The current phenomenon of adhesion and progressive diffusion of the new immersive criteria offered by the active use of HMD devices, with regard to editing methodologies and design development in sectors with multiple purposes, now allows a better empathic link between the virtual visitor and digital spaces, effectively overcoming any other system of interaction with simulated environments. Thanks to the fluid learning curve of the software and to a progressive improvement of the level of emotional narration, the VR experience is easily adopted in the most varied fields, specifically aimed at describing, and telling, something that essentially cannot exist, or no longer exists, simulating experiences that are recorded in memory as real and can be repeated in the future. The Serius game is thus the easiest way to exploit the potential of virtual platforms, in order to capture the attention, in a natural way, of users characterized by multicultural levels and social variables. This information system interfaces through playful dynamics, using software and methodologies that are not specific to digital architectural design but are rather similar to the development pipelines for next generation videogames. Immersion, Presence and Interactivity are the peculiarities that synthetically define the particular functionality of virtual devices, identifying the progress of the Third Digital Revolution, in which we passed from 2D vector representation to a threedimensional reconfiguration manipulable on desktop, arriving at the current interactive scenarios, perceptively very similar to the real ones, thanks to the progress of rendering algorithms for the rendering of light phenomena and for the reproduction of IPR (Interactive Photorealistic Rendering) shaders with physically correct behavior.

Serious game and 3d modelling for the immersive experiences development in digital tale

Basso A
2019-01-01

Abstract

The current phenomenon of adhesion and progressive diffusion of the new immersive criteria offered by the active use of HMD devices, with regard to editing methodologies and design development in sectors with multiple purposes, now allows a better empathic link between the virtual visitor and digital spaces, effectively overcoming any other system of interaction with simulated environments. Thanks to the fluid learning curve of the software and to a progressive improvement of the level of emotional narration, the VR experience is easily adopted in the most varied fields, specifically aimed at describing, and telling, something that essentially cannot exist, or no longer exists, simulating experiences that are recorded in memory as real and can be repeated in the future. The Serius game is thus the easiest way to exploit the potential of virtual platforms, in order to capture the attention, in a natural way, of users characterized by multicultural levels and social variables. This information system interfaces through playful dynamics, using software and methodologies that are not specific to digital architectural design but are rather similar to the development pipelines for next generation videogames. Immersion, Presence and Interactivity are the peculiarities that synthetically define the particular functionality of virtual devices, identifying the progress of the Third Digital Revolution, in which we passed from 2D vector representation to a threedimensional reconfiguration manipulable on desktop, arriving at the current interactive scenarios, perceptively very similar to the real ones, thanks to the progress of rendering algorithms for the rendering of light phenomena and for the reproduction of IPR (Interactive Photorealistic Rendering) shaders with physically correct behavior.
2019
978-88-6952-105-8
268
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11581/466712
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