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云vr和传统vr
Virtual Reality presents the opportunity to create entirely new worlds – ones which players themselves inhabit. An often overlooked consequence of this is the ability to recreate the player, down to how they feel. This sounds dramatic, but really is just achieving feature parity with most other forms of media. Any book read from a first-person perspective, most video games that involve an avatar, or movies told from a specific character’s point-of-view all put the player in a different body and life.
虚拟现实提供了创造全新世界的机会-玩家自己居住的世界。 一个经常被忽视的后果是能够重新创建玩家,直到他们的感受。 这听起来很引人注目,但实际上仅是与大多数其他形式的媒体实现了功能对等。 从第一人称视角阅读的任何书籍,大多数涉及化身的视频游戏或从特定角色的视角讲述的电影都将玩家置于不同的身体和生活中。
There are compelling reasons beyond narrative to alter a user’s body perception in VR as well. Scenes can be more carefully crafted when the constraints of user motion and viewpoint are clearly defined. Equalizing physical stats between all players can achieve far more “fair” gameplay and even make a previously unplayable experience accessible to disabled users. Players can also be equalized to avatars that are not human or do not have human proportions – gorillas, giants, various constructs of robot.
除了叙述之外,还有很多令人信服的原因也可以改变VR中用户的身体感知。 当明确定义了用户动作和视点的限制时,可以更仔细地制作场景。 平衡所有玩家之间的身体数据可以实现更加“公平”的游戏体验,甚至可以使残障用户获得以前无法玩的体验。 玩家也可以等同于非人类或没有人类比例的化身-大猩猩,巨人,各种机器人构造。
Over the last year and a half, among my other duties at Unity, I have spent considerable time developing and experimenting with a library that can alter a user’s proportions and their perception of them. Below you’ll find a talk I delivered about my findings and experience. But first, a few bonus quirks about body adjustment:
在过去的一年半中,在Unity的其他职责中,我花了很多时间开发和试验一个可以改变用户比例及其感知的库。 在下面,您将找到我发表的有关我的发现和经验的演讲。 但是首先,一些关于身体调整的怪癖:
Rig Scaling (the most commonly used form of player equalization in the wild) has a side effect of also altering a user’s speed; making the user twice as big makes them twice as fast. However, average human walking speed does not correlate linearly with height. A more accurate (and fair) model would involve slightly artificially slowing players that have been scaled up.
装备缩放(Rig Scaling)(在野外最常用的玩家均衡形式)也具有改变用户速度的副作用。 使用户大两倍使他们快两倍。 但是,人的平均行走速度与身高没有线性关系。 更准确的(和公平)的经营模式需要 已扩大 略有 减缓人为球员。
Software based adjustments cannot affect the raw velocity data coming out of hardware trackers. Any kind of physics code for gauging force (such as throwing virtual objects) will need to be informed of scale changes and be adjusted accordingly.
基于软件的调整不会影响来自硬件跟踪器的原始速度数据。 任何用于测量力的物理代码(例如投掷虚拟物体)都需要知道尺度变化并相应地进行调整。
Extreme size changes can have a psychological effect – becoming tiny, like an ant, can give the user a sense of danger or unease. On the flip size, becoming gigantic grants feelings of empowerment. (I have personally felt both these effects, even in simple white box environments.)
尺寸的极大变化会产生心理影响–变得像蚂蚁一样微小,会使用户感到危险或不安。 在翻转的情况下,变得巨大会给人以增强的感觉。 (即使在简单的白盒环境中,我个人也感受到了这两种影响。)
The results from this development will be included in Unity’s XR Foundation Toolkit. I am excited to see what new experiences the community can build with these tools. VR is a young medium still. Do not accept limitations; find a way to surpass them.
该开发的结果将包含在Unity的XR Foundation Toolkit中。 我很高兴看到社区可以使用这些工具建立什么样的新体验。 VR还是一个年轻的媒介。 不接受限制; 找到一种超越他们的方法。
翻译自: https://blogs.unity3d.com/2017/04/28/altering-body-perception-in-vr/
云vr和传统vr