利用电影虚拟现实来熟悉虚拟世界

Ermo Säks
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引用次数: 0

摘要

本文讨论了利用电影虚拟现实(CVR)来增强我们对想象的虚拟世界的理解的机会-最近出现的新数字时代现象。本文从交互的角度探讨了元世界的概念,这是用于概念化元世界的更常见的特征之一,将其视为一种涉及真实世界和虚拟世界,以及人类和机器的融合的现象。本文研究了使用相对未被探索的CVR现象的可能性,它促进了期望的交互,同时对用户的先验知识和技能要求最少,因此可能会使我们更容易了解想象中的虚拟世界。虚拟现实(VR)与CVR的区别在于虚拟现实世界的生成:传统VR通常通过3D图形处理和音频触发实时生成,而CVR则专门使用预渲染的图像和声音元素。因此,两者的主要区别在于文本内容和预期的消费方式,而不是技术上的不同。本文结合三种戏剧类型的案例,旨在探讨cvr的一个重要组成部分,即通过传统电影中观众视角的既定惯例(第一人称、第二人称和第三人称视角)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Using Cinematic Virtual Reality to Get Acquainted with the Metaverse
Abstract This paper discusses the opportunities for using cinematic virtual reality (CVR) to enhance our understanding of the imagined metaverse – the recently emerged new digital age phenomenon. The paper approaches the concept of the metaverse from an interaction point of view, which is one of the more common characteristics used to conceptualise the metaverse, approaching it as a phenomenon involving the convergence of real and virtual worlds, but also humans and machines. The article investigates the possibilities of using the relatively unexplored phenomenon of CVR, which facilitates the desired interaction while requiring the least prior knowledge and skills from the user, and thus might ease our acquaintance with the imagined metaverse. The difference between virtual reality (VR) and CVR lies in the generation of the VR world: traditional VR is typically generated through 3D graphics processing and audio triggers in real time, whereas CVR exclusively uses pre-rendered pictures and sound elements. Thus, the main difference between the two lies in the textual content and intended way of consuming it without dissimilarity in technology. With reference to three drama genre cases, the aim of this paper is to explore one of the crucial components of CVR—namely, through the established convention of the viewer perspective in traditional cinema (first-person, second-person and third-person perspective).
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