Social features are the key to making VR truly popular?

VR was in the first half of 2016, but recently the enthusiasm for VR is gradually withdrawing. The author of this article, Signe Brewster, believes that if VR wants to grow further, it must strengthen its social functions.

Just now, I put on the Oculus Rift head and walked into a virtual playground. In the virtual dock playground, ski balls, bowling and doll machines can be played through Oculus' special manual tracking controller. This is a brand new game. I call my boyfriend a new discovery every few minutes. My boyfriend is sitting on the sofa behind me. When I took off my headset after an hour, I heard the sound of a boyfriend snoring in the bedroom. It turned out that I have been talking to myself.

Every time I use VR, there are new surprises: a new game, a new scene, a new way to make the virtual world feel more real, and so on. It makes me very want to share new experiences with others. But the virtual experience is inherently socially incomprehensible: once you wear a VR headset, it is isolated from the outside world. Headsets block your view; special stereo headphones block the sound. No matter how many people are in the room, you are isolated.

But the signs indicate a change. If 2016 is the year of VR, then 2017 is the key year for developers to seriously consider VR social. What VR brings to the user is the sense of participation - the user's senses make them feel that they are in the location that VR shows them. Adding social components to the virtual experience—whether interacting with artificial intelligence characters or multiplayer games with others—will deepen this sense of engagement. Frank Biocca, a human-computer interaction researcher at Syracuse University and author of "The Spread of the Virtual Reality Era," believes that if players can interact with the people they know in virtual reality, then this sense of participation can be maximized. . Integrating true social into the virtual world enhances the user's connection to the virtual world and brings the user's true feelings into the virtual world.

As a result, social games have grown rapidly on the Xbox and PlaystaTIon platforms. Open the Halo on the Xbox and you can choose to play against friends or strangers. Maureen Fan, CEO of VR movie studio Baobab Studios, points out that people prefer to watch movies in a movie theater rather than at home, because there is a feedback loop in the cinema that can enhance our impulse to laugh, cry or sigh. Adding social elements magnifies our experience - the same applies to VR.

As social applications become more popular, the exciting thing is that they are increasingly participating in VR. Facebook is optimistic about the prospects of VR, so it acquired Oculus in 2014 with the aim of creating a new social experience. “This is indeed a new communication platform,” Mark Zuckerberg explained on the Facebook reason for the acquisition. “By feeling the real existence, you can share endless space and experience with people around you.” Last week, Facebook Providing the first social experience at an unexpected speed: Oculus room and party. Currently, rooms are available for Gear VR devices, and in 2017 will be available for Rift versions, allowing users to have voice chats in virtual reality. The party allows the user to talk, play games and watch movies together in the virtual room. This is similar to existing social spaces (such as AltspaceVR), and user dolls also have the ability to customize expressions.

Then there is only one problem left: most people don't have their own VR headsets. I know a few people who use them, but no one is close enough to make me want to watch a movie with him in a private virtual world. It will take several years for VR to mature and truly be known. But for introducing social experiences, multiplayer games are a relatively easy goal to achieve. When I walked into the virtual playground mentioned earlier, I needed to create a new room to invite other players. But this is an early VR, and most of the early adapters were not compatible with other users. Then someone might ask: Why not directly invite me to join a public room and play ski balls with other players?

Some companies have begun to think this way, and began to develop large-scale VR multiplayer games, allowing people from any region to log in to play together. In Eve:Valkyrie, I participated in a vast space battle, shooting the enemy constantly, my spacecraft spinning so fast that I was afraid that I would vomit. I don't know who my opponent is. I only know that I am using my own virtual doll to maneuver the spacecraft's naval guns instead of using unintentional artificial intelligence.

In the early days, the public multiplayer experience should be the standard for the game, not the exception. Companies are starting to understand this and plan to develop a series of multiplayer VR games in 2017. For example, in Bebylon: Battle Royale, players can fight or watch each other. In the game, you can type or chat with other players. These settings create more surprises and spontaneous interactions, even the smartest artificial intelligence can't do – that is, keeping the player fresh on the game and making the player addicted to it.

In the future, companies will expand this principle outside of the game. Second Life's platform to build a virtual world, Sansar, is expected to be available in 2017. The creators of Second Life are creating another competitive virtual world - "highly realistic." Early VRs required participants to wear head-mounted devices to get together to explore Mars and play games like a store owner. If VR can be a reliable Skype alternative, then it must have a unique experience to ensure that users will use it as a An alternative to social software.

Conveyor

Grain Screw Conveyors,Belt Conveyor For Rice Mill,Hopper Belt Conveyor,Pvc Blet Conveyor

HuangShi Stee Metal Material Technology Exploitation Co.,Ltd , https://www.wosenstechnology.com

Posted on