2018_EJRNL_PP_B_R__BARRICELLI_1.pdf
Terbatas Noor Pujiati.,S.Sos
» ITB
Terbatas Noor Pujiati.,S.Sos
» ITB
The experience of immersive virtual reality (VR) can be considered as a communication process
between human beings, mediated by computer systems, which uses visualisation and other
sensory stimulation. In this paper, we analyse how VR characteristics can be explored using
semiotic theory and, with methods of generative semiotics, we explore aspects of narrative and
interaction in VR. We propose a semiotic analysis of VR communication focusing on syntax,
semantics and pragmatics and considering also some principles of generative semiotics. The
syntactic level is analysed as determined by the characteristics of the visual communication
adopted. The semantic of VR is related to the functional model chosen to realise the virtual
system. The pragmatic of VR is based on the human computer interaction that changes the user’s role. We explore how these aspects can be characterised in the context of VR communication design and what principles can be adopted for a VR application, and we present an analysis and a classification of the iconic signs that are being used in VR. Moreover, we present a framework that can be used to classify and describe different kinds of virtual reality systems and to better understand communication in VR, and we use it to classify eight popular systems for e-learning and collaboration.