The video documentation below illustrates an enactment of iMorphia with props imbued with physics. The addition of rigid body colliders and physical materials to the props and the limbs of the avatar enables Unity to simulate in real time the physical collision of objects and the effects of gravity, weight and friction.
The physics simulation adds a degree of believability to the scene, as the character attempts to interact with the book and chair. The difficulty of control in attempting to make the character interact with the virtual props is evident, resulting in a somewhat comic effect as objects are accidentally knocked over.
Interaction with the physics imbued props produced unpredictable responses to performance participation, resulting in a dialogue between the virtual props and the performer and a degree of improvisation – for example arms raised in frustration and the kicking over of the chair. These participatory responses suggest that physics imbued props produce a greater sense of engagement through enhancing the suspension of disbelief – the virtual props appear more believable and realistic than those that not imbued with physics.
This enactment once again highlights the problem of co-location between the performer, the projected character and the virtual props. Co-location issues are the result of the difficulty in perceiving where the character is in three dimensional space due to the lack of depth perception. There are also navigational problems resulting from an incongruity between the mapping of the position of the performers body and limbs in real space and those of the virtual characters avatar in virtual space.
Originally posted at http://kinectic.net/interactive-props-and-physics/