User:Somiew/sandbox

From Wikipedia, the free encyclopedia

Synchresis is the forged word of synchronism and synthesis which describes the audiovisual fusing-phenomenon that occurs when a sound is played with something visual, like a film. It's what makes post-synchronization of sounds such as voices and sound effects possible.[1]

Types[edit]

Classic Virtual reality HMD

According to Ernest W. Adams, author and consultant on game design,[2] immersion can be separated into three main categories:

Tactical immersion
Tactical immersion is experienced when performing tactile operations that involve skill. Players feel "in the zone" while perfecting actions that result in success.
Strategic immersion
Strategic immersion is more cerebral, and is associated with mental challenge. Chess players experience strategic immersion when choosing a correct solution among a broad array of possibilities.
Narrative immersion
Narrative immersion occurs when players become invested in a story, and is similar to what is experienced while reading a book or watching a movie.

Staffan Björk and Jussi Holopainen, in Patterns In Game Design,[3] divide immersion into similar categories, but call them sensory-motoric immersion, cognitive immersion and emotional immersion, respectively. In addition to these, they add a new category:

Spatial immersion
Spatial immersion occurs when a player feels the simulated world is perceptually convincing. The player feels that he or she is really "there" and that a simulated world looks and feels "real".

Presence[edit]

10.000 moving cities, Marc Lee, Telepresence-Based Installation[4]

Presence, a term derived from the shortening of the original "telepresence", is a phenomenon enabling people to interact with and feel connected to the world outside their physical bodies via technology. It is defined as a person's subjective sensation of being there in a scene depicted by a medium, usually virtual in nature.[5] Most designers focus on the technology used to create a high-fidelity virtual environment; however, the human factors involved in achieving a state of presence must be taken into account as well. It is the subjective perception, although generated by and/or filtered through human-made technology, that ultimately determines the successful attainment of presence.[6]

Virtual reality glasses can produce a visceral feeling of being in a simulated world, a form of spatial immersion called Presence. According to Oculus VR, the technology requirements to achieve this visceral reaction are low-latency and precise tracking of movements.[7][8][9]

Michael Abrash gave a talk on VR at Steam Dev Days in 2014.[10] According to the VR research team at Valve, all of the following are needed to establish presence.

  • A wide field of view (80 degrees or better)
  • Adequate resolution (1080p or better)
  • Low pixel persistence (3 ms or less)
  • A high enough refresh rate (>60 Hz, 95 Hz is enough but less may be adequate)
  • Global display where all pixels are illuminated simultaneously (rolling display may work with eye tracking.)
  • Optics (at most two lenses per eye with trade-offs, ideal optics not practical using current technology)
  • Optical calibration
  • Rock-solid tracking – translation with millimeter accuracy or better, orientation with quarter degree accuracy or better, and volume of 1.5 meter or more on a side
  • Low latency (20 ms motion to last photon, 25 ms may be good enough)
  1. ^ 1947-, Chion, Michel, (1994). Audio-vision : sound on screen. Gorbman, Claudia., Murch, Walter, 1943-. New York: Columbia University Press. ISBN 9780231078986. OCLC 28257146. {{cite book}}: |last= has numeric name (help)CS1 maint: extra punctuation (link) CS1 maint: multiple names: authors list (link)
  2. ^ Adams, Ernest (July 9, 2004). "Postmodernism and the Three Types of Immersion". Gamasutra. Retrieved 2007-12-26.
  3. ^ Björk, Staffan; Jussi Holopainen (2004). Patterns In Game Design. Charles River Media. p. 206. ISBN 1-58450-354-8.
  4. ^ "10.000 moving cities - same but different, interactive net-and-telepresence-based installation 2015". Marc Lee. Retrieved 2017-03-12.
  5. ^ Barfield, Woodrow; Zeltzer, David; Sheridan, Thomas; Slater, Mel (1995). "Presence and Performance Within Virtual Environments". In Barfield, Woodrow; Furness, III, Thomas A. (eds.). Virtual Environments and Advanced Interface Design. Oxford University Press. p. 473. ISBN 0195075552.
  6. ^ Thornson, Carol; Goldiez, Brian (January 2009). "Predicting presence: Constructing the Tendency toward Presence Inventory". International Journal of Human Computer Studies. 67 (1): 62–78. doi:10.1016/j.ijhcs.2008.08.006. Retrieved 19 June 2017.
  7. ^ Seth Rosenblatt (19 March 2014). "Oculus Rift Dev Kit 2 now on sale for $350". CNET. CBS Interactive.
  8. ^ "Oculus Rift DK2 hands-on and first-impressions". SlashGear.
  9. ^ Announcing the Oculus Rift Development Kit 2 (DK2)
  10. ^ Abrash M. (2014). What VR could, should, and almost certainly will be within two years