2
The ideas behind immersive and interactive environments
Étienne Peillard
IMT Atlantique
2.1
2.2
2.3
2.4
2.5
2.1
Organising a view
Occupying the visual field
Directing attention


A designed viewpoint
A surrounding scene
An audience shares a place

A surrounding painted scene
A controlled observer position
Lighting and foreground disguise the frame




A journey without travelling
A ship, carriage or viewing platform
Images combined with motion cues




A scene appears beyond its carrier
The viewing arrangement shapes the effect





What hides the boundary of the image?




Which elements move: the image, the platform or the audience?
2.2
A separate view for each eye
A cue to depth
Limited response to movement


Individual moving-image viewing
Mechanical image sequences
A later personal display arrangement


Separate channels for the eyes
Filters or active shutters
Shared content and a constrained viewpoint

An enveloping recorded experience
Motion, airflow and smell
The recorded events remain fixed





A personal display does not imply an interactive world
| Date | Example | Main contribution |
|---|---|---|
| 1787 | Barker’s panorama | A surrounding depicted place |
| 1838 | Wheatstone’s published stereoscope paper | Separate images and binocular depth |
| 1900 | Paris exposition panoramas | Architecture, projection and staged travel |
| 1939 | View-Master | A portable stereoscopic viewing format |
2.3
Practise control of a vehicle
Controls and motion
Models, cameras and computer graphics


The view responds to the head
Images close to the eyes
A simulated scene


Interactive graphical construction
A computational world that responds
Physically impossible virtual behaviour

Simulation and augmented displays
Gloves and head movement
Display, tracking and interaction



2.4
Capture aspects of hand movement
Dedicated hardware and software
“Virtual reality” enters wider circulation

A surrounding visual environment
Images adapt to the observer
A different relation to the room

Force feedback for molecular interaction
Sound sources tied to the virtual world

Dedicated experiences and installations
Games and experimental peripherals
Cost, tracking, content and comfort





Different products exposed different parts of the action–perception loop
2.5
What a system might enable
What users can actually do
Value in a particular context

Consumer headset development
Room-scale head and hand movement
Different computing arrangements


A large panoramic installation
A collective immersive space
Who shares the viewpoint and the room?


The boundary as a narrative device
Another body or social role
The physical setting remains relevant






Display, tracking and computation are separate design choices
| Period | Example | Main contribution |
|---|---|---|
| 1960s | Head tracking and generated imagery | An image linked to a moving observer |
| 1980s | NASA and VPL systems | Integrated displays and bodily input |
| 1992 | The CAVE | Immersive projection as an alternative |
| 2010s | Consumer and standalone systems | New combinations of cost, tracking and computing |