虚拟现实技术在数字游戏中的应用现状:文献综述

B. Carvalho, M. Soares, André Neves, Gabriel Soares, Anthony Lins
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引用次数: 1

摘要

虚拟现实(VR)一词是由艺术家兼计算机科学家杰伦·拉尼尔(Jaron Lanier)创造的,他成功地表达了80年代对真实与虚拟之间融合的追求。基于Steven Lisberger的电影《Tron》,这一概念作为数字游戏的一种技术而闻名于世,其目的是促使用户与环境和投影叙事进行更多互动,沉浸其中。本研究回顾了数字游戏领域中VR概念的最新进展,无论是在研究还是娱乐的背景下,首先是重新阅读有关该主题的科学文章、书籍和在线出版物。在过去的数字游戏环境中,由于人体工程学的原因,使用带有护目镜的头盔等设备存在很大的困难。目前,正在改进新设备,使其对用户的可用性更好,并且出现了新的应用,例如使用严肃游戏来支持教育和卫生领域,未来将有纳米技术项目应用于虚拟现实和克服虚拟世界中人体的限制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The State of the Art in Virtual Reality Applied to Digital Games: A Literature Review
The term Virtual Reality (VR) was coined by the artist and computer scientist Jaron Lanier, by which he succeeded in expressing the search for the merger between what is real and what is virtual in the 80s. Based on movies such as Tron, by Steven Lisberger, the concept became known worldwide as a technology for digital games the aim of which was to prompt the user into greater interaction with, immersion in and engagement with the environment and the projected narrative. This study sets out a review the state of the art on the concept of VR used in the universe of digital games, whether in the context of research or entertainment, starting with a re-reading of scientific articles, books and online publications on the subject. In the context of digital games, in the past there was a major difficulty about using equipment such as a helmet with goggles, for ergonomic reasons. Currently, new devices are being enhanced to make their usability better for the user, and there are new applications such as using serious games in support of the fields of education and health and in the future, there will be nanotechnology projects applied to virtualizing reality and overcoming the limitations of the human body within the virtual world.
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