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VIRTUAL REALITY:

“VR is a way to escape the real world into something more fantastic. It has the potential to be the most social technology of all time." - Palmer Luckey, Founder of Oculus Rift

WHY VR?

For my Personal Development I want to begin with research into Virtual Reality. It has always interested me to design games which help people in some aspect of their life. This is particularly linked to mental and physical health. Virtual Reality is a great way to improve confidence, experience things you never have before and simply just get moving.

What Is It about Virtual Reality that interests me over other gaming platforms?

VR offers the ability to immerse yourself in a three-dimensional environment. My game Idea is based off players immersing themselves in an environment they are not used to, and in order to do this to its full potential, I believe Virtual Reality is the best option.

I would like to reduce the amount someone is sat stationary in front of a screen and have players interact with their space. Key elements of Virtual Reality that would benefit my game idea include using Surround Sound to make players experience feel more realistic. Audio is an important element of an immersive environment. Players should feel as though they are experiencing it in real life.

I have considered other platforms such as Playstation or an Ipad application, but I want to take the player away from the screen and instead play from a first person perspective. Instead of players controlling a character, I want them to take on the challenges the character would usually face. This increases physical activity by giving them the freedom to explore and interact with the things around them.

The difference with VR is that players can become the character. This gives them a chance to connect with them on a deeper level and control/modify the environment the way they like. In comparison to using a basic PS controller, players can use their whole body to interact with an environment. Players have the freedom to interact with this physically, using their own hands and feet, not controlling somebody else's.

Players get to visualise a place they have never been before as well as feel things they've never had the opportunity to. A great example of this is Flying. One of my favourite games on Playstation is Spiderman, and one of my favourite game elements is being able to web-swing and run up the side of buildings the way he does in the Movies. However, wouldn't this be ten times more thrilling if you felt the way he did? Put this into Virtual Reality and you'd be swinging between buildings and saving peoples lives, you are now the hero, how much better does that feel?

Researchers at Zurich University developed a flight experience where players feel as though they are a bird exploring the skies. However their technology goes beyond a headset and headphones! They made individuals lay on a padded apparatus in a flight-like posture which made them feel as if they were flying over downtown San Francisco. The mechanism makes it feel as though you have wings, and a fan is adjusted according to the speed in which you fly. This experience recreated the perspective of a Bird flying through the sky by engaging a players whole body.

In my own game idea, I would like to involve the aspects of real life as well as my own creation of Space. I'd like to take advantage of the numerous possibilities in VR and use them according to my chosen theme. (Space)

This can be found in: Research>Game Theme

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Understanding the basics:

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What is VR?

Virtual Reality is a computer-generated simulation where individuals can interact with a virtual environment using a specialist headset and hand-held controllers.

The Anatomy of a Headset

IMU - Inertial Measurement Unit. A device that measures a body's force, angular rate and body orientation by using accelerometers and gyroscopes. This allows a headset to track a user's head movements.

Headsets including the Google Daydream View or Gear VR can track your head along three rotational axes. This means players can look freely around a space but doesn't allow player movement. However, Oculus Rift is an example of a headset that has visual sensors that allows you to move around.

 

The Oculus Quest headset is a wireless VR headset. It can track your movements without the need for external sensors or require connection to PC. The wireless headset also allows players to move around as much as they like (avoiding restrictions) which adds to the freedom during the experience - this is definitely why It interests me.

Spacial Tracking

Spacial Tracking is used to allow you to set boundaries in the area you play. Meaning you are able to scale your own set up, avoiding objects around you but still being able to move around in an open space. Cameras in each corner of the headset track space and motion. - Also allows you to save your standard play space. Movements are limitless.

Audio

As well as this - the Oculus Quest has a built in audio-system meaning there is no need to use additional headphones while using the headset. This is an element that I especially like, because I believe audio is a very important aspect of an immersive experience. If I am in a Virtual Space, I want it to feel as real as possible. Audio is a great way to make players feel as if they are somewhere they're not.

Touch Controllers

Also use motion sensors. Buttons/Analogue sticks/triggers on the two touch controllers allow players to grab, point, fire and shoot as well as make hand gestures while holding them.

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Virtual Reality Explained: Notes

https://www.youtube.com/watch?v=i4Zt3JZejbg

 

  • Augmented reality and Virtual Reality are similar but different.

  • VR replaces your entire reality, immerses you in a complete new world.

  • Augmented reality adds virtual overlays/objects onto your real world.

  • VR’s immersion factor - similar to noise cancelling headphones, blindfolded and put into a new world. Artists can be as imaginative as they want.

How Virtual Reality Affects The Brain: Notes

https://www.youtube.com/watch?v=Qlyl_qCMO5M

  • Case study that took place in 2014 at UcLa conducted a study to learn about the brain's reaction to virtual reality.

  • They placed rats on tred-mills surrounding by screens. A virtual world was then projected in a dark quiet rooms. They then observed the rats brain activity.

  • They noticed a change in the brains hippocampus - The part of the brain which forms new memories and creates a map of your environment.

  • Once the environment is explored, the neurons create a cognitive map of your surroundings.

  • The hippocampus can also estimate distances between the person and surrounding landmarks through cues - such as smell and sound.

  • When the rats were placed in the virtual world the researchers looked into how the hippocampus would respond without using these cues.

  • The results showed the hippocampus' reactions to both worlds were different.

  • The neurons in the virtual world were fired randomly. Implying the hippocampus had no recollection of where the rat was.

  • More than 50% of the rats neurons were shut down in the virtual environment.

How Virtual Reality Affects The Brain 2: Notes

https://www.youtube.com/watch?v=ViqdckWYT6c

  • Another case study took place where researchers study large groups of neurons which create complex rhythms - crucial for learning and memory.

  • Intensity is disrupted in the virtual environment.

  • Researchers looked at VR being used to treat medical problems.

  • VR distorts information processed in the brain.

  • Case Study - They did research on a student during surgery. They did the surgery both with and without a VR headset on. The study found that with the headset on, the student was in less pain. This was due to the pain being more psychological.

  • Patients are often focused on the pain, however VR created a sense of distraction and moved their centre of attention to the virtual game world. This is an example of sensory stimulation.

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