DEVELOPMENT OF IMMERSIVE EXPERIENCE FOR THE RECONSTRUCTION OF A VINTAGE CINEMA THEATRE - Explore techniques of game design and immersive technology to recreate the experience of exploring the Flamman cinema building
DEVELOPMENT OF IMMERSIVE EXPERIENCE FOR THE RECONSTRUCTION OF A VINTAGE CINEMA THEATRE - Explore techniques of game design and immersive technology to recreate the experience of exploring the Flamman cinema building
Sammanfattning
Virtual reality (VR) made cinema applications today can be considered as simple media
players that are often set in a fictions environment without the privilege of explorability
given to the user - who from the start remains seated in the virtual world. That is due to
the definition of user control which is restrained to the extent that the controllers are
moderated to the definition of interaction with graphical user interfaces such as media
player buttons. This effectively solves the need dedicatedly for people who expediently use
VR applications analogous to media players.VR has the potentiality to offer rich sensory
experience, therefore even a media player could be destined for more than the current
trends with a slight addition of cultural heritage and gamification. This addition could
potentially support the simulationist people of the GNS theory by Ron Edwards who would
seek for a more immersive experience; being interested in playing the role of a visitor,
having the ability to objectively explore and interact with the virtual environment that was
once existent. Ideally, the simulation should have an expressly mediated representation of
realism to fulfil the expectations of those people who prefer games with a high plausibility
in the “loyalty to world” fader of the Mixing Desk of Faders, which is a game design tool
where each fader covers the intensitivity of a specific design choice. This research project is
dedicated to preserve the cultural heritage of the once existent Flamman cinema theatre by
the virtual reconstruction of its architectural, historical and cultural correctness
compositional to the Flamman experience. The level of reconstruction was conditioned on
remaining photographic evidence and technologies used to develop the simulator
accordingly for the target platform, Oculus Quest 2 VR system. Blender 3D content-creation
suite was used for the construction of geometric elements, followed by the assemblement of
those and the development of the simulator which was carried out with Unity
cross-platform game engine and Oculus Integration plugin. Based on these aspects, I
conducted an action research to answer the main research question regarding the
determination of influential factors on quality in the reconstruction of the original
Flamman experience. I began the development with the implementation of user control,
with a cautious design for motion sickness; continued with development experiments for
emphasizing the respected time and space while aiming for the reachment of a highly
realistic physical and graphical representation of those. These were the implementation of
haptic and visual elements, physics based intractable objects and inverse kinematics. Obstructed by challenges due to technological affordances which led to the utilization of
performance optimization techniques, consequently to the reduction within the graphical
quality. The resulting prototypic Flamman simulator has been evaluated by participants
under the conduction of play test sessions followed by interviews with the conclusion
summarizes high equality in the successfully reconstructed Flamman which authentically
represents its vintage cinema atmosphere. Ultimately, the closure of the thematic analysis
concluded Oculus Quest 2 underperforms in graphical realism, nevertheless it is an
outstandingly great system for the purpose of immersive simulations.
Examinationsnivå
Student essay
Samlingar
Fil(er)
Datum
2021-11-03Författare
BÉCZI, PETRA
Nyckelord
virtual reality
Oculus Quest 2
preserving cultural heritage
Blender
Unity game engine
game design and development
haptics
immersive simulation
motion sickness
technological affordances
computer graphics
performance optimization
play testing and observation
interview
thematic analysis
Språk
eng