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VR 交互规则之路(中):迷向

Road of the VR interaction rules (in) : isotropic

2016-09-26 20:05:01来源: TECH2IPO创见

上篇:http://vr.chuang.pro/10032630VR 交互:各执一词的标准化如果从系统的完成度与便捷性来看,即便目前阶段的 VR 内容交互模式并不算丰富,即便是在支柱级厂商已经提供了可靠性和易用度远胜于山寨小厂的硬件控制器,即便仅仅是最基础的交互元素,我们依旧可以从目前的 VR 内容市场中找到无数槽点:例如说,体验过 Vive 的朋友应该都知道,这款平台上的第一人称游戏和应用最常见的移动方式就是「定点传送」;但就是这么个看似平淡无奇的设计,目前居然也存在着诸多分歧——首先,绝大多数主流第一人称 VR 游戏和应用(例如 V 社官方出品的《The Lab》)都采用了按下手柄正面圆形...

't last: http://vr.chuang.pro/10032630VR interaction: the standardization of if from the point of the completion of the system as well as the convenience, even if the current phase of the VR interaction pattern isn't rich content, even in level pillar vendors have provided the reliability and capability is far better than the shanzhai small factory hardware controller, even if is only the most basic interactive elements, we still can be found from the current content of the VR market numerous trough point: for example, experienced Vive friends should know that first-person game on the platform and application is one of the most common way of moving "fixed-point transfer"; But it is The design of such a seemingly mundane, at present there are many differences even - first of all, The vast majority of The mainstream first-person VR games and applications (such as V club official released "The Lab") have adopted by pressing The handle positive circle...

标签: VR