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Author Topic: [ANN] NETVRK - World's First Virtual Reality Platform on Blockchain  (Read 5077 times)
xsebax
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September 11, 2019, 10:40:46 AM
 #881

but how to implement it in the VR game?

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OneMillion
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September 11, 2019, 10:48:08 AM
 #882

but how to implement it in the VR game?
In order to make it clear how this is implemented in the game, it suffices to give a simple example. Imagine a situation where a person runs away from the pursuer and in the labyrinth he always turns right and left. Each of the players has a joystick mounted in the chair and a set of five buttons (a button for each finger). The controls are quite complicated, but we will not dwell on the details and go back to the principle - you run through the maze, want to turn right and turn the joystick to the right. At this moment, each of those sitting in the hall also gives a signal, the set of signals is processed by a computer, and the hero (avatar) turns in the direction in which the majority wanted to turn. And, in principle, a situation may arise when someone from the audience behaves differently from the crowd: everyone wants to run to the left, and he wants to run to the right, and so on. A person with an unconventional strategy may experience discomfort at first. And this is where a computer intervenes, which changes the polarity of such a player, and as a result, he as if joins the general flow. At the same time, it turns out that a person can be set up for a collective game, and this applies not only to binary signals “to the right”, “to the left”, but also to more complex commands. As a result, each of the players perceives the actions of the avatar as their own! It should be noted here that these actions are not taken in a state of calm logical analysis, but in a state of arousal, and not just psychological, but also physiological - as they say, "at the level of the spinal cord."
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September 11, 2019, 10:56:43 AM
 #883

but how to implement it in the VR game?
In order to make it clear how this is implemented in the game, it suffices to give a simple example. Imagine a situation where a person runs away from the pursuer and in the labyrinth he always turns right and left. Each of the players has a joystick mounted in the chair and a set of five buttons (a button for each finger). The controls are quite complicated, but we will not dwell on the details and go back to the principle - you run through the maze, want to turn right and turn the joystick to the right. At this moment, each of those sitting in the hall also gives a signal, the set of signals is processed by a computer, and the hero (avatar) turns in the direction in which the majority wanted to turn. And, in principle, a situation may arise when someone from the audience behaves differently from the crowd: everyone wants to run to the left, and he wants to run to the right, and so on. A person with an unconventional strategy may experience discomfort at first. And this is where a computer intervenes, which changes the polarity of such a player, and as a result, he as if joins the general flow. At the same time, it turns out that a person can be set up for a collective game, and this applies not only to binary signals “to the right”, “to the left”, but also to more complex commands. As a result, each of the players perceives the actions of the avatar as their own! It should be noted here that these actions are not taken in a state of calm logical analysis, but in a state of arousal, and not just psychological, but also physiological - as they say, "at the level of the spinal cord."
the script is designed so that everyone controls one hero?

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OneMillion
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September 11, 2019, 11:00:56 AM
 #884

but how to implement it in the VR game?
In order to make it clear how this is implemented in the game, it suffices to give a simple example. Imagine a situation where a person runs away from the pursuer and in the labyrinth he always turns right and left. Each of the players has a joystick mounted in the chair and a set of five buttons (a button for each finger). The controls are quite complicated, but we will not dwell on the details and go back to the principle - you run through the maze, want to turn right and turn the joystick to the right. At this moment, each of those sitting in the hall also gives a signal, the set of signals is processed by a computer, and the hero (avatar) turns in the direction in which the majority wanted to turn. And, in principle, a situation may arise when someone from the audience behaves differently from the crowd: everyone wants to run to the left, and he wants to run to the right, and so on. A person with an unconventional strategy may experience discomfort at first. And this is where a computer intervenes, which changes the polarity of such a player, and as a result, he as if joins the general flow. At the same time, it turns out that a person can be set up for a collective game, and this applies not only to binary signals “to the right”, “to the left”, but also to more complex commands. As a result, each of the players perceives the actions of the avatar as their own! It should be noted here that these actions are not taken in a state of calm logical analysis, but in a state of arousal, and not just psychological, but also physiological - as they say, "at the level of the spinal cord."
the script is designed so that everyone controls one hero?

one team controls the movement, the second - fighting off enemies, the third clears the way, the fourth collects the items necessary for the assignment, etc. but im not sure this is gonna work like that in this platform.
I wonder how the VR games manage to make the viewer think and feel that it is he who makes his own decisions. After all, as I understand it, only in this case can you identify yourself with the hero of the game?
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September 11, 2019, 11:06:06 AM
 #885

but how to implement it in the VR game?
In order to make it clear how this is implemented in the game, it suffices to give a simple example. Imagine a situation where a person runs away from the pursuer and in the labyrinth he always turns right and left. Each of the players has a joystick mounted in the chair and a set of five buttons (a button for each finger). The controls are quite complicated, but we will not dwell on the details and go back to the principle - you run through the maze, want to turn right and turn the joystick to the right. At this moment, each of those sitting in the hall also gives a signal, the set of signals is processed by a computer, and the hero (avatar) turns in the direction in which the majority wanted to turn. And, in principle, a situation may arise when someone from the audience behaves differently from the crowd: everyone wants to run to the left, and he wants to run to the right, and so on. A person with an unconventional strategy may experience discomfort at first. And this is where a computer intervenes, which changes the polarity of such a player, and as a result, he as if joins the general flow. At the same time, it turns out that a person can be set up for a collective game, and this applies not only to binary signals “to the right”, “to the left”, but also to more complex commands. As a result, each of the players perceives the actions of the avatar as their own! It should be noted here that these actions are not taken in a state of calm logical analysis, but in a state of arousal, and not just psychological, but also physiological - as they say, "at the level of the spinal cord."
the script is designed so that everyone controls one hero?

one team controls the movement, the second - fighting off enemies, the third clears the way, the fourth collects the items necessary for the assignment, etc. but im not sure this is gonna work like that in this platform.
I wonder how the VR games manage to make the viewer think and feel that it is he who makes his own decisions. After all, as I understand it, only in this case can you identify yourself with the hero of the game?

it is difficult to convey. audience is fastened to the chair with a belt only so that they do not fall off this chair, dodging the next blow or shot  Smiley

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ewapocztowska
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September 11, 2019, 11:09:36 AM
 #886

i wonder how a person feels after such a game?
OneMillion
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September 11, 2019, 11:12:54 AM
 #887

i wonder how a person feels after such a game?
this is a separate topic and the subject of a separate study. The fact is that in a state of emotional mental excitement, a person completely differently begins to perceive the signals that come to the brain from non-dominant sense organs. as is well known, the dominant sense organs are vision (about 90%) and hearing. At the same time, it should be noted that infrasound systems which are individually installed in each seat and act not only at the level of aural perception, but also at the tactile level (impact of a sound wave). So - in addition to these real sensations, so-called phantom sensations begin to arise.
ewapocztowska
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September 11, 2019, 11:16:37 AM
 #888

i wonder how a person feels after such a game?
this is a separate topic and the subject of a separate study. The fact is that in a state of emotional mental excitement, a person completely differently begins to perceive the signals that come to the brain from non-dominant sense organs. as is well known, the dominant sense organs are vision (about 90%) and hearing. At the same time, it should be noted that infrasound systems which are individually installed in each seat and act not only at the level of aural perception, but also at the tactile level (impact of a sound wave). So - in addition to these real sensations, so-called phantom sensations begin to arise.

at the same time, the viewer sees the desert, hears the sounds of persecution, experiences a sense of danger, but he does not run down his feet in the sand!
OneMillion
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September 11, 2019, 11:26:05 AM
 #889

i wonder how a person feels after such a game?
this is a separate topic and the subject of a separate study. The fact is that in a state of emotional mental excitement, a person completely differently begins to perceive the signals that come to the brain from non-dominant sense organs. as is well known, the dominant sense organs are vision (about 90%) and hearing. At the same time, it should be noted that infrasound systems which are individually installed in each seat and act not only at the level of aural perception, but also at the tactile level (impact of a sound wave). So - in addition to these real sensations, so-called phantom sensations begin to arise.

at the same time, the viewer sees the desert, hears the sounds of persecution, experiences a sense of danger, but he does not run down his feet in the sand!
here begins interesting things. It turns out that if you bring the psycho-emotional stress to a certain level and keep the viewer in this state for more than 20 minutes, then the phantom sensations in memory are identified with the real ones at the muscular level. To understand what is being said, it is enough to imagine the state of a person who suddenly woke up from pursuit in a dream and for some time feels exhausted from this chase - his heart beats, he feels tired - this is precisely phantom sensations. Approximately the same thing happens in VR.
xsebax
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September 11, 2019, 11:37:33 AM
 #890

where is this info taken?

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OneMillion
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September 11, 2019, 11:49:14 AM
 #891

where is this info taken?

special studies were carried
xsebax
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September 11, 2019, 11:53:10 AM
 #892

where is this info taken?

special studies were carried
as I understand it, all those sitting in the hall are involved via a computer in one scenario, which they themselves modify and interact with people sitting next to them through virtual reality.

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OneMillion
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September 11, 2019, 11:56:34 AM
 #893

where is this info taken?

special studies were carried
as I understand it, all those sitting in the hall are involved via a computer in one scenario, which they themselves modify and interact with people sitting next to them through virtual reality.

absolutely, the scenario here is a rather relative thing. Today you killed him, and tomorrow in the same “movie” he ran away from you and waylaid around the corner. The script is not hard. It turned out that this is an amazingly attractive thing - to be in interactive virtual cinema. People familiar with role-playing computer games understand what is at stake and how strong it feels. According to eyewitnesses, adults, waking up over a beer, tell each other about the events taking place in the Center, as if they were some kind of reality, just like children: “And he punched me, and I caught up with him ...”
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September 11, 2019, 11:59:58 AM
 #894

cinema has always been the favorite entertainment of the people. Moreover, the creation of a virtual entertainment center equipped with this technology pays off very quickly - in less than two years. That is, today it is one of the most promising areas for investment with minimal political risks. As experts' forecasts show, investments in electronic media are already becoming one of the most promising areas for investing capital, and this trend will only increase in the coming years.
altcoinman
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September 11, 2019, 12:03:15 PM
 #895

People prefer entertainment technologies of ever higher quality with ever more precise picture accuracy.
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September 11, 2019, 12:07:37 PM
 #896

People prefer entertainment technologies of ever higher quality with ever more precise picture accuracy.
I agree. Today, people go to the cinema to get an image quality that is different from what you can see at home on a regular VCR.
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September 11, 2019, 12:10:55 PM
 #897

People prefer entertainment technologies of ever higher quality with ever more precise picture accuracy.
I agree. Today, people go to the cinema to get an image quality that is different from what you can see at home on a regular VCR.

so Im gonna feel like in a simulator or game simulator?
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September 11, 2019, 12:14:31 PM
 #898

People prefer entertainment technologies of ever higher quality with ever more precise picture accuracy.
I agree. Today, people go to the cinema to get an image quality that is different from what you can see at home on a regular VCR.

so Im gonna feel like in a simulator or game simulator?
we need artists and we need programmers who, relying on ready-made tools, will be able to create these programs.
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September 11, 2019, 12:19:13 PM
 #899

People prefer entertainment technologies of ever higher quality with ever more precise picture accuracy.
I agree. Today, people go to the cinema to get an image quality that is different from what you can see at home on a regular VCR.

so Im gonna feel like in a simulator or game simulator?
we need artists and we need programmers who, relying on ready-made tools, will be able to create these programs.

Indeed, I feel that this is a very promising direction
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September 11, 2019, 12:23:22 PM
 #900

What will be the cost of such a project?
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