通过讲故事和叙述创造3D世界

Cameron Edmond, D. Branchaud, T. Bednarz
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引用次数: 0

摘要

虽然现代游戏引擎工具能够降低创造3D环境的门槛,但许多工具都依赖于工程、建筑或制图方法。虽然很有用,但这通常有助于非常特殊的3D空间创建方法。在本文中,我们展示了通过使用叙事和讲故事作为界面来创建3D空间的工具。我们的平台利用语音识别让用户叙述一个故事或事件,并让故事的元素以虚拟对象的形式实时出现在3D空间中。通过进一步的语音命令或使用拖放控制,用户可以重新配置这些对象,以更好地适应他们的故事或创建故事的新变体。我们的平台专为沉浸式系统而设计,如VR头戴式显示器、支持3d的圆柱形屏幕、立体声墙,以及非沉浸式系统,如桌面和平板电脑,允许访问和协作。本文的新颖之处在于通过叙述构建世界的方法。为了深入了解其功能和设计决策背后的原因,本文介绍了在早期开发期间在Vinyl工具中构建故事课程的情况。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Creating 3D worlds through storytelling and narration
While contemporary game engine tools have allowed a lower barrier of entry into creating 3D environments, many rely on engineering, architectural or cartographic approaches. While useful, this usually facilitates very particular methods of 3D space creation. In this paper, we present our tool for creating 3D spaces through the use of narration and storytelling as an interface. Our platform utilizes voice recognition to allow users to narrate a story or event and have elements of the story appear in 3D space as virtual objects in real-time. Through further voice commands or the use of drag-and-drop controls, users can then reconfigure these objects to better suit their story or create new variations of the story. Our platform is designed for immersive systems such as VR HMDs, 3D-enabled cylindrical screens, stereo walls, and non-immersive ones such as desktops and tablets allowing for accessibility and collaboration. A novel contribution of this paper is this method of building worlds through narration. To provide some insight into its capabilities and the reasoning behind design decisions, an account of constructing the story Lessons in Vinyl within the tool during early development is presented.
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