[新聞] 對VR開發者而言 移動不適感仍需要改善
來源:http://bigstory.ap.org/content/derrik-j-lang
撰文者滿多VR相關文章的 英文沒問題板友可以看看
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
-----------------------------====================------------------------------
Copyright (c) 2016
################################ END OF STORY 1 ##############################
摘要:
帶頭盔產生暈眩 噁心 不知人身在何處一直撞到東西 不知未來何去何從(?) 等情況相信
許多人都曾體驗 目前來說似乎還是個技術障礙 適當的使用時間長度目前尚未確定 因此VR
普及對人類健康目前看來還是個隱憂 不過還是有強人戴rift 15小時還是活蹦亂跳
另 文中提及降低頭盔重量有可能是一解?
心得:
我本身就容易暈車 玩暴風魔鏡大概15分鐘就暈惹Q Q 希望能儘早突破困境
--
恩?你說去去武器走之類的很弱 想學強大一點的咒語?
霹靂卡霹靂拉拉波波莉納貝貝魯多
這個你覺得怎樣?
--
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※ 文章網址: https://www.ptt.cc/bbs/VR/M.1459179892.A.9AD.html
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