Jump to content

User talk:Tirumalavan: Difference between revisions

Page contents not supported in other languages.
From Wikipedia, the free encyclopedia
Content deleted Content added
Line 41: Line 41:
1) [[Virtual reality|Virtual Reality]]</br>
1) [[Virtual reality|Virtual Reality]]</br>
2) [[Mixed reality|Mixed Reality]]
2) [[Mixed reality|Mixed Reality]]
3) [[Presence (telepresence)]]
4) [[Immersion (virtual reality)|Immersion]]


== References ==
== References ==

Revision as of 04:35, 24 November 2014

Sandbox for the Article on Blended Spaces:

A Blended space is an area in which the physical environment and virtual environment are oriented in such a way that together they create a experience of being in an entirely new environment.[1] [2]While in a blended space a person's cultural and cognitive models subconsciously obscure the borders between the physical and digital spaces to create a feeling, called presence[1], of a unified space.[3] The interaction between the person and the space, and the related feedback, are what creates the sense of presence and separates the blended space from mixed Reality.[1]

History

The idea of blending comes out of metaphor theory. Metaphors allow people to combine concepts from one area and apply them to another, often without thought. Gilles Fauconnier and Mark Turner argue that metaphors in design are really blends. Concepts from one area are not just applied to another, the two areas are combined to create an entirely new space that is different from either of the two original areas.[1]
Blended Space design also comes from user experience research and design. The feelings a person experiences in a space are the focus of user experience design. In a blended space, designers can target certain feelings by understanding the blend of the space. User experience design and theory has allowed for effective blended spaces to be designed.[1]

Reality-Virtuality Continuum

Describing Spaces

There are 2 main components to any space. They are:
1) Objects - The actual distinct objects which make up the medium/space. The objects thus effectively describe the space.
2) Agents - Correspondents/users inside the space who interact with it through the objects.[1]
For presence in a blended space, we need a physical space and a digital space. In the context of blended space, the higher the communication between the physical and digital spaces, the richer the experience[1]. This communication happens through the medium of correspondents which relay the state and nature of objects.

The nature and characteristics of any space can be represented by these factors:
1) Ontology - Different types of objects present in the space. Total number of objects. Relationships between objects and the space.
2) Topology - The way in which the objects are placed and positioned.
3) Volatility - Frequency with which the objects change
4) Media - Medium of communication between the objects to objects, and between objects to agents.
5) Agents - Users present inside the space.


Physical Space - Physical spaces are spaces which afford spatial interaction[4] This kind of spatial interaction impacts the user's cognitive model in a big way[5]
Digital Space: - Digital space (also called as the information space) consists of all the information content. This content can be in any form.[3]

Conceptual Blending in Mixed realities
Conceptual Blending in Mixed realities

Structure of a Blended Space

Simplest implementation of a blended space requires 2 features.
The first required feature deals with taking the inputs. The input can range from tactile, to changes in the environment.
The next required feature is about providing the notifications as received from the digital spaces. The correspondences between the physical and digital space have to be abstracted and exploited by the design of the blended space.
Seamless integration of both the spaces is rare. Blended spaces need anchoring points or technologies where the spaces could be linked.[2]
The guidelines for designing a blended space state that the digital content available in the space must be advertised and conveyed in a subtle unobtrusive way. The presence can also be measured based on physiological, behavioral, and subjective measures derived from the space.[6]

See Also

1) Virtual Reality
2) Mixed Reality 3) Presence (telepresence) 4) Immersion

References

  1. ^ a b c d e f g Benyon, David (2014). Spaces of Interaction, Places for Experience (1 ed.). Morgan and Claypool. p. 97. ISBN 9781608457724.
  2. ^ a b Benyon, David (07/2012). "Presence in Blended Spaces". Interacting with Computers. 24 (4): 219. doi:10.1016/j.intcom.2012.04.005. {{cite journal}}: Check date values in: |date= (help); More than one of |pages= and |page= specified (help)
  3. ^ a b Benyon, David. "Designing Blended Spaces". http://dl.acm.org/. BCS-HCI. Retrieved 2012. {{cite web}}: Check date values in: |accessdate= (help); External link in |website= (help)
  4. ^ Dourish, Paul. "Implications for Design". dl.acm.org. SIGHCI.
  5. ^ Buxton, Bill. "Mediaspace – Meaningspace – Meetingspace". http://www.springer.com/us/. Springer. {{cite web}}: External link in |website= (help)
  6. ^ Benyon, David; Imaz, Manuel (2007). Designing with blends (1 ed.). Edinburgh: MIT Press, Cambridge, Mass. & London. pp. 209–218. ISBN 9780262090421.