The need for a socio-cultural perspective in the implementation of virtual environments

For many researchers, virtual reality (VR) is first of all a technology. This vision is also well reflected in the growing research work concerned with virtual environments: most of it has been addressed primarily the development of new rendering technologies rather than the highly interactive and dynamic nature of user-system interaction that VR supports. However, this focus on technology is disappointing for developers and researchers. To overcome this limitation, this paper describes VR as an advanced communication tool: a communication interface in single-user VR, and a communication medium in the case of multi-user VR. This leads us to propose acultural concept of presence as a social construction. Lying at the base of this view are two elements that guarantee an elevated sense of presence: acultural framework and the possibility ofnegotiation, both of actions and of their meaning. Within this view, experiencing presence and telepresence does not depend so much on the faithfulness of the reproduction of ‘physical’ aspects of ‘external reality’ as on the capacity of simulation to produce a context in which social actors may communicate and cooperate. The consequences of this approach for the design and the development of VR systems are presented.The first author is responsible for the preparation of Section 3. The second author prepared Section 2. Introduction and Conclusions were prepared by both authors. Moreover, to both authors must be attributed the definition of contents and the final structure of the paper.

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