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task2 – 360° Media vs. Virtual Reality

Explore 360° media content on the following publishing platforms

Compare the interactive experiences afforded by 360°media with VR experiences in computer games such as Half-Life or GTA in terms of sign-materiality, the level of interactivity and user agency: In what ways are the employed signs different, how can you interact and what can you do in both environments?

Provide only key points.

  • Sign-Materiality
  • Level of Interactivity
  • User Agency

15 Antworten auf „task2 – 360° Media vs. Virtual Reality“

Sign-materiality: Of course Half Life is a VR game, whereas GTA can´t be played that way, which makes a huge difference in terms of Gameplay.

Level of interactivity: GTA is an Open World game. You can work on missions but you´re not forced to do so. However, you´ll lack money and possibilities if you neglect to play any missions. Half-Life seems to be more limited in terms of open world. However in Half Life objects are more realistic and pots etc. can be destroyed. GTA is more limited in these subjects.
Missions in Gta and HL; What is the Goal? (how much freedom has the player in terms of Missions?; in HL you are part of the Game and may change the surroundings by throwing pots or writing stuff on windows. In Gta the surroundings stay the same no matter what you do.

User agency: VR-glasses vs. concoles.

You have made some interesting points about the immersive experience via and within these computer games. However, my question was aiming at a comparison between interactive experiences in 360° media and interactive experiences in computer games, such as Half-Life and GTA. (I suppose my question could have been more clear about this, so I have revised it accordingly)

Sign Materiality:
Half Life can be described as a Virtual Reality (VR) game and is a prime example of immersion, whereas the GTA developers haven’t provided a virtual reality mode, which has a great influence on the game flow.

Level of Interactivity:
The game Half Life is divided into 17 chapters, that contain small sections that make the game appear coherent without major pauses in the charging process. This effect should serve to maintain the excitement. Script sequences are used to convey the story and to improve the immersion. Players must interact with the environment, explore the virtual world and prove themselves in battles. The character in the game is mute throughout the entire game. That allows the player to put himself in the role more easily. Other figures in the game will answer and it is possible to receive instructions from the player. In Half Life the surrounding and the objects are more realistic, whereas in GTA these functions are not so pronounced. In GTA the players become independent directors and they decide what their characters do like for instance explore mountain regions or you can start conversations. Throughout the whole game the locations remain the same. The GTA game consists of a combination of shooting, flying and driving sequences. The task of the user is to play alone or in the two-player mode through the main missions, the side missions and free play.

User Agency:
Virtual Reality glasses vs game console

Sign Materiality

Virtual Reality (VR):
• Constructed environment
• Computer generated objects, linked to the imagination of the computer coder

360°media
• An actual moment is captured
• The picture shows a physical environment that was captured with a photo/video technique

Level of Interactivity

Virtual Reality (VR):
• Relationship between the virtual player in the game and the user (immersive world)
• User can control the interactive communication and form
• All five senses are used (vision, hearing, touch, smell and taste)
• Better understanding of the environment and the things the user is virtually surrounded
• The user can influence the action

360°media:
• The user can determine the image section
• The user can see the real world and gets additional information displayed
• Unlimited possibilities to create his or her own world of experience
• The viewer has control of the viewing direction like a panorama
• In Virtual Reality the user has the feeling of being on site, with 360 media the user must be on site to learn more

User Agency

Virtual Reality (VR):
• Requires software and VR-glasses

360°media:

• Just like in Virtual Reality, a 360 ° software is used and different kinds of software for edition photos or videos

Sign-Materiality:
Computer Games
• Constructed animations
• Based on computer graphics
360° photos
• You can´t walk around (unless there is a hotspot)
• View from only one point/object.
• captures the physical world
Level of interactivity:
Computer Games
• Through different characters- you can walk around, grab or drop things
• Link to the imagination from the computer user.
360° photos
• is an actual visual experience/moment in a physical environment.
• Interactive experiences via hotspots
User Agency:
Computer Games
• using the whole body to put intentions into actions
360° photos
• you can decide where to look next

Sign-Materiality:
VR: All constructed. Can be changed/ redesigned
Interactive Experience: Edged in Time

Level of Interactivity:
VR: Physical moment is limited to the area the player can walk on
Int Exp: Limited to a single pivot point

User Agency:
VR: Dependent on the game. For example: narratology, decision making and free movement in VR game The Talos Principle (2017)
Int Exp: None

Sign-Materiality:
VR: programmed (contracted) with computer; created environment
IE: real (physical) environment captured with VR camera

Level of interactivity:
VR: User can interact with environment not only through visuals and audio, but also through touch, smell or taste; user can influence actions and outcomes of these
IE: limited interactivity; mainly visuals and maybe audio; User can only change position if he/she would like

User Agency:
VR: use of software, VR glasses and controllers
IE: use of software

Sign-Materiality:
-VR: It is all designed and programmed
-IE: Real life pictures/environment

Level of Interactivity:
-VR: Interaction is possible in the all designed points
-IE: Is limited, interactivity happens only from on point

User Agency:
-VR: Free movements as long as the game allows
-IE: No movement

1- Sign-Materiality:
Computer: the user physically gets immersed in the virtual environment as in GTA games. It is computer-based.
360° Media: It enables the users to see and discover already taken photos and videos captured in a real environment and it requires VR glasses.

2- Level of Interactivity:
Computer Games: the sense of simulation, feeling immersed while playing games. Physical activity.
360° Media: The user has the control of direction. The real-world capture.

3- User Agency:
Computer games: The user uses their body, so user agency includes physical activity.
360° Media: VR glasses.

Sign-Materiality –>
VR: is a constructed/programmed reality/environment; not necessarily real life captures –> Half Life can be seen as a VR Game; GTA is no VR game
IE: most of the time real life captures used; in order to depict the real physical world as we know it (VR equipment used to design it; VR equipment used to use it)

Level of interactivity:
VR: User takes an interactive part and enables the player to connect with the character in the game – sometimes the player even becomes the character – immersion process; also because of the more „realistic“ surroundings –> Half Life
GTA; less „realistic“ surroundings but it is possible to follow diff. missions ( only if player wants to)
IE: the amount of interactivity is limited; same counts for crucial point ; viewpoint can be compared with a panoramic view on a camera;

User Agency:
VR & IE use of specific software and hardware; for instance VR glasses and game console controllers

Sign-Materiality:
VR: constructed environment;
360 media: mostly real life captures;

Level of interactivity:
VR: Interaction is possible in almost every point;
360 media: limited interaction;

User Agency:
VR: body is used to create actions; uses software and VR hardware
360 media: uses software;

Sign-Materiality:
Virtual Reality (VR): constructed reality/environment

360°media: Edged in Time; Actual moment is captured

Level of interactivity:
Virtual Reality (VR): immersive world

360°media: limited interactivity

User Agency:

Virtual Reality (VR): You need the appropriate equipment

360°media: You need the appropriate software

Sign-Materiality
• 360° media content
o represents an actual moment in reality
o a real photo was taken that can be examined
• VR in computer games
o is a generated fictitious world
o does not correspond to the real world, was invented and represented in a video gameLevel of Interactivity

Level of Interactivity
• 360° media content
o only the surroundings that were photographed can be explored
o o there are few points that can be explored in more detail
o o the interactivity is rather limited
• VR in computer games
o you can explore the whole area
o you can interact with certain people
o different tasks can be done
o the interactivity is higher

User Agency
• 360° media content
o special software, computer
• VR in computer games
o special software, VR glasses, console, controller

VR-Game

moving in environment / constructed
Glasses and console is needed
nearly complete control of direction / complete interactivity

360° Media

Picture or Video / no moving in the environment
only glasses / but also no glasses possible
control of direction / some interactivity

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