[新聞] 對VR開發者而言 移動不適感仍需要改善

看板VR (虛擬實境)作者 (XenoMegaREENovaSaga)時間8年前 (2016/03/28 23:44), 編輯推噓8(8027)
留言35則, 10人參與, 最新討論串1/1
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? -- ※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 140.112.217.8 ※ 文章網址: https://www.ptt.cc/bbs/VR/M.1459179892.A.9AD.html

03/28 23:52, , 1F
有沒有專家分析不適的原因到底是哪些。。。
03/28 23:52, 1F

03/28 23:53, , 2F
一直覺得做成蜘蛛人或是進擊巨人那種拉繩式的應該ok
03/28 23:53, 2F

03/28 23:54, , 3F
希望VR最終不會是對健康不利的方案
03/28 23:54, 3F

03/28 23:54, , 4F
不過好像已經有一款遊戲出來了 用伸縮勾爪移動的
03/28 23:54, 4F

03/29 00:26, , 5F
頭暈的原因很多 像是認知上的誤差 例如畫面中人在快速
03/29 00:26, 5F

03/29 00:26, , 6F
轉動或移動 但真實世界上人確沒有動的話 就容易感到暈
03/29 00:26, 6F

03/29 00:27, , 7F
有看過"眼睛下放一個鼻子/障礙物可以改善"的說法
03/29 00:27, 7F

03/29 00:31, , 8F
大概跟暈車差不多吧
03/29 00:31, 8F

03/29 02:03, , 9F
3D暈的原因是遊戲畫面騙過大腦,讓你的中樞神經認為你
03/29 02:03, 9F

03/29 02:04, , 10F
真的在動,可是其他受器感受到的卻是靜止狀態。
03/29 02:04, 10F

03/29 02:05, , 11F
這個衝突觸發大腦的防衛機制,讓你不舒服以便讓你停止
03/29 02:05, 11F

03/29 02:08, , 12F
暈車則是相反,你的身體受器和半規管都判斷你在運動,
03/29 02:08, 12F

03/29 02:10, , 13F
但你眼睛所看到的畫面卻是靜止的,這把大腦嚇壞了。
03/29 02:10, 13F

03/29 02:51, , 14F
不適感我個人覺得是因為螢幕距離眼睛太近!!
03/29 02:51, 14F

03/29 05:11, , 15F
我自己試過, 我也同意是因為腦認知和身體有落差
03/29 05:11, 15F

03/29 05:11, , 16F
自己測試的是一個60fps的遊戲, 鏡頭分別設定為靜止
03/29 05:11, 16F

03/29 05:12, , 17F
和跟隨人頭, 靜止下, 穩定移動鏡頭是不會暈的
03/29 05:12, 17F

03/29 05:12, , 18F
看1,2小時都沒事
03/29 05:12, 18F

03/29 05:12, , 19F
但鏡頭跟隨人頭再讓人頭做比較大的晃動,馬上就暈了
03/29 05:12, 19F

03/29 05:13, , 20F
再靜止下來, 又不會暈
03/29 05:13, 20F

03/29 10:05, , 21F
推薦你一個實驗 就讓人從空中往地上掉 當你看到你掉在地
03/29 10:05, 21F

03/29 10:07, , 22F
上 就會有機會感覺到輕微的暈 我自己這樣試感覺挺有後
03/29 10:07, 22F

03/29 10:07, , 23F
勁的 當下覺得沒事 之後拖下頭盔就開始慢慢感覺暈暈的..
03/29 10:07, 23F

03/29 10:13, , 24F
大腦被騙了產生混淆?
03/29 10:13, 24F

03/29 13:54, , 25F
只要現實動作跟不上你心理預期的狀況,就會暈了
03/29 13:54, 25F

03/29 13:54, , 26F
你開車打錯檔 後退變成前進 那霎那也是暈
03/29 13:54, 26F

03/29 14:32, , 27F
會不會暈可能每個人都不一定。有些人打FPS連續12小都
03/29 14:32, 27F

03/29 14:32, , 28F
沒事,有人不十分鐘就開始想嘔吐。不過VR想嘔吐的人會
03/29 14:32, 28F

03/29 14:32, , 29F
更多就是了。
03/29 14:32, 29F

03/29 16:37, , 30F
打FPS會暈的原因可能又不太一樣就是
03/29 16:37, 30F

03/29 16:38, , 31F
打VR+FPS我想暈的人大概更多就是
03/29 16:38, 31F

03/29 22:17, , 32F
FPS跟VR造成暈眩共同原因之一是眼睛所看到的畫面跟身
03/29 22:17, 32F

03/29 22:17, , 33F
體不協調,這點是一樣的OK?
03/29 22:17, 33F

03/30 09:30, , 34F
那應該是可以習慣,因為暈車也是會習慣
03/30 09:30, 34F

03/30 09:31, , 35F
至少忍受力能改善。
03/30 09:31, 35F
文章代碼(AID): #1M-L5qcj (VR)
文章代碼(AID): #1M-L5qcj (VR)