2024-0717-2242 3DHaptics Practical Design Method - Insights from Sound and UX UI Experts
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Slip-box
To be fleeting notes
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To be literature notes (Understanding)
L-Origin
L-My Words
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Traditional haptic - feel sth
- Rumble
- Buzz
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Feel sth specific - particle based rendering
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Advanced haptics production from a game audio creator's perspective
- Rotary motors -> linear motors
- Differences
- More parameters
- Frequency -> texture
- Amplitude -> strength
- (frequency -> rotary speed = strength)
- Accuracy of response time
- Use of complex waveforms
- More parameters
- Similarities and differences between sound waveforms and haptic waveforms
- Frequency and amplitude
- Texture of basic waveform
- Differences
- Frequency respond
- 听觉 20~22 Hz
- 大部分触觉设备无法表示高频率 500Hz
- Frequency respond
- Immersive UX with 3d audio and haptics
- 可以使用 controller speaker 来传达听觉和触觉体验
- AMPTIX
- Rotary motors -> linear motors
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Current haptic creation trend and challenge in the gaming industry
- 黑白 -> 全彩
- 工作流的改善,可以直接在引擎中实验
- 多设备支持
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Methods to create haptics in development
- 人们的感受会有所不同
- 第一还是第三人称 电影镜头要做吗?
- 需要制定标准
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Audio 还是 design 可能做 haptic 更好?
- 可能 audio,他们对音频理解更深刻
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Advice
- 作为先驱者来开拓
- 不只是看到眼前的,不仅着眼于与音频配合,而是面向更长远的未来,最核心的,想让玩家感受到什么,激起什么样的情绪
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To be permanent notes (Complete Ideas)
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P-Connection
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