数字影视技术

VR在交互影视与游戏领域的应用综述

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  • 1. 上海大学上海电影学院, 上海 200072;
    2. 上海大学上海电影特效工程技术研究中心, 上海 200072;
    3. 上海航天信息研究所, 上海 201109;
    4. 国家电网上海市电力公司市北供电公司人力资源部, 上海 200072
田丰(1976—), 男, 博士, 研究方向为电影技术. E-mail: ouman888@126.com

收稿日期: 2017-03-15

  网络出版日期: 2017-06-30

基金资助

上海市科委“科技创新行动计划”高新技术领域资助项目(17511103200); 上海大学电影学高峰学科和上海电影特效工程技术研究中心资助项目(16dz2251300)

Survey of VR applications in interactive films and games

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  • 1. Shanghai Film Academy, Shanghai University, Shanghai 200072, China;
    2. Shanghai Engineering Research Center of Motion Picture Special Effects, Shanghai University, Shanghai 200072, China;
    3. Shanghai Institute of Spaceflight Information, Shanghai 201109, China;
    4. Human Resources Department, State Grid Shanghai Shibei Electric Power Supply Company, Shanghai 200072, China

Received date: 2017-03-15

  Online published: 2017-06-30

摘要

虚拟现实(virtual reality, VR) 是近年来应用于交互影视和游戏领域中的重要技术. VR以其特有的沉浸感、交互性和构想性革新了影视游戏领域, 并显著提升了用户的体验效果. 概括归纳了VR 在影视游戏领域的前沿应用, 包括电影短片、纪录片、宣传片、娱乐游戏、教学应用、医疗和心理学交互应用等. 按交互等级可以将它们分为全景交互、剧情交互和完全交互. 对VR 交互内容面临的瓶颈以及VR 技术尚有的缺陷进行了分析, 包括VR 电影存在的瓶颈、当前VR 游戏及VR 设备存在的问题等. 最后展望了VR 技术未来的发展方向.

本文引用格式

张婷婷1, 田丰1,2, 吕炜3, 王轶华4, 黄超1 . VR在交互影视与游戏领域的应用综述[J]. 上海大学学报(自然科学版), 2017 , 23(3) : 342 . DOI: 10.12066/j.issn.1007-2861.1935

Abstract

Virtual reality (VR) is an important technology widely applied in interactive film and video games. Due to its immersive sense, interactivity and conception, virtual
reality has changed the industry of interactive film and video game, and significantly improves the user experience. This paper briefly summarizes the state-of-the-art applications in film and video games industry including short films, documentaries, promos, games, educational applications, medicine, psychological interaction, etc. According to interaction level, applications of VR can divided into panoramic interactions, plot interactions, and complete interaction. The bottlenecks of VR interactive contents and the problems of current VR technology including the bottlenecks of VR films, the problems of current VR games and VR devices and analyzed. Finally, prospects of possible developments of VR in the future are given.

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