Collaborative and Competitive Futures for Virtual Reality Music and Sound

Rob Hamilton
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引用次数: 9

Abstract

The histories of virtual reality systems draw heavily from foundational work in telepresence and robotics, cinema and gaming. Across each of these disciplines the roles of “player” and “audience” member vary significantly, as do the rules, affordances and experiential goals put forth by the systems themselves. As such, designers and developers of interactive virtual (here defined as including mixed and augmented) reality systems are faced with a fundamental choice: to create experiences that are inherently collaborative or competitive. While on the surface such a choice might seem a simple articulation of the core design principles for any one given project, the directions in which virtual reality systems are guided and the impacts these choices will have on societal acceptance of VR as a principal component of our technological futures should not be ignored. This paper discusses models of collaboration and competition as put forth within a series of interactive virtual experiences and proposes an ideal future for virtual reality in which interactivity and telepresence leverage collaboration as a core mechanic.
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虚拟现实音乐和声音的合作和竞争未来
虚拟现实系统的历史在很大程度上借鉴了远程呈现和机器人、电影和游戏的基础工作。在这些规则中,“玩家”和“观众”的角色是不同的,系统本身的规则、功能和体验目标也是不同的。因此,交互式虚拟(这里定义为包括混合和增强)现实系统的设计师和开发者面临着一个基本选择:创造本质上具有协作性还是竞争性的体验。虽然从表面上看,这样的选择似乎是对任何一个给定项目的核心设计原则的简单表述,但虚拟现实系统的指导方向以及这些选择将对VR作为我们技术未来的主要组成部分的社会接受度产生的影响不应被忽视。本文讨论了在一系列交互式虚拟体验中提出的协作和竞争模型,并提出了虚拟现实的理想未来,其中交互性和远程呈现将协作作为核心机制。
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