作者kria5304 (XenoMegaREENovaSaga)
看板VR
标题[新闻] 对VR开发者而言 移动不适感仍需要改善
时间Mon Mar 28 23:44:36 2016
来源:http://bigstory.ap.org/content/derrik-j-lang
撰文者满多VR相关文章的 英文没问题板友可以看看
本文:
Wire: Associated Press (APW) Date: Mar 18 2016 14:07:21
For Virtual Reality Creators, Motion Sickness a Real Issue
By DERRIK J. LANG
San Francisco (AP) -- If the controls and movement in a
traditional video game aren't natural, it's merely annoying to
players. For designers of virtual reality experiences, the same
mistake could make users sick.
With the release of a trio of high-definition headsets on
the horizon, many VR aficionados in attendance at this week's
Game Developers Conference in San Francisco are confronting that
issue head on.
The low-latency headsets from Oculus, HTC and Sony are
intended to right the nausea-inducing wrongs of their VR
predecessors from 20 years ago, but many users still report
feeling woozy after using souped-up systems, such as the Oculus
Rift.
"The challenge is that people's sensitivity to motion and
simulator sickness varies wildly," said Evan Suma, an assistant
professor who studies VR at the University of Southern
California, during a talk at the 30th annual gathering of game
creators.
It's a unique design challenge for game makers accustom to
crafting interactive entertainment appearing on flat screens in
front of gamers, not completely encasing them.
Despite the advancements made in VR over the past four
years, there's still concern the immersive technology may force
players to lose more than a battle with an alien. They could
also lose their lunch.
"It's been a huge focus of development," said Hilmar
Petursson, CEO of CCP Games, which is developing several VR
games, including the sci-fi dogfighting simulator "EVE:
Valkyrie." ''We want super comfort all the way."
Petursson said the developers of "Valkyrie" opted to
surround seated players with a virtual cockpit to ground and
shelter them from the effects of appearing to whiz through space
past asteroids, missiles and ships.
Other designers are attempting to tackle the problem by
limiting movement in virtual worlds and not inundating players
with head-spinning stimuli.
"If you have something for your brain to fixate on as the
thing that matches similar inputs you're given when sitting in
the real world, you're going to be feeling a lot better," said
Palmer Luckey, co-founder of Oculus, which ignited the latest VR
revolution in 2012.
Oculus and Sony both posted health and safety warnings
outside their booths on the GDC show floor, cautioning attendees
trying the Rift and PlayStation VR that they may feel motion
sickness, nausea, disorientation and blurred vision. Those
effects were felt by many attendees.
"After a morning's worth of different Rift games, I felt
disorientated, a touch nauseous and distinctly headachey," wrote
Keza MacDonald on the gaming site Kotaku. "After five hours, I
felt like I needed a lie-down in a dark room."
Kimberly Voll, senior technical designer at Radial Games,
noted during her GDC speech about the effects of VR on the brain
that more academic research about VR should be conducted.
"We really need to look hard at the effects of long-term
exposure to VR, the psychological effects and what we can say
about the power of our VR experiences," said Voll, who has
studied computer and cognitive science.
With hype for VR at an all-time high and pre-orders for the
Rift and HTC Vive sold out, it's no longer a question of if
consumers will want to experience VR. They do. It's now becoming
a matter of
how long it's safe to keep it on their noggins.
Would two hours in VR be too much?
"With the current technology, it's iffy," said Luckey.
"It's all technologically solvable. It's not like we're saying,
'Oh no. We can't get any better. This is a dead end.' We have
tons of ways to make this higher resolution, lighter weight and
more comfortable. Eventually, the goal is to make something
that's not much heavier than a pair of sunglasses."
For many who've tried VR, it's not an issue at all. Hidden
Path Entertainment founder Jeff Pobst said he recently spent 15
hours wearing the Rift headset while playing the VR version of
his strategy game, "Defense Grid 2."
"I was happy," said Pobst. "I even did it with glasses on
and didn't take the headset off to put in my contacts. It all
depends on the person and the experience. When there's not a lot
of movement and the controls aren't tiring, I think you can be
in VR indefinitely."
___
Online:
http://www.gdconf.com
___
Follow AP Entertainment Writer Derrik J. Lang on Twitter at
http://www.twitter.com/derrikjlang. His work can be found at
http://bigstory.ap.org/content/derrik-j-lang.
-0- Mar/18/2016 18:07 GMT
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Copyright (c) 2016
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摘要:
带头盔产生晕眩 恶心 不知人身在何处一直撞到东西 不知未来何去何从(?) 等情况相信
许多人都曾体验 目前来说似乎还是个技术障碍 适当的使用时间长度目前尚未确定 因此VR
普及对人类健康目前看来还是个隐忧 不过还是有强人戴rift 15小时还是活蹦乱跳
另 文中提及降低头盔重量有可能是一解?
心得:
我本身就容易晕车 玩暴风魔镜大概15分钟就晕惹Q Q 希望能尽早突破困境
--
恩?你说去去武器走之类的很弱 想学强大一点的咒语?
霹雳卡霹雳拉拉波波莉纳贝贝鲁多
这个你觉得怎样?
--
※ 发信站: 批踢踢实业坊(ptt.cc), 来自: 140.112.217.8
※ 文章网址: https://webptt.com/cn.aspx?n=bbs/VR/M.1459179892.A.9AD.html
1F:→ kuma660224: 有没有专家分析不适的原因到底是哪些。。。 03/28 23:52
2F:推 onion1990: 一直觉得做成蜘蛛人或是进击巨人那种拉绳式的应该ok 03/28 23:53
3F:→ kuma660224: 希望VR最终不会是对健康不利的方案 03/28 23:54
4F:→ onion1990: 不过好像已经有一款游戏出来了 用伸缩勾爪移动的 03/28 23:54
5F:→ a5480277: 头晕的原因很多 像是认知上的误差 例如画面中人在快速 03/29 00:26
6F:→ a5480277: 转动或移动 但真实世界上人确没有动的话 就容易感到晕 03/29 00:26
7F:推 narihira2000: 有看过"眼睛下放一个鼻子/障碍物可以改善"的说法 03/29 00:27
8F:→ moebear: 大概跟晕车差不多吧 03/29 00:31
9F:推 silverair: 3D晕的原因是游戏画面骗过大脑,让你的中枢神经认为你 03/29 02:03
10F:→ silverair: 真的在动,可是其他受器感受到的却是静止状态。 03/29 02:04
11F:→ silverair: 这个冲突触发大脑的防卫机制,让你不舒服以便让你停止 03/29 02:05
12F:推 silverair: 晕车则是相反,你的身体受器和半规管都判断你在运动, 03/29 02:08
13F:→ silverair: 但你眼睛所看到的画面却是静止的,这把大脑吓坏了。 03/29 02:10
14F:推 supermars: 不适感我个人觉得是因为萤幕距离眼睛太近!! 03/29 02:51
15F:→ OscarShih: 我自己试过, 我也同意是因为脑认知和身体有落差 03/29 05:11
16F:→ OscarShih: 自己测试的是一个60fps的游戏, 镜头分别设定为静止 03/29 05:11
17F:→ OscarShih: 和跟随人头, 静止下, 稳定移动镜头是不会晕的 03/29 05:12
18F:→ OscarShih: 看1,2小时都没事 03/29 05:12
19F:→ OscarShih: 但镜头跟随人头再让人头做比较大的晃动,马上就晕了 03/29 05:12
20F:→ OscarShih: 再静止下来, 又不会晕 03/29 05:13
21F:推 a5480277: 推荐你一个实验 就让人从空中往地上掉 当你看到你掉在地 03/29 10:05
22F:→ a5480277: 上 就会有机会感觉到轻微的晕 我自己这样试感觉挺有後 03/29 10:07
23F:→ a5480277: 劲的 当下觉得没事 之後拖下头盔就开始慢慢感觉晕晕的.. 03/29 10:07
24F:→ kuma660224: 大脑被骗了产生混淆? 03/29 10:13
25F:推 KanoLoa: 只要现实动作跟不上你心理预期的状况,就会晕了 03/29 13:54
26F:→ KanoLoa: 你开车打错档 後退变成前进 那霎那也是晕 03/29 13:54
27F:推 chrispherd: 会不会晕可能每个人都不一定。有些人打FPS连续12小都 03/29 14:32
28F:→ chrispherd: 没事,有人不十分钟就开始想呕吐。不过VR想呕吐的人会 03/29 14:32
29F:→ chrispherd: 更多就是了。 03/29 14:32
30F:→ OscarShih: 打FPS会晕的原因可能又不太一样就是 03/29 16:37
31F:→ OscarShih: 打VR+FPS我想晕的人大概更多就是 03/29 16:38
32F:→ chrispherd: FPS跟VR造成晕眩共同原因之一是眼睛所看到的画面跟身 03/29 22:17
33F:→ chrispherd: 体不协调,这点是一样的OK? 03/29 22:17
34F:→ kuma660224: 那应该是可以习惯,因为晕车也是会习惯 03/30 09:30
35F:→ kuma660224: 至少忍受力能改善。 03/30 09:31