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游戲設(shè)計(jì)專題:《頭號(hào)玩家》交互體驗(yàn)——虛擬現(xiàn)實(shí)VR技術(shù)在沉浸式游戲場(chǎng)景搭建中的應(yīng)用

2022-12-20 13:56:21 來(lái)源:中國(guó)教育在線

導(dǎo)師學(xué)校介紹

加州大學(xué)洛杉磯分校(UCLA)始建于1919年,是一所擁有百年歷史的世界著名公立研究型大學(xué),培養(yǎng)了14名諾貝爾獎(jiǎng)獲得者,是美國(guó)“新常春藤”名校之一。UCLA在2019年U.S.News美國(guó)公立大學(xué)排名首位,2018年泰晤士高等教育THE世界最具聲望大學(xué)排名第9,游戲設(shè)計(jì)位居全美Top4。

導(dǎo)師詳細(xì)介紹

導(dǎo)師昵稱

Steve

導(dǎo)師級(jí)別

終身正教授

導(dǎo)師學(xué)校

加州大學(xué)洛杉磯分校(UCLA)

Steve導(dǎo)師現(xiàn)任游戲設(shè)計(jì)專排Top4的加州大學(xué)洛杉磯分校終身正教授,導(dǎo)師的研究致力于前沿技術(shù)及數(shù)字媒體的交叉領(lǐng)域。此前,導(dǎo)師曾在游戲設(shè)計(jì)專排Top1的南加州大學(xué)有過(guò)長(zhǎng)達(dá)15年的教學(xué)及研究經(jīng)驗(yàn)。導(dǎo)師著作等身,其代表作《視覺技術(shù):數(shù)據(jù)和圖像之間的戰(zhàn)爭(zhēng)》調(diào)查了從19世紀(jì)30年代到現(xiàn)在,計(jì)算和攝影圖像制作的競(jìng)爭(zhēng)機(jī)制的出現(xiàn),重點(diǎn)關(guān)注與空間、數(shù)據(jù)可視化和監(jiān)視相關(guān)的文化含義。導(dǎo)師同時(shí)是公共媒體檔案和公平使用倡導(dǎo)網(wǎng)絡(luò)Critical Commons的創(chuàng)始人/首席研究員。他與Tara McPherson共同編輯了跨學(xué)科電子期刊Vectors,并擔(dān)任網(wǎng)絡(luò)視覺文化聯(lián)盟(開源電子出版平臺(tái)Scalar的開發(fā)人員)的聯(lián)合首席研究員。

Steve Anderson is a scholar-practitioner working at the intersection of media,history,technology and culture.His book Technologies of Vision:The War Between Data and Images(MIT,2017)surveys the emergence of competing regimes of computational and photographic image making from the 1830s to the present,focusing on cultural implications related to space,data visualization and surveillance.In 2015,Anderson was awarded a Digital Innovation Fellowship by the American Council of Learned Societies to create Technologies of Cinema,incorporating video essays and textual analysis in an open access media archive.He is also the founder/principal investigator of the public media archive and fair use advocacy network Critical Commons.Before coming to UCLA TFT,Anderson taught for 15 years in the USC School of Cinematic Arts,where he was the founding director of the practice-based Ph.D.program in Media Arts+Practice and a faculty member in the divisions of Interactive Media&Games,Media Arts+Practice and Critical Studies.

適合人群

方向:理工

專業(yè):工程

適合專業(yè):計(jì)算機(jī)科學(xué),數(shù)字媒體,數(shù)字技術(shù),人機(jī)交互,交互設(shè)計(jì),游戲設(shè)計(jì)

項(xiàng)目?jī)r(jià)格:33800/19800

項(xiàng)目周期:7周在線小組科研+5周論文指導(dǎo)

是否建議高中生學(xué)習(xí):是

是否建議大學(xué)生學(xué)習(xí):是

語(yǔ)言:英文

難度:低級(jí)/中級(jí)難度

建議具備的基礎(chǔ):對(duì)游戲設(shè)計(jì)/數(shù)字媒體/VR技術(shù)/電影制作感興趣的學(xué)生;項(xiàng)目中將使用Unity/Unreal游戲引擎軟件及全景攝像頭硬件

科研項(xiàng)目產(chǎn)出

7周在線小組科研學(xué)習(xí)+5周論文指導(dǎo)學(xué)習(xí)+不限時(shí)1v1論文指導(dǎo)共不低于125課時(shí)

學(xué)術(shù)報(bào)告

優(yōu)秀學(xué)員獲主導(dǎo)師Reference Letter

EI/CPCI/Scopus/ProQuest/Crossref/EBSCO或同等級(jí)別索引國(guó)際會(huì)議全文投遞與發(fā)表指導(dǎo)(可用于申請(qǐng))

結(jié)業(yè)證書

成績(jī)單

項(xiàng)目介紹

This program provides an overview and introduction to storytelling using virtual environments and/or 360 degree video.Students will learn about the history of Virtual Reality(VR)and its relation to other media arts as a basis for creating their own immersive narrative or documentary experiences using easily accessible hardware and software.We will ask and answer questions such as:

?What are the special challenges and opportunities when working with immersive media?

?What experiences can be achieved with immersive media that are not available in any other medium?

?What kinds of stories or experiences work best for immersive media?

?What are the most effective platforms for delivery?

?How can immersive audio be used most effectively?

?What are the limitations of immersive media?

?What is the future of virtual reality for storytelling?

Students will need access to a consumer grade 360 video camera or prior skills using a 3D game engine such as Unreal or Unity to complete assignments.No prior technical experience is required.Access to a home VR display system is helpful but not required.

本項(xiàng)目將提供了一個(gè)概述和介紹使用虛擬環(huán)境和/或360度全景視頻講故事。學(xué)生將學(xué)習(xí)虛擬現(xiàn)實(shí)(VR)的歷史及其與其他媒體藝術(shù)的關(guān)系,以此為基礎(chǔ),使用易于獲取的硬件和軟件,創(chuàng)造自己的沉浸式場(chǎng)景體驗(yàn)。項(xiàng)目將就沉浸式體驗(yàn)的獨(dú)特性、交付平臺(tái)及未來(lái)發(fā)展應(yīng)用深入討論及實(shí)踐,學(xué)生將在項(xiàng)目結(jié)束時(shí),搭建自己的虛擬場(chǎng)景。

項(xiàng)目背景

虛擬現(xiàn)實(shí)是多媒體技術(shù)的終極應(yīng)用形式,它是計(jì)算機(jī)軟硬件技術(shù)、傳感技術(shù)、機(jī)器人技術(shù)、人工智能及行為心理學(xué)等科學(xué)領(lǐng)域飛速發(fā)展的結(jié)晶。主要依賴于三維實(shí)時(shí)圖形顯示、三維定位跟蹤、觸覺及嗅覺傳感技術(shù)、人工智能技術(shù)、高速計(jì)算與并行計(jì)算技術(shù)以及人的行為學(xué)研究等多項(xiàng)關(guān)鍵技術(shù)的發(fā)展。其沉浸性、交互性、構(gòu)想性的優(yōu)點(diǎn)極大提升了用戶體驗(yàn),也使其逐步成為游戲世界的主流發(fā)展方向。本項(xiàng)目也將圍繞著VR在沉浸式場(chǎng)景打造中的應(yīng)用展開。

項(xiàng)目大綱介紹

VR與全景視頻介紹和消歧歷史背景;創(chuàng)造成功沉浸式媒體的策略

Introduction and disambiguation:VR and 360 videos;historical context;strategies for creating successful immersive media.

沉浸式敘事實(shí)例與媒體藝術(shù)實(shí)驗(yàn):設(shè)計(jì)核心理念與初步準(zhǔn)備

Immersive storytelling examples and media art experiments;storyboarding and preproduction;finding a conceptual core.

全景視頻捕獲工具、編輯和顯示;快速原型設(shè)計(jì)及基于用戶體驗(yàn)測(cè)試的迭代設(shè)計(jì)

Tools for 360 video capture,editing,and display;rapid prototyping and viewer testing;iterative design.

項(xiàng)目規(guī)劃和范圍策略、沉浸式場(chǎng)景中的聲音技術(shù)

Project planning and scoping strategies;workshop project ideas.Advanced concepts in editing and sound;uploading and sharing 360 media.

學(xué)術(shù)研討1:教授與各組學(xué)生探討并評(píng)估各組期末產(chǎn)出可行性,幫助學(xué)生明晰后續(xù)產(chǎn)出思路

Final Project Preparation Session I

學(xué)術(shù)研討2:學(xué)生將在本周課前完成設(shè)計(jì)原型(prototype),教授將根據(jù)各組進(jìn)度進(jìn)行個(gè)性化指導(dǎo),確保學(xué)生優(yōu)質(zhì)的終期課題產(chǎn)出

Final Project Preparation Session II

項(xiàng)目成果展示

Final Presentation

>>沒有教授推薦信,缺少科研經(jīng)驗(yàn)?點(diǎn)擊這里提升背景<<

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