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The Immersive Experience Classification System: A New, Strategic Decision-Making Tool For Content Creators

机译:沉浸式经验分类系统:内容创作者的新战略决策工具

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Since the initial introduction of the first customer-facing VR devices, the diversification of immersive technologies has been exploding. From 360-degree video to virtual reality, augmented reality, mixed reality, volumetric and computational imaging to the introduction of haptic devices of increasing complexity, it seems that innovation in this field knows no bounds. From a content creator perspective, this can have a paralyzing effect: Which technologies have a future, and which do not? Which technologies are more suited for storytelling, education, exploration or gaming? Instead of defining experiences through the technology they use, this paper uses four axes to classify immersion: Seclusion (how isolated the viewer is from the real environment), Navigation (how does the viewer evolve in the environment), Interaction (how does the viewer alter the environment) and Modeling (how is the environment generated). By ordering immersive technologies on those axes and linking them to types of user experiences (i.e. passive storytelling, interactive playing, solitary exploration, etc.), it is easier to select the right combination of immersive technologies. For example, if the goal is to tell a specific story, the use of technologies with limited navigation and interaction options will be more beneficial. If the goal is to provide a simulation, a high degree of seclusion combined with high freedom and interaction will be preferred - but that combination would not be the best choice to provide a specific educational experience, for example. The Immersive Classification System demonstrates that in immersive media, there are no right or wrong technologies. Each technology has a purpose; the goal is to match the content creator's objectives with the right combination of technologies, to provide the best experience to the user within those objectives.
机译:自首次引入第一个客户面向客户的VR器件以来,沉浸式技术的多样化一直在爆炸。从360度视频到虚拟现实,增强现实,混合现实,体积和计算成像引入触觉设备的提高,似乎这个领域的创新无限制。从内容创建者的角度来看,这可能会产生瘫痪效果:哪些技术有未来,哪些技术不会?哪些技术更适合讲故事,教育,探索或游戏?本文使用四个轴来分类浸没来分类:隔离(观众如何从真实环境中孤立),导航(观众如何在环境中演变),相互作用(观众如何发展),相互作用(观众如何发展)改变环境)和建模(如何生成环境)。通过在这些轴上订购沉浸式技术并将它们与用户体验的类型联系起来(即被动讲故事,互动竞争,孤独探索等),更容易选择沉浸式技术的合适组合。例如,如果目标是讲述一个特定的故事,则使用有限的导航和互动选项的技术将更有益。如果目标是提供模拟,则高度的隔离与高自由度和相互作用相结合,但例如,该组合将不是提供特定教育经验的最佳选择。沉浸式分类系统表明,在沉浸式媒体中,没有权利或错误的技术。每种技术都有目的;目标是将内容创建者的目标与技术合并相匹配,为这些目标中的用户提供最佳体验。

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