Abstract
Our understanding of Virtual Reality (VR) as a communications medium is not as well developed as the technologies of VR themselves.This chapter presents the practical application of a content model of VR, which aims to alleviate this problem. First of all a characterization of the aesthetics of VR is put forward against which the practicalities of the content model can be judged. Then, the content model, based around Perceptual Opportunities (POs), is briefly outlined before it is illustrated in greater detail through its application to the analysis of five Virtual Environments (VEs), two drawn from traditional VR and three from computer games. From the separate analyzes a comparative content analysis is presented which makes surprising links between apparently diverse VEs and allows some insights into VR itself to be drawn.The conclusions document current and future research into POs in particular and VR theory and its practical applications in general.
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© 2001 Springer-Verlag London
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Fencott, C. (2001). Comparative Content Analysis of Virtual Environments Using Perceptual Opportunities. In: Earnshaw, R., Vince, J. (eds) Digital Content Creation. Springer, London. https://doi.org/10.1007/978-1-4471-0293-9_4
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DOI: https://doi.org/10.1007/978-1-4471-0293-9_4
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