getting too far away form the main focus of interest. (Deflector).
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:
-
Being able to control the cliff lift from anywhere in the VE using the
peripatetic controls (green, yellow and red buttons) at the bottom of the
screen (unexpected)
-
Being able to ride on the cliff lift using the above controls (expected)
-
The inside of the amusement arcade is empty of objects but a series of
sound samples from the actual arcade fade in and out of hearing as a visitor
moves around inside the building. An example of perceptual metonymy. (unexpected)
-
The oystercatcher on the beach always flies away to a new spot on the beach
if the visitor approaches too close. (expected)
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:
-
My dog has no nose!
-
How does he smell?
-
Terrible!
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:
-
the empty interior of the amusement arcade filled with appropriate sounds
but no objects signals the use of the building but also that this is not
central to the purpose of the world
-
the fact that sounds, controls, animation, and vection come together in
the cliff lift cars themselves establishes that they are the focus of the
VE. Particularly in relation to the partially modelled amusement arcade.
-
a similar thing happens with the gift shop, next door to the ticket office,
whose fascia is modelled by a bit map and cannot be entered as opposed
to the ticket office which is similarly textured but has real doorways
and not images of them.
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
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