Labyrinth

Dream Grrrls: A World of Virtual Reality

Dream Grrrls' design focuses on, but is not limited to, six factors for virtual reality aesthetics criteria outlined by Gigliotti:

The Interface unites hardware, software and the user in a common space for action and reaction. Primary analysis evaluated action in the CAVE based on application goals rather than on screen displays. The goal is to have a dynamic structure in which the participant navigates with a variety of choices, experiences and interactions for enjoyment, exploration, decision-making and learning.

The Content is based on imagery and experiences similar to a dream-state. Fueled by the unconscious, interaction is often indulgent, whimsical, and self-reflective. Dream Grrrls introduces the participants to the computer in an environment where s/he will confront imagery, tasks, kinesthetic sensations and can learn to meet new challenges.

The Environment or physical space will have familiar qualities in unfamiliar settings. For example, the participants navigate through a space to find brightly colored glass vessels to explore. The most creative explorers will interact with these objects and find themselves thrown into other challenging worlds. The participants' role becomes very important in accepting the challenge to discover objects, paths, navigational strategies and the computer's responses.

Perception will guide the participants to follow the line of sight through the stereoscopic tracking glasses. The glasses and navigation wand allows interaction with objects and creates a virtual sense of movement through the space. The computer provides "clues" with sight and sound.

The Performance is based on the participants' action and reaction with the computer and the ability to suspend disbelief. The following variables by Laurel were considered :

  1. 1. Frequency of the interaction
  2. 2. Range of choices made available
  3. 3. Significance of the choices and their effects
  4. 4. Other sources acting within the world

In order to optimize the performance, objects represent and lead to other scenes rather than presenting one world in its entirety. The program contains a set of multiple drawing functions that are executed depending on position. The visuals become critical to achieve a smooth and unified experience.

The Plasticity of the artwork is represented in its ability to give: is the play effective? Visual design is not to be underestimated. It is an indispensable aspect, representating and providing tasks. The design considers structure, graphics, sound, tactile and kinesthetic effects. This provides sensory, cognitive, and emotional stimulation which shapes actions. Dream Grrrls creates a virtual world of dreams for learning, experience and communication.

References:

Click images & continue
Back to Introduction
Dream Grrrls at Siggraph 97: Metaphors
Home Dolinsky