Application of VR Technology in Game Field - Final Paper

Application of VR technology in the field of games

171520332 Zhi Chenyuan

Preface:

1. The current development status and technical characteristics of VR technology

1.1 VR is the abbreviation of Virtual Reality, the first time to put forward the concept of VR in the early 1960s, the Chinese interpretation of virtual reality. It is realized through the combination of computer systems and sensor technology to generate a three-dimensional environment, the advantage of this technology is human-computer interaction, VR can mobilize the user's auditory, visual, tactile and other sensory systems, so that users have an immersive virtual experience.

1.2 On the application of VR technology in the field of games

1.3 Abstract:The technological development and change in the technology sector is rapid development, in recent years, the word VR has occupied the headlines of the science and technology session overnight, and the domestic and foreign VR scientific and technological achievements are released one after another, and all kinds of science and technology giants have announced that they have entered the VR market, what is VR?This article analyzes and researches on the current situation of the discovery and the use of VR. This paper analyzes and researches on the discovery status and use of VR.

Keywords: VR technology; development status; game application field

Positive point of view: this technology in the last world after the 80's gradual molding, the earliest was applied to the military field, the last few years relying on cloud computing, big data integration, sensor production level of progress, mobile communication network technology 4G and 5G technology maturity, VR has been in the live broadcasting, aerospace, games, rapid development of many fields. VR is an integrated technology realized through computer science, human-computer interaction, sensing technology, artificial intelligence and many other disciplines***, firstly, it is to make realistic visual, auditory and olfactory effects through computer image processing to simulate a realistic virtual space, and then to let the participants realize the interactive virtual and reality with the help of certain scientific and technological equipment, when the experiencer uses the equipment to move at the same time, the participants can realize the interactive virtual and reality. When the experience of the use of equipment to move at the same time, at the same time the computer will be through the return of the signal for precision calculations, rapid production of 3D images and equipment to match the movement to ensure that the user's sense of presence, to carry out a set of completed VR technology needs to resort to the following technologies to be realized, specifically contains the following content CG technology, computer simulation technology, artificial intelligence, sensing level, display equipment, Network connection and other technologies can be realized. The brief expression is through the computer-assisted to realize the high-end virtual imaging technology, so that the user with the help of computer processing complexity of the classroom data for interactive operation of the platform, which for the traditional human-computer window operation to say that the scientific and technological world of a major innovation.

Theoretical support 1:

In 1956, photographer Morton Heilig invented the Sensorama, a 3D interactive terminal with an integrated somatosensory device that incorporated a 3D display, stereo speakers, a scent generator, and a vibrating seat that allowed the user to sit on top of it and experience six cool short films, a very hip experience. Of course, it looks too big to be a mainstream entertainment device, like a medical device.

Theoretical support 2:

The Sword of Damocles, a head-mounted display developed at MIT Labs in 1968, was so complex in its design and heavy in its components that it required a robotic arm to hold the headset in place.

Theoretical support 3:

The Oculus Rift revived virtual reality and brought it back to the masses, with its founders launching a crowdfunding campaign on Kickstarter in 2009, which garnered attention with more than 10,000 backers in a very short period of time. Since then, third-party funding has continued to pour in, allowing Oculus Rift to grow at a rapid pace.

In 2014, social giant Facebook announced that it had acquired Oculus for $2 billion, and after several DK versions, Oculus Rift was officially opened for pre-order in January this year for the consumer version, and shipped in March in more than 20 countries and regions around the world. So, virtual reality has really entered the consumer electronics market.

From sci-fi to reality, from 1957 to now, the development of VR equipment has been described by many as a "dream into reality" process, although there are still deficiencies, and still face bumps, we still have reason to expect that VR will have a bright future, after all, every piece of science and technology is such a way all the way through the bumps, and gradually grow.

Opposing view:

1, the connection line and space requirements is the biggest resistance

VR products have a lot of immaturity, such as the price, such as wearing comfort, etc., etc., but the most impact on the experience of the current connection line. That Oculus Rift or HTC VIVE, their physical sense is very good, the technology is also very good, but due to the huge data transmission, resulting in not yet able to realize the wireless mode, in addition to the power supply also need to be wired way.

2, the existing storage and display affect the experience

Because the scene in the VR era is 360 degrees, the occupation of storage space is almost geometric growth, and the requirements for display, processor and other hardware are also very high. Now a PC game masterpiece can easily 20, 30GB space occupation, to the VR era, a complete huge content I am afraid to consume hundreds of GB or even TB for the unit space occupation.

3, the host problem is difficult to solve

Since the problem of storage space consumption is mentioned, we have to say that the problem of hardware, in some of the VR scenarios I have experienced, some of the first-person design games, even in the training room rather than the simulation of the world environment, but also need to consume a large number of resources, for example, a simulation of designing the game of the flying machine to act out the explosions, the flying machine, The scenario is very complex and requires at least an i5 processor and a GTX980 graphics card to run smoothly. And the scene is still strictly controlled.

Theoretical support 1:

RB2 can be said to be the first commercial virtual reality device, its design and the current mainstream products have been very similar, and equipped with somatosensory tracking gloves to realize the operation. However, it went through a whopping $50,000 onwards, which was undoubtedly sky-high in 1984.

Theoretical support 2:

Famous games maker Sega had planned to release a virtual reality head-mounted display based on its MD console in 1993, and the device looked very avant-garde. Unfortunately, the response from testers in early, closed-door playtests was lukewarm, and Sega eventually canceled the project, citing "concerns that the experience was too realistic and that players would be harmed.

Theory 3:

In 1995, Nintendo released the Virtual Boy, a 32-bit console that was a very different kind of console, featuring a head-mounted display that could only show red and black colors. In addition, due to technical limitations at the time, the game content was basically a 2D effect, coupled with a low resolution and refresh rate, making it extremely easy for users to experience vertigo and discomfort. In the end, Nintendo's virtual reality gaming program failed in less than a year.

My point of view:

1, immersion makes the content "live"

One of the advantages of VR is that it has a higher only, compared with traditional video content, it has a 360-degree panoramic picture, the user is the protagonist can be immersed in the scene, through the sound, the full impact of the feeling of the atmosphere and the atmosphere, the sense of space, the sense of distance. atmosphere, the sense of space, the sense of distance will be more hierarchical.

2, physical technology to make the product more convincing

If only the performance of the video content so that the screen cover the entire face, simulating the visual environment of the real glasses, then in fact there is no great significance. The key place to start is the maturation of somatosensory technologies that utilize a large number of sensors.

3, the simple version of VR to make the product quickly popular

This simple version of the product has become the popularization of VR so that the public understand and accept the important stage. Compared to other hardware development process, the entry threshold of VR is undoubtedly much lower, as long as there is a smartphone, dozens of dollars of the budget can let you experience the charm of VR technology, may not feel good experience, but at least to start.

Theoretical support 1:

If the game has not become the main use of virtual reality technology, then it must be non-entertainment industry. Cinema-goers already enjoy 3D movies, but with an app like Oculus Cinema, viewers can become even more immersed in the movie experience. They can watch a movie through a huge virtual screen projected by a VR headset device, as if they were in their own personal theater. Surrounded by images and sound effects, they'll feel like they're there.

Theoretical support 2:

VR technology is being upgraded at an ever-changing rate in the gaming field, with many hardware products coming out one after another, and at the same time, in terms of software, it is also supported by engines such as Unity and Unreal Engine, which makes it easier for developers to access virtual reality games.

Theoretical support 3:

Throughout the development of the game, the human pursuit of the game has always been in the direction of virtual reality. At present, the games in the virtual reality devices on sale are mostly some demos, which are not very playable for the players, but are enough to experience the shocking and novel feelings brought by virtual reality technology.

Case Study:

Some time ago Sony finally announced that the VRPlayStaTIon virtual reality headset will meet consumers in October. With the launch of PSVR, Sony will be among the big tech names like Facebook, HTC and Samsung,**** witnessing together how virtual reality technology will change the way people are entertained: whether it's watching movies, playing games or socializing with other users.

Who would want to be bored sitting in front of the TV watching the ocean when you can be there (in the virtual world), stepping on a soft sandy beach yourself and watching the water run over your toes? Looking back at the launch event, Sony, along with a number of video game and media companies, previewed some of the virtual reality experiences in development.

Social VR was one of the games on display, and it puts players on a virtual beach surrounded by green hills, where they can kick a soccer ball around with other players and go to a dance party. That's right, you can dance in the virtual world. There were even more exciting experiences in this cartoon world. I was then taken into the air, flying so high that the trees underneath became smaller and smaller, I flew over the tops of mountains, and even saw blue oceans stretching beyond the horizon. Of course, as high as you fly, you always have to land, and soon I was in a free fall. It was a heart-racing experience. In reality, my feet were still firmly planted on the launch site, but seeing myself fall vertically, with the horizon getting closer and closer to me, my heartbeat became faster and faster.

I hadn't tried skydiving before. But finally, I've experienced it once in the world of virtual reality.

Conclusion:

Center Sentence: there is still a lot of room for potential development of VR technology in the gaming industry.

Thesis structure: this paper discusses the development of VR technology in the game industry through both positive and negative aspects.

Summary: Therefore, I think that VR technology will break the current game mode and become the leading industry in the future when it is mature. If we just choke on it because we encountered some problems in the development, then technology will not move forward and develop. Marx once said that "the development of things is a forward but tortuous process." VR technology in the development process does exist and exposed a lot of problems, and the future is likely to continue to exist and exposed, but because of the emergence of these problems, the technology has room for progress.

References:

An indoor connected experience based on VR platform? Jingwen Li? Yihai. ?2020, Issue 07

Explore the advantages and practical application of VR technology in game design? Ji Hongfang? Computer Knowledge and Technology. Issue 33, 2019