{"resolved":true,"match_type":"uuid","source_type":"original_book","book_id":"4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","title":"Bodies in code  interfaces with digital media","author":null,"edition":null,"publisher":null,"year":null,"isbn":"0415970164","requested_by":"printed_page","book":{"source_type":"original_book","book_id":"4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","id":"4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","uuid":"4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","title":"Bodies in code  interfaces with digital media","normalized_title":"bodiesincodeinterfaceswithdigitalmedia","author":null,"edition":null,"publisher":null,"year":null,"isbn":"0415970164","isbns":["0415970164","0415970156","9780415970167","9780415970150"],"parsed":true,"ai_readable":true,"document_type":"book","page_count":348,"navigation_url":"https://workshop.closeclaw.top/ai/book/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","title_url":"https://workshop.closeclaw.top/ai/title/Bodies%20in%20code%20%20interfaces%20with%20digital%20media","fixed_page_url_template":"https://workshop.closeclaw.top/ai/book/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53/page/{printed_page}","path_api_url_template":"https://workshop.closeclaw.top/api/ai/book/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53/page/{printed_page}","read_url":"https://workshop.closeclaw.top/api/ai/read/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","page_url":"https://workshop.closeclaw.top/api/ai/books/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53/page","search_url":"https://workshop.closeclaw.top/api/ai/books/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53/search"},"page":{"printed_page":117,"pdf_page":130,"physical_index":130,"physical_index_base":0,"printed_page_status":"recognized","page_sha256":"36b42e54c67eb71533cf091353a276a7d0474a5e2f11adff2ebc761d1c327c43"},"chapter":"bodies in code","content":"Wann and Rushton's position thus defines an approach to virtual reality at odds with the Gibson-inspired position just discussed. For them, what is crucial is not simulating a visually \"realistic\" environment in purely visual terms, but rather designing an environment capable of inducing a compelling sensorimotor correlation in the participant. As Held and Durlach point out in their discussion of telepresence, such a position stems from a conviction that the “best general-purpose system known to us (as engineers) is us (as operators).\"11 Such a view finds corroboration in no less an authority on artificial reality than artist and engineer Myron Krueger, who (as we have seen) has long held that “the ultimate interface would be the human body and human senses.\"12\n\nAll of these views advance a functional understanding of what makes VEs compelling. According to such an understanding, their purpose is \"to augment the sensorimotor system of the human operator\" (Held and Durlach, 234). Thus, rather than being defined strictly or even primarily by their “incorporation\" of objectively “realistic\" elements like perceptual invariants, VEs should be valued for their capacity to stimulate sensorimotor processes responsible for producing effects of“realism\" or of presence.ix Held and Durlach make this point explicitly and in terms immediately relevant to design implementation:\n\nThe most crucial factor in creating high telepresence is, perhaps, high correlation between (1) the movements of the operator sensed directly via the internal proprioceptive/kinesthetic senses of the operator and (2) the actions of the slave robot sensed via the sensors on the slave robot and the displays in the teleoperator station. (237)\n\nBeyond simply specifying the means to mobilize the human body as the interface, such functional correlation emphasizes the active contribution made by proprioception and internal kinesthetic sense in creating the effect of presence.\n\nIn this respect, Held and Durlach introduce a fundamentally different understanding of telepresence than that proposed by the Gibsoninspired position. For the latter, as Hillis explains, the simulation of the hand's presence in the VE via the data glove \"allows users to manipulate virtual objects\" in a way that draws upon \"Gibson's belief that we grab on to our world and make it part of our ‘direct' experience\" (15). This virtual extension of our hand stimulates the mapping of the virtual world onto internal human perception-structuring processes. The resulting experience of presence (or telepresence)—\"experience of presence in an environment by means of a communications medium\"—is, not surprisingly, informational at its core.x,1³ Like the “information pickup\" involved in the visual experience of perceptual invariants, the virtual extension of perceptual mapping facilitated by the data glove simply opens the body to the reception of information emanating from a new, virtual environment.xi For Held and Durlach, by contrast, the telepresent hand would be less a hinge for mapping the information from a visually disclosed environment onto internal perception-structuring processes than one element in a necessarily broader sensorimotor coupling of the operator's body with the VE.\n\nEMBODYING VIRTUAL REALITY\n\n117","previous_page":116,"next_page":118}