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published in(发表于) 2016/11/12 12:08:55
Comment: how VR users in “pain“

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Comment: how VR users in "pain"-IT information

On October 29, the VR technology development researchers conference JapanVR Fest(formerly OCUFES) Japan Science future Museum was held. This organized activity, in ten minutes time for participants to explain their own VR development related experience speaking at 10 minutes to create VR of the future.

Below, we will bring you are Sakura one of the pain for users in the VR told ten minutes shorter summary.

Established in the game "failure = death" concept

Cherry doors, who have produced a "dying in the first person" VR action games of the Chainman. However, Sakura said, in the course of actual play, the user does not experience the true feeling of death. And expected than the game "dead" feel very weak.

Cherry went on to say that when there is no death touch, and just let the users feel the death can not be reconciled, this is because there is no established "failure = death" concept.

Therefore, cherry blossoms began to shift the focus to make the user experience "pain" and "terror" on. Also specially invited to bring pain and terror specialists of "Queen", to explain to you.

How can I increase the sense of pain and terror?

To increase the "pain" and the horror show is divided into 5 steps .

First of all, Queen wielding a whip in the hands of other articles, so we feel the Visual damage

The second step, use sound to make people fear

The third step, let the whip across her face, feel the speed

The fourth step, light attack, looks around a heavy load all down, to imagine while waving whips to force

The last fifth step, tried my best to whip

Above, is a set of processes that make people fear.

Other examples of increasing

Next, the cherry door we cited the example of a candle. Although only a low temperature candle, but if you make the experience feel more than 400 degree high temperature flame, and let him experience the low temperature candle, he will imagine a "flame of candles and just as hot" and feel hot.

Indispensable for upgrading feeling "imagination"

In conclusion, Sakura gives an intersectional perception (Cross-modal) for example.?If displayed in a VR snowy scenery, to the user in real air, so users will feel the cold of winter. Therefore, given on fear, the material should not be provided with a view to more than "human imagination", but should be more concerned about how to allow users to let go of his imagination.


评论:如何在VR中给用户带来“痛觉” - IT资讯

10月29日,VR技术开发研究者会议JapanVR Fest(旧OCUFES)在日本科学未来馆召开了。这次举办的活动,是在十分钟的时间内给与会者讲解自己的VR开发相关心得的短讲《10分钟创造VR未来》

下面,我们将为大家带来的是樱花一门《如何在VR中给用户带来痛感》十分钟短讲总结。

在游戏中建立起“失败=死”的概念

樱花一门曾经制作了“以第一人称不断死亡”的VR动作游戏《Chainman》。然而,樱花表示,在实际游玩过程中,用户并没有体会到死亡时的真实感受。和预期相比,这款游戏中“死”的感觉非常薄弱。

樱花一门继续指出,没有死亡时的实感,而只是让用户感受到了死亡时的不甘心,这是因为游戏中没有建立起“失败=死”的概念。

由此,樱花一门开始将关注点转移到让用户体验“痛觉”和“恐怖”上。为此还特意请来了为人们带来痛觉和恐怖的专门人士“女王大人”,来为大家做现场的讲解。

如何才能增加痛觉和恐怖感呢?

为增加“痛觉”而进行的恐怖演出过程共分为5步

首先,女王大人挥舞手中的鞭子抽打其他物品,让我们从视觉上感受其破坏力

第二步,用声音使人恐惧

第三步,让鞭子掠过脸旁,感受其速度

第四步,用轻快的攻击,将周围看起来很重的东西全部打倒,让人想象鞭子全力挥舞时的威力

最后第五步,用尽全力挥舞鞭子

以上,就是一整套使人恐惧的过程。

其他增加感觉的例子

接下来,樱花一门给我们举出了一个蜡烛的例子。虽然只是低温蜡烛,但如果事先让体验者感受超过400度高温的火焰,再让他体验低温蜡烛,他也会因为想象着“蜡烛和刚刚的火焰一样热”而感受到灼热。

提升感觉所不可或缺的“想象力”

作为总结,樱花一门举出了一个交叉知觉(Cross-modal)的例子。如果在VR中显示雪原的景色,在实际中向用户身上送风,那么用户就会真实感觉到冬日的寒冷。 因此,在赋予恐惧感上,提供的素材不应着眼于超过“人类的想象力”方面,而应更加关注如何能够让用户放开他的想象力。





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