Immersive Virtual Reality Gaming

slipperhangingΤεχνίτη Νοημοσύνη και Ρομποτική

14 Νοε 2013 (πριν από 3 χρόνια και 11 μήνες)

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Immersive Virtual Reality Gaming


Immersion
is

a key element in the growth of computer games. Immersive Vir
tual Reality
, IVR,

is
likely to be

the next stage
,

with the same technology appli
cable in areas such as Health,
Virtual
Tourism and Training.

T
wo
obstacles to

immersive gaming are the video screen and inappropriate UI:

-

video screen


O
bserving action through the 'window frame' of a screen limits immersion, especially when

navigating

a
n

FPS.
Surround video is
a good

solution with head
-
tracking vi
deo glasses

representing the most practical option for home use.

Such glasses

are inherently

stereoscopic and,

despite issues with focus/
convergence decoupling, deliver

greater

immersion along with the ability to judge speed and distances.

-

inappropri
ate UI


In the same fashion that attempting to fly a virtual plane with a racing wheel confounds a

players expectations, so too using a joystick to simulate walking ruins immersion.

3D perception

Full appreciation of 3D requires us to move
our

heads and bodies. 3D
occurs in the mind rather than
the eyes, so we

like

to walk up to and around
objects

to allow
our

brain
s

to map and
memorise the
image
.

Proprioception

Spatial awareness is crucial to imm
ersion.

Proprioceptive and vestibular senses provide us with
detailed information that we cannot see or hear. The time and effort expended walking and turn
ing

contribute to our understanding of a 3D world. Without
these
factors

we don't get the

feeling
that
we have visited a place, w
hich is why it’
s so exciting
that

IVR makes us

feel that we have.

Context

Innovations have to be developed and used in

context
.


S
tereoscopic vision can only be enhanced by
the natural inclusion of locomotion. So 3 key
elements are:






3D Vision





/
\




Head
-
tracking
-

Locomotion


Many media technologies

(especially digital)

exploit deficiencies in human visual perception.
Interlace television, Nyquist
-
Shannon, Quant
isation and compression algorithms all rely on fooling
the brain
,

and the same is true of stereoscopic displays.

It is acceptable to si
mplify so long as it
produces an adequate
facsimile
. This

rule

also
applies to the

walk action performed on the
WIZDISH
TM

locomotion platform.

Exercise

The sedentary aspect of gaming is being blamed
as one of the causes of
the growing obesity
epidemic. The
re

is some medical evidence that high levels of cortisol
associated with stress can have
a neurotoxic effect, and so t
here is concern that there may be consequences to raising adrenaline
levels over extended periods without a physical "fight or flight response".

Either way, while
gaming
technology is accused of
damaging

health it
could

just as easily be
used

to
improve it
.
Many people
who feel that gaming
wast
es time

would embrace it if
it kept them fit

and
those not fond of exercise
would find the more intense gameplay hard to resist.

Unifying theme

Experience is fundamental to humanity. It’s not possible to
not

have an

experience because even
thinking about an experience is an experience
1
. IVR is such an incredibly powerful concept because
it delivers experiences on demand. The best computer games adhere to a central theme and the
same should be true of UI. IVR is a
sound theme
to include in

a product roadmap.

WIZDISH

TM

The WIZDISH
TM

is a very simple patented design of locomotion platform that is suited to the
domestic market. It has no moving parts and fits under a single bed
. The patent includes

the new
type of s
kate
that
has been developed to use on the platform.


Julian Williams
2
/
10
/11








1

Jesse Schell. The art of game design.