Definitions and Taxonomies
  • Virtual Reality: total immersion in a virtual world (replacing the physical one) through mechanisms such as HMD, CAVEs etc.
  • Augmented Reality: in the narrow sense of the term, fusion of physical reality with a virtual one (e.g. through sensors, goggles) in order to "enhance" the physical world; in a broader sense, augmentation of the physical reality through virtual components (e.g. Lozano-Hemmer's "Displaced Emperors")
  • Mixed Reality: physical and virtual reality coexist and form a continuous space; see Blast Theory's "Can You See Me Now" (Sheffield Archive)



    Installation Categories (Joachim Sauter)
  • screen
  • installation
  • environment (immersion)
  • interactive architecture (media facades, architecture as display mechanism)

    Other models for approaching installation
  • navigational models (emphasis on input devices, movement through a world)
  • distributed models (emphasis on distribution and social interaction)
  • architectural models (emphasis on architectures of the world -- physical or virtual)



    "Awareness Design"
  • making users aware of invisible / intangible aspects of the environments (see ARCH-OS)



    Other topics discussed
  • immersion -- from Renaissance and panoramas to virtual reality
  • qualities of virtual vs. physical space -> issues of embodiment (see Peter Anders, "Anthropic Cyberspace")
  • Virtual Reality as flight from the body or "second life"? (see Avatara by 536; The Port)



    Models of Interaction
  • point-and-click (trigger/response)
  • navigation of media elements in an "informationally closed" system (no modifications possible by the user)
  • contribution of users to a framework established by the artist
  • rewriting of the system by users
  • interaction between software elements (no interaction by users)