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The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems

机译:普遍虚拟性的概念及其在数字娱乐系统中的应用

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Virtual reality has received a lot of attention lately due to a new wave of affordable HMD devices arriving in the consumer market. These new display devices - along with the availability of fast wireless networking, comprehensive wearable technologies, and robust context-aware devices - are enabling the emergence of a new type of mixed-reality system for games and digital entertainment. In this paper we name this new situation as "pervasive virtuality", which we define as being a virtual environment that is extended by incorporating physical environments, physical objects as "proxy" elements, and context information. This new mixed reality paradigm is not well understood by both industry and academia. Therefore, we propose an extension to the well-known Milgram and Colquhoun's taxonomy to cope with this new mixed-reality situation. Furthermore, we identify fundamental aspects and features that help designers and developers of this new type of application. We present these features as a two-level map of conceptual characteristics (i.e. quality requirements). This paper also presents a brief case study using these characteristics.
机译:由于抵达消费市场的新浪潮,虚拟现实最近受到了很多关注。这些新的显示设备 - 以及快速无线网络,全面的可穿戴技术和强大的环境感知设备的可用性 - 正在启动新型的游戏和数字娱乐的混合现实系统。在本文中,我们将这种新形势命名为“普遍的虚拟性”,我们将其定义为通过将物理环境,物理对象作为“代理”元素和上下文信息结合到延长的虚拟环境。这两个新的混合现实范式并不是通过行业和学术界的良好理解。因此,我们提出了众所周知的Milgram和Colquhoun的分类物的延伸,以应对这种新的混合现实情况。此外,我们确定了帮助设计师和开发人员的基本方面和功能,这些方面和特征是这种新型应用程序的设计者和开发人员。我们将这些功能呈现为概念特征的两级地图(即质量要求)。本文还提供了一种使用这些特性的简要案例研究。

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