We merge the Pictorial Computing Laboratory (PCL) approach to WIMP interaction with the Interaction Locus approach to structuring visual spaces as a step toward the definition of a rational methodology for the design of Virtual Reality interactive systems. The merging of the two points of view allows the refinement of the model of interaction of a user with a virtual environment and leads to the definition of "real" and "virtual" characteristic pattern.
Modeling the HCI processIn this work we merge the Pictorial Computing Laboratory (PCL) approach to WIMP interaction [1] with the Interaction Locus approach to structuring virtual spaces [3] as a step toward the definition of a rational methodology for the design of Virtual Reality (VR) interactive systems.The PCL approach models human-computer interaction (HCI) as a process in which the user and the computer communicate by materializing and interpreting a sequence of messages at successive instants of time. Each message is constituted by a set of perceivable elements, called characteristic structures. Two interpretations of each message arise in the interaction: one performed by the user achieving the task, depending on his/her role in the task, as well as on his/her culture, experience, and skills, and the second internal to the system, associating the message with a computational meaning, as determined by the programs implemented in the system [2]. The extension of this approach to desktop virtual reality requires not only an accurate definition of the computational processes and a refinement of its specification, but also a better definition of the machine generating them .The Interaction Locus is the "basic element to give a structure to 3D space, as a summa of coordinated 3D representation, auditory signs and hypertextual information" [3], i.e., a coherent integration of multisensorial information and multimodal interaction. It was introduced in the context of a research that aimed at overcoming weaknesses in the current interaction modalities in 3D environments such as virtual worlds [4]. With the interaction locus concept the author is enabled to build virtual interactive experiences evidencing the areas that are characterized by coherent morphologic * Work supported by MIUR, Italian Ministry of Education, University and Research, in the framework of PRIN 2000 program. features and by homogeneous interaction modalities. This goal is achieved by superimposing to the raw 3D scene a virtual entity whose task is to inform the user about the nature of the part of the scene he/she's entered and to present and to mediate the possible interactions inside its area.Generalizing the PCL model, the environment with which a user interacts is seen as a virtual space in which a population of virtual entities (ve) is present, and which can be described specifying the behavior of the population. The state of each virtual entity is formalized as a characteristic pattern (cp), defined as a triple > linking the current state u of the computat...