VR系列——Oculus最佳实践:十、总结

使用Rift,你正在史无前例地控制虚拟现实,这对开发者来说是一种史无前例的挑战。

“什么让虚拟现实更有效?”是一个宽广和承上启下的问题,我们可以有很多答案。虚拟现实仍是一个巨大的未知的媒介,等待着具有创造性的艺术家和开发人员去释放其中的巨大潜力。

作为一个开始,VR需要使用一种新的方式来思考空间、维度、沉浸感、交互和导航。例如,基于屏幕的媒体倾向于强调正确角度和前进的动作,屏幕边缘总是显示着。就像摄影师所说的瞄准用的框。但是在VR中,没有屏幕,没有严格的物理边界,并且没有对于正确角度的特殊性。没有任何框框,除非你使用真实世界的元素,例如门道和视窗来让用户观看。

在所有形式的多媒体中,VR可能是最接近真实世界体验的。就好像真实世界,他在一种完全的沉浸式的环境中包围着你。你可以使用这个来创建在其他媒体中不可能得到的体验。我们已经比坐在扁平化屏幕的前面,前进了一大步。相对于将空间上下移动、置于身后,使用VR是很令人激动和渴望的。

因为虚拟现实是一种对现实世界的体验进行复制的一种媒体,用户很可能有一种期待,他们能够像在外部世界一样,去跟虚拟世界进行交互。这是福也是祸:开发人员可以使用现实世界的场景来引导用户,但是用户对虚拟交互的期待有时超越了这个媒介的最佳实践。平衡沉浸感、可用性和体验,是我们在VR设计中面临的挑战。

这份指南的编写是为了提供最基础的知识,评判吸引人的、舒适的VR体验的合适设计。现在轮到你来创建一个世界和体验来让VR歌唱,我们已经等不及了!

请一定要访问网站:http://developer.oculus.com 来获取最新的信息,并参与为Rift设计VR内容的讨论。


原文如下


With the Rift, you are taking unprecedented control over the user’s visual reality; this presents an
unprecedented challenge to developers.

The question of “What makes for effective virtual reality?” is a broad and contextual one, and we could fill tomes with its many answers. Virtual reality is still a largely uncharted medium, waiting for creative artists and developers to unlock its full potential.

As a start, VR requires new ways of thinking about space, dimension, immersion, interaction and navigation. For instance, screen-based media tends to emphasize right angles and forward motion, and the edges of the screen are always present. This leads to what cinematographers call “framing” of shots. But in VR, there is no screen, no hard physical boundaries, and there’s nothing special about right angles. And there’s nothing to frame, unless you use real-world elements like doorways and windows for the user to look through.

Of all forms of media, VR probably comes the closest to real world experience. Just like the physical world, it surrounds you in a completely immersive environment. You can use this to create experiences that would be impossible in any other medium. We’ve been sitting in front of flat screens facing forward for too long. It is more exciting and desirable than ever to leverage the space above, below, and behind the user.

Because virtual reality is a medium that attempts to replicate one’s experience in the physical world, users are likely to have an expectation that they will be able to interact with that virtual world in the same ways they do outside of it. This can be a blessing and a curse: developers can use familiar real-world scenarios to guide users, but user expectations of the virtual interactions sometimes over-reach the best practices for the medium. Balancing immersion, usability, and experience is just one of many challenges ahead of us in VR design.

This guide was written to provide you with the most basic foundations, critical for proper design of an engaging and comfortable VR experience. It’s up to you to create the worlds and experiences that are going to make VR sing—and we can’t wait for that to happen!

Be sure to visit developer.oculus.com for the latest information and discussions on designing VR content for the Rift.

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