User:Somiew/sandbox

Synchresis is the forged word of synchronism and synthesis which describes the audiovisual fusing-phenomenon that occurs when a sound is played with something visual, like a film. It's what makes post-synchronization of sounds such as voices and sound effects possible.

Types
According to Ernest W. Adams, author and consultant on game design, immersion can be separated into three main categories:


 * Tactical immersion
 * Tactical immersion is experienced when performing tactile operations that involve skill. Players feel "in the zone" while perfecting actions that result in success.


 * Strategic immersion
 * Strategic immersion is more cerebral, and is associated with mental challenge. Chess players experience strategic immersion when choosing a correct solution among a broad array of possibilities.


 * Narrative immersion
 * Narrative immersion occurs when players become invested in a story, and is similar to what is experienced while reading a book or watching a movie.

Staffan Björk and Jussi Holopainen, in Patterns In Game Design, divide immersion into similar categories, but call them sensory-motoric immersion, cognitive immersion and emotional immersion, respectively. In addition to these, they add a new category:


 * Spatial immersion
 * Spatial immersion occurs when a player feels the simulated world is perceptually convincing. The player feels that he or she is really "there" and that a simulated world looks and feels "real".

Presence
Presence, a term derived from the shortening of the original "telepresence", is a phenomenon enabling people to interact with and feel connected to the world outside their physical bodies via technology. It is defined as a person's subjective sensation of being there in a scene depicted by a medium, usually virtual in nature. Most designers focus on the technology used to create a high-fidelity virtual environment; however, the human factors involved in achieving a state of presence must be taken into account as well. It is the subjective perception, although generated by and/or filtered through human-made technology, that ultimately determines the successful attainment of presence.

Virtual reality glasses can produce a visceral feeling of being in a simulated world, a form of spatial immersion called Presence. According to Oculus VR, the technology requirements to achieve this visceral reaction are low-latency and precise tracking of movements.

Michael Abrash gave a talk on VR at Steam Dev Days in 2014. According to the VR research team at Valve, all of the following are needed to establish presence.
 * A wide field of view (80 degrees or better)
 * Adequate resolution (1080p or better)
 * Low pixel persistence (3 ms or less)
 * A high enough refresh rate (>60 Hz, 95 Hz is enough but less may be adequate)
 * Global display where all pixels are illuminated simultaneously (rolling display may work with eye tracking.)
 * Optics (at most two lenses per eye with trade-offs, ideal optics not practical using current technology)
 * Optical calibration
 * Rock-solid tracking – translation with millimeter accuracy or better, orientation with quarter degree accuracy or better, and volume of 1.5 meter or more on a side
 * Low latency (20 ms motion to last photon, 25 ms may be good enough)