Trigger point (virtual reality)

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In virtual reality , trigger points are used to

  • to reduce the amount of data required for background calculations,
  • Timing events based on the position and perspective of the experiencer.

For this purpose, the position, the time index and the viewing axis of the viewer are evaluated and related to a background script as switching events . Thus it is possible for the viewer to move apparently freely in virtual reality, but (apparently) no matter when and no matter how, to perceive a special key event always the same and safely.

Trigger points are used particularly frequently in computer games: the player enters a room and a specific script is started ( script sequence ). Shadows flit on the wall near the door, boxes explode exactly when the player comes around the corner and the like, depending on the genre. It is also possible in this way to reduce the background computing effort with relatively little effort through precise position, line of sight and status acquisition of the player.

The same applies to the audio background of the vR: The audio environment of a neighboring room is only loaded when the player comes close to the connecting door. At a moderate distance from the door, he can already hear the background audio events in the room, but only when he is near the door can he hear and understand the dialogue beyond the door. The background noises have already subconsciously prepared the player for something to be heard at all.

Through the intensive use of trigger points, the unconscious channels of perception of the player can be addressed and contribute to a captivating atmosphere. At the same time, there is a risk that the virtual reality generated in this way will be perceived as being too predetermined or static and that the player will see his options for action restricted.