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Topic: [ANN] NETVRK - World's First Virtual Reality Platform on Blockchain - page 15. (Read 5164 times)

newbie
Activity: 21
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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.
newbie
Activity: 112
Merit: 0
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 ...”
newbie
Activity: 168
Merit: 0
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.
newbie
Activity: 112
Merit: 0
where is this info taken?

special studies were carried
newbie
Activity: 168
Merit: 0
where is this info taken?
newbie
Activity: 112
Merit: 0
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.
newbie
Activity: 196
Merit: 0
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!
newbie
Activity: 112
Merit: 0
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.
newbie
Activity: 196
Merit: 0
i wonder how a person feels after such a game?
newbie
Activity: 168
Merit: 0
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
newbie
Activity: 112
Merit: 0
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?
newbie
Activity: 168
Merit: 0
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?
newbie
Activity: 112
Merit: 0
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."
newbie
Activity: 168
Merit: 0
but how to implement it in the VR game?
newbie
Activity: 196
Merit: 0
what about vr-entertainment centers?
what centers?

I am talking about the so-called interactive VR centers. The first such center was commissioned in September 90th in Mexico; after it a whole series of such centers appeared. The essence of these centers is in combining the purely immersion capabilities of reality centers with the capabilities of a computer game.
in a computer game there is a user who determines what his hero will do, but what about when there are 50 people and everyone wants his avatar to perform some actions that are not related to the will of others?

this is precisely the essence of the new entertainment. In this entertainment there is the so-called technology crowd management. In order to understand how such a system can function, I will give an example, which, by the way, was given by one of the founding fathers of this technology. Imagine a huge flock of crows sitting on the field. You sneak up and shoot into the air - the crows fly up, and they face one task - to fly in the opposite direction from you. For a while they fly completely chaotically and scream. Biologists say that the crows have only two positioning signals (right and left). The question is, how long does a pack take to position and fly one way? It turns out that no more than 15 seconds. This is the simplest explanation of the CM phenomenon, which means that there is a feedback method that operates in the case of collective decision making when attuning to crowd actions. Imagine the effect of this mechanism is really easy on the example of the behavior of the crows in the pack. At some point she gives a signal “to the right” and wants to fly to the right, but he hears “left” side by side and flies to the left, but then suddenly he hears a mass of voices “to the right” - and flies to the right with a cry of “right”. By the way, a mathematical apparatus has been developed that describes this phenomenon, which unequivocally proves that, regardless of the number of participants, the positioning time practically does not change.
newbie
Activity: 112
Merit: 0
what about vr-entertainment centers?
what centers?

I am talking about the so-called interactive VR centers. The first such center was commissioned in September 90th in Mexico; after it a whole series of such centers appeared. The essence of these centers is in combining the purely immersion capabilities of reality centers with the capabilities of a computer game.
in a computer game there is a user who determines what his hero will do, but what about when there are 50 people and everyone wants his avatar to perform some actions that are not related to the will of others?
newbie
Activity: 196
Merit: 0
what about vr-entertainment centers?
what centers?

I am talking about the so-called interactive VR centers. The first such center was commissioned in September 90th in Mexico; after it a whole series of such centers appeared. The essence of these centers is in combining the purely immersion capabilities of reality centers with the capabilities of a computer game.
newbie
Activity: 112
Merit: 0
newbie
Activity: 196
Merit: 0
what about vr-entertainment centers?
newbie
Activity: 112
Merit: 0
a couple of years ago, vr technology was a topic about which all IT press wrote. I would like to know what's new now in the world in terms of the development of vr systems?
over the past two years there have been qualitative changes. ready-made solutions have appeared configured to meet specific customer requirements for all major market sectors, including the oil and gas industry, industry, medicine, the entertainment industry, etc.

VR is a kind of bridge between theory and practice, creating the effect of presence and eliminating the dangers of the real world.
if the first trend in the development of VR is associated with the transition from consumer to mass consumption, the second is determined by the change in the actual consumer of VR systems. It can be said that a couple of years ago, the VR system was a business-to-business solution, not a business-to-customer solution, that is, the technology consumers were companies from the oil and gas sector, industry, the military complex, and there were almost no applications for an individual person or individual consumer. It cannot be said that they were not in principle, but this was entertainment at the level of virtual rides, which are not yet available to the mass consumer.

some kind of Magic Age is coming
Does this mean that for an ordinary person who is not “brewed” in an advanced industry and does not work at General Motors, virtual reality has remained something interesting, but inaccessible. And lately there has been a clear breakthrough here, since a completely new direction has emerged in the use of VR for mass applications - for people, not for companies.
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