My People Project By Simon Owens Fig 1. My Idea With technology in simulation and virtual gaming consistently being developed, the thought of integrating.

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Presentation transcript:

My People Project By Simon Owens Fig 1

My Idea With technology in simulation and virtual gaming consistently being developed, the thought of integrating such technology into gaming and viewing experiences would no doubt be the next step in the industry. ‘How immersive media could enhance digital viewing and user interaction within a gaming environment’ My idea is to explore the theory of Immersive Gaming and the advantages and disadvantages of the technology being adapted to everyday gaming and digital media viewing.

My Research I researched VRMAX/VisionDome technology and found a lot of information on this. Especially by companies such as Sinard and Elumens. These companies specialise in the virtual experience of digital immersive viewing which is directly relevant to my project. There are many types of VisionDomes, such as the single Vision Station and the VS-5 (created by Elumens Cooperation) that can be used to up to 45 people The company Sinard specialises in enhancing simulation and viewing experiences for all different types of media. Using the VRMAX/VisionDome technology, would leap frog the media industry into a new age of gaming and simulation. Fig 1.1 Fig 1.2Fig 1.3

No safety equipment is required by the user and would simply replace gaming on a TV. Technology is currently used for flight simulation and training with machinery and vehicles. This would be useful as the simulation technology could be adapted to gaming experience. The Hemispherium Paper presented at TILE99 conference in London, 1999 taken from ‘Fasten your seatbelts’ by Janice Webster The first idea came from back in 1993, Roy Kalawasky described a virtual environment that would allow the user to experience the simulation of their senses from vision and hearing. In 1997, the HMD (Head Mounted Display) was introduced into the VR concept, however this seems to still detach the user from the VR world. Then the domes became the next step in VR technology. The VisionDome occupies the users peripheral vision in order to better interact the user into the virtual reality experience.

The Hemispherium Fig 1.4

I also found an online article from a site called HotStuffWorks, reviewing the Vision Station created by a company called Elumens. This company has addressed the current problem with flat screens when it comes to gaming. All gamers have experienced entering a game and getting immediately attacked and then having to move your character a full 360 degrees to locate where you are being attacked from. However the Vision Stations offer the user a peripheral account of the surrounding area projected and shows the user a 180 degree image of the area. This is made possible because the Vision Station is made of a curved surface where the image is displayed using a data-projector and a wide-angle projection lens. Fig 1.5 Fig 1.6

My Prototype Layout Vision Station This is where the user would be seated. As you can see, the Vision Station occupies the user’s entire span of vision. These arrows demonstrate the user’s line of vision. The red arrows are the user’s peripherals. The depth of the Vision Station would only be 32”. The width of the Vision Station would obviously be more than your usual flat screen TV. It would be at approximately 65” Fig 1.7

Advantages and Disadvantages Advantages This product of VR would enhance the user’s experience within a game, therefore improving entertainment Would open the window for vast expansion in gaming technology Provides excellent operational systems of training and simulation for not just the gaming public, but for public services such as flight systems and vehicle training. Disadvantages The Vision Station is a large item of equipment and would be very space consuming. Technology of this stature would be very expensive. At the moment, the training simulator versions of the VisionDome range from $20,000.

Conclusion Product would be step in the right direction for enhancing the user’s interaction and experience within immersive media. Integrating immersive simulation into digital entertainment would benefit the gaming community as a whole and would answer the desires of advancement in all types of digital media