Tuesday, October 26, 2010

Perception Cues


I chose the popular mass multiplayer online game world of Warcraft as an example of where perception cues are present. All of the perception cues must be present for the user to experience the virtual reality present in the game. Overlap is used to distinguish what is behind something else. There needs to be linear perspective, relative height, relative size, flow pattern, and texture gradient at all times as the character is controlled in order to make the virtual world come to life. For example, if there were no texture gradient, the virtual world would just be a hollow shell. If there wasn't any relative height, the world would seem impossible. With no optical flow, the virtual world would be unable to move with the character, the game would be adventure-less.

http://www.wired.com/gaming/virtualworlds/commentary/games/2008/07/gamesfrontiers_0728

No comments:

Post a Comment