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What can the games world teach the AV industry?

机译:游戏界可以教给影音界什么?

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"When I design games, I try to think of the player as the 'director'. It's my job to give them a world that is interesting to explore and the tools to create their own experience. The same is true of interactive AV experiences and installations. The most interesting projects are a canvas for the users - an experience which appears to put them in control. When this works well, it feels as though the experience can anticipate your thoughts. For that reason, games tend to utilise technologies which either permit more user control or enhance that control in some way. Games typically aim to respond to user input in under 100ms, and that is a large part of the 'immersive' aspect of games. As other industries realise the power of interactive experiences, realtime rendering and compositing will supplant traditional offline workflows. VR has already brought issues of response time, latency, frame rates and display persistence to the forefront, but resolving these issues will have additional benefits for interactivity in a wide variety of other fields."
机译:“当我设计游戏时,我试图将玩家视为'导演'。这是我的工作,给他们一个有趣的世界,提供创造自己的体验的工具。交互式AV体验和最有趣的项目是为用户准备的画布-一种似乎使他们处于控制状态的体验。当这种效果很好时,感觉就好像体验可以预料到您的想法。因此,游戏倾向于利用既可以游戏通常旨在在100毫秒内响应用户输入,这是游戏“沉浸式”方面的很大一部分,随着其他行业意识到互动体验的力量,实时渲染和合成将取代传统的离线工作流程,VR已经将响应时间,延迟,帧速率和显示持久性等问题放在首位,但解决这些问题将带来更多好处适合在许多其他领域进行交互。”

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    《AV Magazine》 |2015年第octaanova期|90-90|共1页
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