ALL RIGHTS RESERVED © 1999 BY THE MASSACHUSSETTS INSTITUTE OF TECHNOLOGY 1
Virtual reality as communication tool:
a socio-cognitive analysis
This is a unrevised version of the paper published by the Journal “Presence:
Teleoperators and Virtual Environments”, 8 (4), 462-468, 1999
Journal web site: http://mitpress.mit.edu/journal-home.tcl?issn=10547460
Copyright Notice
This paper is included as a means to ensure timely dissemination of scholarly and
technical work on a non-commercial basis. Copyright and all rights therein are
maintained by the authors or by other copyright holders, notwithstanding that they
have offered their works here electronically. It is understood that all persons
copying this information will adhere to the terms and constraints invoked by each
author's copyright. These works may not be reposted without the explicit
permission of the copyright holder. Please contact the authors if you are willing to
republish this work in a book, journal, on the Web or elsewhere. Thank you in
advance.
GIUSEPPE RIVA
Applied Technology for Neuro-Psychology Lab. - Istituto Auxologico Italiano
P.O. Box 1, 28044 Verbania, Italy
Tel: +39-323-580278 - Fax: +39-323-587694
E-mail: auxo.psylab@auxologico.inet.it
Abstract
Virtual Reality (VR) is usually described by the media as a particular collection of technological
hardware: a computer capable of 3D real-time animation, a head-mounted display, data gloves
equipped with one or more position trackers. However, this focus on technology is disappointing
for communication researchers and VR designers.
To overcome this limitation this paper describes VR as a communication tool: a communication
medium in the case of multi-user VR and a communication interface in sigle-user VR. The
consequences of this approach for the design and the development of VR systems are
presented, together with the methodological and technical implications for the study of interactive
communication via computers.