Changes

Jump to: navigation, search

Locomotion

3,919 bytes removed, 09:12, 27 October 2017
Gallery
{{stub}}
[[Locomotion]] are ways to move through the virtual worlds of [[VR]].
==Locomotion Methods=====Teleportation===No need to call it anything fancy. This method of locomotion is pretty simple and obvious. Look or point in the direction you want to go and click a button to warp. Screen fades to black if you are more concerned with keeping players from getting sick than you are with frustrating them with slow navigation! '''Pros''': Intuitive, understandable, simple. '''Cons''': Exhausting, confusing in move from point A-B puzzle games. ===Omnidirectional elevator===Get this, its an elevator that can go in All directions! Not just up or down, this thing goes wherever you want, but don't rotate it around or players will get terribly sick. '''Pros''': Fun, simple, not exhausting '''Cons''': Picky people will claim it makes them feel sick. Players are locked to their elevator. ===Cockpit===Hope your game calls for it, having a cockpit around the player can help prevent [[simulator sickness]] bu only if its a driving factor in terms of core mechanics. Having a frame, rollcage or cockpit helps most people feel as though they have a stable environment within which they are riding in and traveling around with.  '''Pros''':  '''Cons''': only applicable in certain situations such as Mech games. ===Astral body===First person when you need to interact with the environment. Third person when you need to run around in the environment. Similar to a out of body experience, your camera gets pulled out to third person when you need to navigate but you may fly back into your body when you need to interact or socialize. '''Pros''': Easy to navigate and interact, clean  '''Cons''': [[Immersion]] breaking for some ===Pull===Pulling the environment around you with your hands. '''Pros''': Makes you feel a bit like superman. '''Cons''': Feels super awkward, does not work well in multiplayer. ===Blink==={{#ev:youtube|DwZt2jRE8PY|300|right|Blink demonstration and explanation}}Created by [[Cloudhead Games]], [[Blink]] is a innovative locomotion method originally developed by [[The Gallery]]. Designed to eliminate [[simulator sickness]] and operate in various play space sizes, Blink builds upon the [[#Teleportation|teleportation method]]. Blink is divided into 3 types of movements: Cinematic Blink, Precision Blink and Volume Blink. Cinematic Blink allows players to look at a location then press a button on the controller to travel there. Precision Blink allows players to display a marker at their destination. Players can use the marker to teleport to a specific location. Volume Blink adds to the previous 2 systems. It uses a marker and a square / circular border that shows not only the destination but see also the amount of space players can walk around in after teleporting. *Blink is designed for a [[#Standing|standing]] playing experience. '''Pros''': Reduce [[simulator sickness]], allows for the scaling of play space sizes '''Cons''': ===Cloudstep==={{#ev:youtube|bsu8zjcTEH4|300|left|Cloudstep demonstrationLocomotion Methods}}Created by [[IrisVR]] and [[VR Bits]], [[Cloudstep]] is a zero vection, first person locomotion method originally developed for [[Technolust]]. Using the analog stick from a gamepad, players will move in that direction in discreet steps, similar to miniature [[#Teleportation|teleportations]]. This method removes all vection, hence eliminating [[simulator sickness]] with first person locomotion. Vection is the enemy of VR. As Amity explains in the clip below, when your see the world move around you and you don't feel the Gs, your brain thinks you're poisoned. *Cloudstep is designed for a [[#Sitting|sitting]] playing experience. {{#ev:youtube|vVVdoquKhO8|300|right|Cloudstep explanationLocomotion Methods}} Cloudstep also gives the game a very cool feel. Sort of like an oldschool dungeon crawler. Cloudstep is toggleable. We found that people don’t really care about how they get from one place to another in VR, as long as it doesn’t make them sick doing so. With the [[CV1]]’s [[constellation|360 tracking]], its very comfortable to move around with Cloudstep whilst standing, rotate with your body and explore the area you are presently in to it’s fullest by walking a few steps around, crouching and leaning. '''Pros''': Reduces simulator sickness and improve player comfort '''Cons''':
==Problems and Solutions==
===Room-scale===
Locomotion in [[virtual reality]] presents many problems and many opportunities to innovate. Aside from traditional [[input devices]] like mouse, keyboard and gamepad, the most obvious method of locomotion is simply walking around within the range of the [[positional tracking]] devices. One problem presented by "walking" is the available space of the room. Physical obstacles such as walls and objects will prevent the user from advancing. One solution to this problem is a omni-directional treadmill such as [[Omni]]. Another option is to use teleportation or elevators to virtually transport the user to a new environment while keeping the physical space the same.
 
[[HTC Vive]] is the first consumer [[VR Device]] to offer a room-scale experience. [[Oculus Rift CV1]] and [[PlayStation VR]] emphasize more of a seated experience.
==Input Devices==
}}
==Gallery==
{{#ev:youtube|iXxvkAbvzm8|350}} {{#ev:youtube|PMSpHIHeaR0|350}}
 
==References==
<references />
[[Category:Terms]]
15,794
edits

Navigation menu