Immersive design is the art, and it is very much an art, of designing virtual spaces so as to completely subsume and engage the sensory modality of the participant, to the point that rubber hand / rubber body illusions are triggered, and they believe the environment to be a living, breathing world which they feel a part of, at least subconsciously.
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An elegant comparison between three very different forms of hardware-mediated virtual reality - HMD immersive displays, CAVE immersive VR systems, and Chameleon VR systems that carve out a nook for themselves within the physical world.
Yes, this is a game design book, rather than a simulation design book. However, the disconnect between simulations and games technology wise, does not really exist.
Creating any virtual environment from scratch is a mammoth project, likely to involve a large team of coders, modellers, builders, and support personnel. Like any large project, having a design is critical. Just as critical is knowing how to analyse the problem and design a solution.
Forget intelligent design, how do you design a god, and a religion round them, for practical use within a gameworld?
This book is essentially the direct outpourings from the designer?s mind on the foundational skills behind the design and architecture of a game, or gameworld. Of course, since virtual environments, even non-gaming, share many albeit not all of the same design features, a designer lacking these skills, risk overlooking usability issues and immersion values, without which users may struggle. This is especially true in persistent VR.
?Like the phone book, most design documents aren?t intended to be read but referred to. Nobody reads them cover to cover, but managers and developers look things up in them that are relevant to their particular tasks.?
Though this article deals with video games, the same can be applied to all interactive mediums, just as important as great design skills are creativity and communication skills. Teamwork, and cooperation are just as important as creative flair. Remember that.
This is very much a gameworld creation book, not a VR in general, so level design, scripted pathways, how to create the illusion of a living world around the player, all these resources are given detailed inspection in the book.
Raph Koster maintains a link of online world design 'laws'. These are guides, rather than absolutes, but are immensely useful nonetheless.
Comprising thirty-two separate essays by game designers, game critics, game fans, philosophers, anthropologists, and media theorists, this first of its kind collection on game design and criticism looks at many of the fundamental questions that plague the industry today.
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MediaGrid.org is attempting to push forwards the cause of using both immersive and non-immersive interactive virtual environments for educational purposes.
They have launched an open call to educators, students and profession...
(Press Release) Immersive Media Corp., has announced a research collaboration with the Pacific Telehealth & Technology Hui (the "Hui") located at Tripler Army Medical Center, Honolulu, HI.
The Hui acquired an IMC Telemmers...
Linden Lab has teamed up with Rivers Run Red to offer a formal business teleconferencing solution on the Second Life Grid.
Under the deal, Linden Lab will sell and market Rivers Run Red?s teleconferencing solution Immersive W...
CSIRO says remote telerobotics is not science fiction, and it has created an immersive version of the technology to help Rio Tinto break rocks.
Telerobotics involves a human being remotely operating a robotically-wired piece ...
Japanese engineers have developed a display technology with detail so fine, the human eye struggles to find any difference from reality.
Inventing corporation, Japan's NHK stated that the system could be used to provide an u...