SIGNIFICANCE OF HMD. THE DESIGN OF A REALITY BLEND
Corporación Universitaria Minuto de Dios (COLOMBIA)
About this paper:
Conference name: 11th annual International Conference of Education, Research and Innovation
Dates: 12-14 November, 2018
Location: Seville, Spain
Abstract:
Mixed reality is presented in a variety of ways, encompassing the reality spectrum, from digitally enhanced physical spaces to physically enhanced digital spaces. An example of the above would be a vineyard covered with sensors that provide data on the humidity and other conditions on the growth of the grapes. There are also many combinations of objects and physical and digital spaces, from QR codes in buildings that provide information; GPS-activated events on smartphones; to augmented reality (AR) overlays in buildings, seen through a telephone and using GPS information. Despite these advances, the developers do not have clarity on how to design to capture the experiences of the user in mixed reality.
Mixed reality has been observed for a few years and more recently talk about hybrid spaces and how people move through trajectories of hybrid experiences. Likewise, this need has also been discussed by recognizing that people are not simply present in spaces of mixed reality, but that they move through different experiences, in which they participate in new social phenomena.
That is why the interest of this article is to go beyond the mixed reality to investigate spaces in which the real and the virtual come together in a unified and designed user experience, an amalgamated space or blend. A blend space, in the case of this project, will be an environment of mixed reality of any scale in which the real world and the virtual world meet, in a careful and careful way with some content or access to content. The physical space can be described in terms of the objects that exist in space, the topographical relationships between those objects, the people that inhabit and move through space and the volatility of space. The digital space can be described in terms of its ontology and topology (information architecture), the agents and other people in space and the volatility of the space to change.
To understand how to design a mixture of these interfaces, using the Head Mount Display (HMD) devices, which are characterized by the presence of virtual interfaces, which transport people to other realities. The ability to transfer is to use the experience or knowledge acquired in an activity, in the development of another activity, other contexts and problematic situations. Based on this, it can be observed that these objects become favorable elements for the development of different disciplines: entertainment, security, industry and education.
Therefore, this document aims to describe how the physical and digital spaces generated by HMD devices correspond, and allow the construction of a blend space. These can be used in a process known as designing with blends, which is based on the Theory of Conceptual Integration (TCI) of Fauconnier and Turner, this is a semiotic-cognitive theory which shows how new ideas arise by combining mental constructions, or mental spaces, in new ideas. Fauconnier and Turner provide a series of principles and guidelines to understand how to design on a human scale. Through the semiotic treatment it is possible to make explicit definitions about how things, objects and works become signs and become bearers of meanings. That is why, when analyzing video games with the use of HMD devices under the TCI, new ways to design these are shown and, in general, a significant contribution is made in the design of new design methodologies.Keywords:
Theory of Conceptual Integration, design, videogames, HMD devices, technology.