VR game design. Devices allow you to be present in the world.

VR game design. Over the past decade in France there has been a strong development of virtual reality. Participating in its development, a group of French researchers wrote The Fact of Virtual Reality. This document makes reference in this matter, its purpose is to collect as much information as possible about progress in this area.

Virtual reality is an interactive immersion where the user perceives a synthesized environment and physically interacts with the entities and elements of the virtual world using techniques. and computer tools. The ultimate goal of virtual reality is to enable one or more people to perform sensorimotor, cognitive and / or symbolic activities in order to model certain aspects of the real world. Therefore, we are not talking about reproducing an identically complete real world in a virtual world.

The interest of virtual reality is to be able to relate to a part of the real world or to change this reality. This allows you to get as close as possible to the goals that should be determined during application development. Virtual reality originates in military and civilian simulations. However, simulators, strictly speaking, are not virtual reality systems, because the simulation stations are not simulated, but are real.

VR project. Peripherals play an important role in virtual reality, as they allow the illusion of the user to truly be present in the virtual world. Thanks to the interfaces providing sensorimotor channels, the user will be able to interact with simulated objects and phenomena, as if they were real. Therefore, the capabilities and prospects of virtual reality are highly dependent on technology. The increase in computer power has eliminated some limitations, but is still a limiting factor. Currently, virtual reality uses the field of science and technology, as well as the field of humanities and life sciences, in order to be able to respond to three extremely important problems:

  • simulate human activities in real and virtual environments; 
  • modeling and implementation of the subject interface for immersion and interaction in a virtual environment;
  • simulate and implement a virtual environment.

Therefore, virtual reality is a new way of multimodal work and experiments, requiring skills in engineering and cognitive sciences. This new line of business opens up promising horizons in areas such as education, healthcare, urban planning, science modeling, or industry. In the long run, virtual reality will become a separate sector of activity.

Two keywords of virtual reality: interaction and immersion. Contrary to popular belief, virtual reality is superior to virtual environments, which are becoming more sophisticated. It also puts the user in a situation of interaction with the virtual world. Therefore, it is necessary to establish a dialogue between man and machine, this is a cycle of “perception, cognition, action.” The user perceives the virtual world through touch interfaces. Devices allow the user to perform actions that are passed to the calculator. He interprets them and, if necessary, changes the environment, and then restores sensory information for the user.

In order for the virtual reality system to be suitable for use, it must take into account a certain degree of interactivity, depending on the application that must be implemented. Thus, there are two limitations that must be controlled: delay and sensorimotor mismatches.

The purpose of virtual reality is not just cognitive immersion in the artificial world, it is a scenario for achieving a certain activity. When developing such a system, the main question is: what actions should the user perform? In an interactive virtual environment, the user will use the automation acquired in real life to organize a virtual environment in accordance with a set of spatio-temporal and causal rules. This natural behavior was studied by a psychologist with the help of a definition of the concept of patterns, which is a mental organization of actions as they are transmitted or generalized. when repeating this action under similar circumstances. 

Thus, regardless of the virtual reality application, user actions can be divided into several “virtual behavioral primitives” (VPCs) or basic behaviors and can be grouped into four categories: observation, moving and acting in the world, and also communicating with other people or with application.