ABSTRACT

In this final chapter, two application areas for multimedia and VR are investigated in more depth, then the future of multisensory interaction will be reviewed to discuss how technology may make interaction more useful, ubiquitous, and universal. Ubiquitous computing envisages software in devices spread throughout our environment (Weiser, 1991). Interaction may be through explicit UIs, but in many cases we will be interacting with computers via everyday products and furniture, for example, displays in desks, mobile phones, on glasses, ear pieces and so on. Education and training are key markets for multimedia, and increasingly for VR; however, the contribution from advanced technology to successful learning outcomes is not clear. Connections between the design guidance given in earlier chapters and construction of educational applications are discussed. The second area is design and requirements analysis. Simulation and interactive microworlds are an important contribution of both VR and multimedia. VR in particular has become important for virtual prototyping and refining designs by simulation. Current research in progress in the ISRE project is described and guidance given on VE-driven requirements analysis.