Seeing the news early this morning, Facebook closed the Oculus Story Studio. The author has some regrets. Oculus's artists have set an example for the industry on the road to storytelling, but how does VR's interactive work create? This may be a long road, and the more we do, the more we discover that we need to think more than just the story itself. Domestic artists are also actively exploring and colliding with each other. Many discussions have been held on the story itself, story methods, experience logic, specific interaction modes, and details, but the road is getting brighter and the road is getting longer. . The author recently completed a playwriting of a VR interactive work and wrote his own experience, which is considered to be a tribute to the artists of the industry. Clear the way, shake the bag In the previous article, the author also mentioned his own point of view. At this stage, VR interactive works may not be particularly suitable for every subject matter. It must be based on its characteristics. In this way, the charm of the work itself is amplified. The French studio AudioGaming's "Notes on Blindness" is a very amazing VR experience. It has a narrative poetic and beautiful rhythm, and the extraordinary imagination that can be expressed in virtual time and space, so that every experiencer can experience it. Not the same way in real life. The first VR short film "Lost" of Oculus Story Studio is also using the characteristics of the 360 ​​° environment to walk the direction of the atmosphere. The domestic VR multiplayer social movie “Full Detective 2â€, which was created by the Wei Rui Film Group in China, continued the first detective themes and used the strong sense of participation in the type of subject matter that had been solved. Blindness Notes The highly cooperating experiencer and content is a relatively perfect experience mode. Each discovery and promotion of the story brought by each clue can make the experiencer unable to stop, and the position of the props and some special effects (such as the following figure) At the time of appearance, the atmosphere and rhythm created through constant testing and debugging have firmly grasped the nerves of the experiencer. Difficulties at first sight, good progress It is still more difficult for each experiencer to be loved at first sight and immersed in an instant for VR story interactive works. Most experiencers suddenly go to an unfamiliar environment. They will observe and become familiar with the scene before they continue to experience it. Therefore, some methods need to be designed at this time. In “Henry†produced by Oculus Story, there is no direct substitution to the main scene of the 360° story. Instead, small photos are played in the dark field. These small photos give the experiencer a preliminary understanding of henry. The 360° experience scene in Detective 2 has also made some plots, placed the experiencer in the scene of a case study, and described the background of the case, and performed logic for the experiencer in the following scenarios and interactions. Divert, slowly hypnotize the experiencer and enter the state. Spirit Patient Props, great wisdom The VR horror movie Catatonic, which was produced in collaboration with Dark Corner, a VR studio in Los Angeles, is known as one of the "first-person movie" masterpieces. It designed the experiencer in a wheelchair during the experience plot. In reality, most of our experiencers really sit on the sofa to experience the story. The VR Wang Chen's "Rapid Rescue" introduced by the director of the VR Wang Chen is also considered to be the kidnapping of the hostages, which is similar to the work of the same people. Especially in the transition, director Wang Chen uses the story to make a transition. The experience scene of Detective 2 is built in a small room of almost 20 square meters. The scene will send a set of somatosensory clothing to the experiencer. The original characteristics of the souvenir suit will be removed and the story will be shown in the story. The logic elaborates, so the experience person puts on this body feeling clothing also to be designed in advance in the plot, this certainly will strengthen the player in the virtual reality experience. In the author's own work, he also designed the VR glasses to the plot. Wearing VR glasses is a prop task. The clever use of real-life behaviors, scenes, and props can all be used as a method for assisting creators to better create virtual reality works. This will reduce the recognition of reality and virtual experience of the experiencer. Who is the protagonist? In the traditional movie, the protagonist is of course a character set in the script. In the traditional game, the protagonist is of course each player. Then the question is, who is the protagonist of VR immersed works? In my own creative process, I strengthened the story and weakened the interaction. This made the immersion of the work lessened. The experiencer became mostly on the sidelines, so I enhanced the interaction but I had to think about the meaning and logic of my work. The result is not as good as the game. The Detective 2 in the original story structure, the experience of the person will have a story of their own, this story may be influenced by the experience of the interaction under the influence, it may have personality. When I was working on interactive storytelling, I asked the teachers of the photon engine and planned to use two lines to write. A bright line, a dark line, and a bright line are probably the background frame of the entire story. The dark line is the plot design associated with the interaction of the experiencer. It can be a story-driven action that directly affects the work, or it can be pulled out as a key experience. For example, I used some materials and stories to make the experiencer make some human judgments. This is a test for him. Therefore, the feeling is that there is harmony, there is a difference between the two, both in the main line, and there are some special The well-designed. Interactive thinking In the creation of the works, the way of interacting with the specific details makes the creation difficult. In the end, I chose a relatively simple method. In "The Detective 2", according to the existing technology, it is approaching to the natural way of interaction in reality. But after experiencing the complete works, I had some anxiety and felt like a wood that was domesticated by electronic products. Some should have been the most primitive and direct way of human interaction, but it caused me to hesitate. Taking a cup in real life, I can envision, but in the work of virtual reality, I am full of fear and fear of the unknown. We need to really understand the "design" talent In the traditional impression, the design is like a UI work or an architectural designer. Baidu Encyclopedia explains this: Design is the process of conveying an idea through various well-formed forms through a well-planned and well-planned plan. Mankind transforms the world through labor, creates civilization, creates material wealth and spiritual wealth, and the most basic and major creative activity is creation. The design is a pre-planning of the creation activity. The planning technology and planning process of any creation activity can be understood as design. In fact, the work of the screenwriter is also a design. The process of storytelling is the process of design. Perhaps in VR interactive works, the story is an important part of the work, but it may also contain other elements. Since it feels like the work of producing VR interactive works is not just like screenwriters, then it is better for us to get out and explore the principles and nature of some designs. Dear Anglica Internal and External Requirements of the Works Most of the works are external works, but based on our existing technology, subject matter, and equipment, there are many difficulties. "Dear Anglica" has evolved into a stream of inner-consciousness. The independence and closeness of VR devices have obvious advantages in the exploration of the inner world of the experiencer. It does not need to deal with too much reality and virtual logic. These are some of my experiences. At the same time, I would like to take this article to pay tribute to VR artists at home and abroad. “The road is long and long-term, and I look for it from top to bottom.â€
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