CN112245910A - Modeling and extreme movement method and system based on Quest head display - Google Patents
Modeling and extreme movement method and system based on Quest head display Download PDFInfo
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- CN112245910A CN112245910A CN202011167301.5A CN202011167301A CN112245910A CN 112245910 A CN112245910 A CN 112245910A CN 202011167301 A CN202011167301 A CN 202011167301A CN 112245910 A CN112245910 A CN 112245910A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/816—Athletics, e.g. track-and-field sports
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8005—Athletics
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8082—Virtual reality
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Abstract
The application discloses a modeling and experiencing method and system based on Quest head display, wherein the method comprises the following steps: s1, collecting a game scene picture; s2, establishing a spatial modeling position relation corresponding to the game scene picture based on a Quest head display spatial positioning method; and S3, establishing an experience model according to the established spatial modeling position relation. The method is characterized in that the spatial relationship between the experience preparation position in the game scene and the experience preparation position in the actual environment is consistent, the one-to-one scene relationship is established by using a Quest head display spatial positioning method, and the actual model and the model in the game scene correspond to each other one to one; the game scene model data is adopted to establish a corresponding entertainment model and an experience area in reality, the corresponding situation is restored through a real one-to-one scene, a wooden pile touched by a player is the wooden pile, and a cliff touched by the player is an empty cliff, so that real game experience is brought to the player.
Description
Technical Field
The application relates to the technical field of sports projects, in particular to a modeling and experiencing method and system based on Quest head display.
Background
The experience scheme of indoor amusement parks on the market, basically clear one color 3dof location, through play for example 360 video come into production immersive experience.
The existing game is simple, and the user wears the indoor to play the game experience. The real feeling and experience in the game cannot be really realized, and only the head is worn to play the entertainment in vain.
Therefore, the prior art exists:
the field space cannot be restored one by one, no sense of space exists, and interaction with the surroundings cannot be generated in the motion process;
the existing indoor game entertainment does not have a model for simulating a game scene, and cannot provide a real experience area or an entertainment model similar to a game scene model for a player, so that the emotion of the player cannot be aroused;
the player cannot be provided with a sense of true experience feedback as in a game, and the sense of player experience is poor.
Disclosure of Invention
The application mainly aims to provide a modeling and experiencing method and system based on Quest head display to solve the current problems.
In order to achieve the above object, the present application provides the following techniques:
the invention provides a modeling method based on Quest head display, which comprises the following steps:
s1, collecting a game scene picture;
s2, establishing a spatial modeling position relation corresponding to the game scene picture based on a Quest head display spatial positioning method;
and S3, establishing an experience model according to the established spatial modeling position relation.
Preferably, the capturing of the game scene picture includes:
and acquiring the preparation experience position data, the model outline data and the model direction of the game space in the game scene picture.
Preferably, the establishing of the spatial modeling position relationship corresponding to the game scene picture based on the Quest head display spatial positioning method includes:
determining the size of the space, the starting point and the positive direction of the Quest head display to be identified according to the acquired preparation experience position data, model contour data and model direction of the game space in the game scene picture;
and establishing a spatial modeling position relation corresponding to the game scene picture according to the determined space size, the starting point and the positive direction which need to be identified by the Quest head display.
Preferably, the establishing an experience model according to the established spatial modeling position relationship includes:
establishing a preparation area model according to the established spatial modeling position relation;
and establishing a falling area model according to the established spatial modeling position relation.
Preferably, the establishing of the preparation area model according to the established spatial modeling position relationship includes:
in the experience preparation area, establishing a positioning space matrix based on a Quest head display space positioning method;
and establishing an experience preparation area corresponding to the game scene in the positioning space matrix based on the spatial modeling position relation of the game scene picture.
Preferably, the building a falling area model according to the built spatial modeling position relationship includes:
establishing a falling area model corresponding to the game scene in a falling experience area based on the spatial modeling position relation of the game scene picture in the falling experience area;
zooming the obtained falling area model;
and establishing an experience falling area corresponding to the game scene according to the falling area model in the falling experience area.
Preferably, the step of establishing an experience falling area corresponding to a game scene according to the falling area model in the falling experience area by the zoomed falling area model includes:
acquiring falling model contour data in the game scene picture;
setting a scaling ratio, and scaling the profile data of the falling model according to the scaling ratio;
and establishing an experience falling area corresponding to the game scene in the falling experience area according to the zoomed falling model outline data.
The second aspect of the invention provides a method for experiencing extreme sports based on Quest head display, which comprises the following steps:
firstly, starting a Quest head display;
secondly, detecting whether the positioning space matrix is normal or not by using a Quest head display; if the experience is normal, entering the experience preparation area;
and thirdly, running a game, and entering the experience falling area based on the Quest head display.
Preferably, in the second step, the detecting whether the positioning space matrix is normal by using a Quest head display further includes:
if not, performing space calibration by using the Quest head display;
and after calibration is finished, entering the experience preparation area.
The third aspect of the present invention provides an extreme exercise experience system based on Quest head display, including:
the game terminal: the system is used for running a game and feeding back a game scene of the game to the Quest head display;
the Quest head shows: the method comprises the steps of establishing and detecting a positioning space matrix based on a Quest head display space positioning method in a preparation experience area;
experience preparation area: the extreme motion preparation area is used for providing a user with an extreme motion preparation area based on the Quest head display and corresponding game scenes;
experience drop zone: for providing a user with an extreme motion drop zone based on the Quest head and corresponding game scene.
Compared with the prior art, this application can bring following technological effect:
the method is characterized in that the spatial relationship between the experience preparation position in the game scene and the experience preparation position in the actual environment is consistent, a Quest head display spatial positioning method (Inside-out tracking and positioning) is used for establishing the one-to-one scene relationship, and the actual model and the model in the game scene correspond one to one; the game scene model data is adopted to establish a corresponding entertainment model and an experience area in reality, the corresponding situation is restored through a real one-to-one scene, a wooden pile touched by a player is the wooden pile, and a cliff touched by the player is an empty cliff, so that real game experience is brought to the player.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this application, serve to provide a further understanding of the application and to enable other features, objects, and advantages of the application to be more apparent. The drawings and their description illustrate the embodiments of the invention and do not limit it. In the drawings:
FIG. 1 is a schematic flow chart of a modeling method based on a Quest head display according to the present invention;
FIG. 2 is an implementation schematic diagram of an actual model (left) established by the modeling method based on the Quest head display and a model (right) in a game scene;
FIG. 3 is a schematic flow chart of the extreme exercise experience method based on the Quest head display.
Detailed Description
In order to make the technical solutions better understood by those skilled in the art, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only partial embodiments of the present application, but not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
It should be noted that the terms "first," "second," and the like in the description and claims of this application and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It should be understood that the data so used may be interchanged under appropriate circumstances such that embodiments of the application described herein may be used. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
In this application, the terms "upper", "lower", "left", "right", "front", "rear", "top", "bottom", "inner", "outer", "middle", "vertical", "horizontal", "lateral", "longitudinal", and the like indicate orientations or positional relationships based on the orientations or positional relationships shown in the drawings. These terms are used primarily to better describe the present application and its embodiments, and are not used to limit the indicated devices, elements or components to a particular orientation or to be constructed and operated in a particular orientation.
Moreover, some of the above terms may be used to indicate other meanings besides the orientation or positional relationship, for example, the term "on" may also be used to indicate some kind of attachment or connection relationship in some cases. The specific meaning of these terms in this application will be understood by those of ordinary skill in the art as appropriate.
In addition, the term "plurality" shall mean two as well as more than two.
It should be noted that the embodiments and features of the embodiments in the present application may be combined with each other without conflict. The present application will be described in detail below with reference to the embodiments with reference to the attached drawings.
Example 1
The technical scheme provides a deep combination scheme of indoor sports and Quest all-in-one machine, which comprises the steps of not limiting Quest space positioning and indoor combination, and adapting and developing indoor game scenes, playing methods, operation flows and the like in a Quest head display.
As shown in fig. 1, a first aspect of the present invention provides a modeling method based on a Quest head display, including the following steps:
s1, collecting a game scene picture;
the technology enables the spatial relationship between the experience preparation position in the game scene and the experience preparation position in the actual environment to be consistent, the one-to-one scene relationship is established by using a Quest head display spatial positioning method (Inside-out tracking and positioning), and the actual model and the model in the game scene correspond to each other one by one.
The game scene picture of the game terminal equipment is transmitted to the Quest head display through the data port, model data of the game scene picture needs to be acquired, and actual modeling is carried out by utilizing the model data of the game scene picture, such as model position, size and other parameters.
S2, establishing a spatial modeling position relation corresponding to the game scene picture based on a Quest head display spatial positioning method;
and establishing a spatial modeling position relation corresponding to the game scene picture according to the model data of the game scene picture by using a space positioning method of the Quest head display.
Setting a scaling required to be modeled in an actual field according to model data of a game scene picture, and establishing a spatial modeling position relation corresponding to the game scene picture after scaling;
and then modeling is carried out on the real field according to the game scene model.
In an actual space, modeling is carried out on a preparation area, space calibration is carried out along the edge of the preparation area, and the size of the space which needs to be identified by the Quest head display, the starting point and the positive direction are determined.
In the aspect of game performance, the original point and the positive direction of the modeled scene are consistent with the initial point and the positive direction of the actual calibration space.
The size and the direction of the actual space are consistent with those of the game space, and the obstacles in the actual space have a corresponding one-to-one model and a spatial relationship in the game space.
And S3, establishing an experience model according to the established spatial modeling position relation.
As shown in fig. 2, the left diagram is a one-to-one model of the actual scene, and the right diagram is a game scene picture based on the actual scene model.
And modeling on a real field according to model data of a game scene picture by using a space positioning method of the Quest head display.
In the actual space, a preparation area (namely a player standing area in a left side image) is modeled, space calibration is carried out along the edge of the preparation area, and the size of the space which needs to be identified by the Quest head display and the starting point and the positive direction are determined.
Therefore, the game scene model data is adopted to establish the corresponding entertainment model and experience area in reality, the corresponding one-to-one scene is restored, the wooden pile touched by the player is the wooden pile, the touched cliff is the empty cliff, and the real game experience is brought to the player.
Preferably, the capturing of the game scene picture includes:
and acquiring the preparation experience position data, the model outline data and the model direction of the game space in the game scene picture.
Preferably, the establishing of the spatial modeling position relationship corresponding to the game scene picture based on the Quest head display spatial positioning method includes:
determining the size of the space, the starting point and the positive direction of the Quest head display to be identified according to the acquired preparation experience position data, model contour data and model direction of the game space in the game scene picture;
in an actual space, modeling is carried out on a preparation area, space calibration is carried out along the edge of the preparation area, and the size of the space which needs to be identified by the Quest head display, the starting point and the positive direction are determined.
In the aspect of game performance, the original point and the positive direction of the modeled scene are consistent with the initial point and the positive direction of the actual calibration space.
The size and the direction of the actual space are consistent with those of the game space, and the obstacles in the actual space have a corresponding one-to-one model and a spatial relationship in the game space.
And establishing a spatial modeling position relation corresponding to the game scene picture according to the determined space size, the starting point and the positive direction which need to be identified by the Quest head display.
Preferably, the establishing an experience model according to the established spatial modeling position relationship includes:
establishing a preparation area model according to the established spatial modeling position relation;
and establishing a falling area model according to the established spatial modeling position relation.
The model established by the technology comprises a preparation area model and a falling area model, and the preparation area for the extreme movement based on the Quest head display and corresponding to the game scene and the falling area for the extreme movement based on the Quest head display and corresponding to the game scene are respectively provided for the user.
The experience preparation area is used for providing an extreme motion preparation area which is based on the Quest head display and corresponds to a game scene for a user;
and the experience falling area is used for providing a limit motion falling area which is based on the Quest head display and corresponds to a game scene for a user.
As shown in FIG. 2, the player interacts in a one-to-one model of the real scene on the left, while in the VR world in the Quest head, the real scene is like the entertainment scene on the right.
During modeling, an indoor light source needs to be guaranteed to reach certain brightness, a certain reference object needs to be arranged around the indoor light source, and four cameras and sensors displayed by the Quest head read surrounding environment information so as to acquire space positioning data.
The Quest head of this embodiment shows that four cameras can gather the image simultaneously, through comparing the difference of the image that these different cameras obtained at the same moment, acquires gesture information. The player touches different obstacles in the game and has corresponding feedback (physical feedback, sound feedback, etc.).
In fig. 2, the area where the human body stands is an experience preparation area where a player wears and detects a Quest head display; the area marked by the dotted line is an experience falling area, and the model of the falling area is scaled by a certain proportion through scaling by a certain proportion, so that the falling is steeper and deeper, and the actual model does not correspond to the model in the game scene one by one.
The tracking characteristic of the Quest head display is fully utilized in the falling area, tracking data are mapped to the player visual experience camera of the game scene under a good tracking condition, and the falling in the game scene and the falling in reality are scaled in a certain proportion, so that the player is more stimulated in the falling process.
The player experiences the area and wears the Quest head display, enters the different world, interacts with the different world for brewing emotion, and after the player is ready on the specific device, the player is pushed to the falling area by an operator to experience the stimulating pleasure of the accelerated sliding down of the different world.
In the extreme movement link, the movement which is not stimulated in the real environment is realized, the tracked movement path is zoomed in the VR game, the visual movement sense is enhanced, and a completely different VR experience is brought by the aid of sound effect and special effect.
The following methods for creating the preparation area model and the drop area model are described:
preferably, the establishing of the preparation area model according to the established spatial modeling position relationship includes:
in the experience preparation area, establishing a positioning space matrix based on a Quest head display space positioning method;
and establishing an experience preparation area corresponding to the game scene in the positioning space matrix based on the spatial modeling position relation of the game scene picture.
As shown in fig. 2, a region where a human body stands in the left schematic diagram is an experience preparation region, and a positioning space matrix is established based on a Quest head display space positioning method in the experience preparation region according to a space modeling position relationship of a game scene picture, game model data and the like;
in the actual field, an experience preparation area corresponding to the game scene is established in the positioning space matrix, so that an area model of the figure 2 in which a human body stands is established.
After a one-to-one model of the actual scene on the left side is established, VR entertainment experience can be performed by using the Quest head display. In a one-to-one real space, in order to ensure that a player has good sense of space, the latest gesture recognition technology of the Oculus quest is applied, and the scene model actually touched by the player has corresponding actual feedback in reality.
Preferably, the building a falling area model according to the built spatial modeling position relationship includes:
establishing a falling area model corresponding to the game scene in a falling experience area based on the spatial modeling position relation of the game scene picture in the falling experience area;
zooming the obtained falling area model;
and establishing an experience falling area corresponding to the game scene according to the falling area model in the falling experience area.
As shown in fig. 2, the area of the dashed line (curve) in the left schematic diagram is the experience falling area, and the model of the falling area is scaled by a certain proportion through scaling, so that the falling is steeper and deeper, and the actual model does not correspond to the model in the game scene one to one.
When a game player wears a Quest head display area marked with a dotted line (curve), the scene experience of the game player is like a spiral curve shown in the game scene on the right side of the figure 2, the model of the falling area is scaled in a certain proportion through scaling in a certain proportion, so that the falling is steeper and deeper, and the actual model of the falling area does not correspond to the model in the game scene in a one-to-one manner.
The tracking characteristic of the Quest head display is fully utilized in the falling area, tracking data are mapped to the player visual experience camera of the game scene under a good tracking condition, and the falling in the game scene and the falling in reality are scaled in a certain proportion, so that the player is more stimulated in the falling process.
Preferably, the step of establishing an experience falling area corresponding to a game scene according to the falling area model in the falling experience area by the zoomed falling area model includes:
acquiring falling model contour data in the game scene picture;
setting a scaling ratio, and scaling the profile data of the falling model according to the scaling ratio;
and establishing an experience falling area corresponding to the game scene in the falling experience area according to the zoomed falling model outline data.
In order to establish the experience falling area, the acquired falling model contour data in the game scene picture needs to be scaled, and the experience falling area corresponding to the game scene is established in the falling experience area according to the scaled falling model contour data. The falling is steeper and deeper, and the actual model and the model in the game scene do not correspond to each other in a one-to-one mode.
Example 2
As shown in FIG. 3, steps for playing a game experience using a Quest head in the area model on the left side of FIG. 2 are shown.
The second aspect of the invention provides a method for experiencing extreme sports based on Quest head display, which comprises the following steps:
firstly, starting a Quest head display;
secondly, detecting whether the positioning space matrix is normal or not by using a Quest head display; if the experience is normal, entering the experience preparation area;
and thirdly, running a game, and entering the experience falling area based on the Quest head display.
Preferably, in the second step, the detecting whether the positioning space matrix is normal by using a Quest head display further includes:
if not, performing space calibration by using the Quest head display;
and after calibration is finished, entering the experience preparation area.
The process of Quest highlighting and experiencing in the area model on the left side of figure 2 using Quest highlighting is as described in the principles of example 1.
The player experiences reality in the region model on the left in FIG. 2;
the virtual experience of the game world is played in the region model on the right in fig. 2.
Example 3
Based on a modeling method based on a Quest head display and an extreme exercise experience method based on the Quest head display, the embodiment provides an extreme exercise experience system based on the Quest head display, the experience preparation area and the experience falling area are established by combining the Quest head display and the embodiment 1, and the specific operation of the extreme exercise experience system based on the Quest head display is as described in the embodiments 1 and 2.
The third aspect of the present invention provides an extreme exercise experience system based on Quest head display, including:
the game terminal: the system is used for running a game and feeding back a game scene of the game to the Quest head display;
the Quest head shows: the method comprises the steps of establishing and detecting a positioning space matrix based on a Quest head display space positioning method in a preparation experience area;
experience preparation area: the extreme motion preparation area is used for providing a user with an extreme motion preparation area based on the Quest head display and corresponding game scenes;
experience drop zone: for providing a user with an extreme motion drop zone based on the Quest head and corresponding game scene.
The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims (10)
1. A modeling method based on Quest head display is characterized by comprising the following steps:
s1, collecting a game scene picture;
s2, establishing a spatial modeling position relation corresponding to the game scene picture based on a Quest head display spatial positioning method;
and S3, establishing an experience model according to the established spatial modeling position relation.
2. The Quest-based modeling method of claim 1, wherein the capturing of the game scene picture comprises:
and acquiring the preparation experience position data, the model outline data and the model direction of the game space in the game scene picture.
3. The Quest-based head display modeling method of claim 2, wherein the Quest-based head display space positioning method for establishing a space modeling position relationship corresponding to the game scene picture comprises:
determining the size of the space, the starting point and the positive direction of the Quest head display to be identified according to the acquired preparation experience position data, model contour data and model direction of the game space in the game scene picture;
and establishing a spatial modeling position relation corresponding to the game scene picture according to the determined space size, the starting point and the positive direction which need to be identified by the Quest head display.
4. The Quest-head-based modeling method according to claim 1 or 3, wherein the establishing of the experience model according to the established spatial modeling position relationship comprises:
establishing a preparation area model according to the established spatial modeling position relation;
and establishing a falling area model according to the established spatial modeling position relation.
5. The Quest-head-based modeling method according to claim 4, wherein the building of the preparation area model according to the built spatial modeling position relationship includes:
in the experience preparation area, establishing a positioning space matrix based on a Quest head display space positioning method;
and establishing an experience preparation area corresponding to the game scene in the positioning space matrix based on the spatial modeling position relation of the game scene picture.
6. The Quest-based head-on-display modeling method according to claim 4, wherein the building of the falling area model according to the built spatial modeling position relationship comprises:
establishing a falling area model corresponding to the game scene in a falling experience area based on the spatial modeling position relation of the game scene picture in the falling experience area;
zooming the obtained falling area model;
and establishing an experience falling area corresponding to the game scene according to the falling area model in the falling experience area.
7. The Quest-based head display modeling method of claim 6, wherein the scaling of the obtained falling area model establishes an experience falling area corresponding to a game scene according to the falling area model in the falling experience area, and the method comprises the following steps:
acquiring falling model contour data in the game scene picture;
setting a scaling ratio, and scaling the profile data of the falling model according to the scaling ratio;
and establishing an experience falling area corresponding to the game scene in the falling experience area according to the zoomed falling model outline data.
8. A method for experiencing extreme sports based on Quest head display is characterized by comprising the following steps:
firstly, starting a Quest head display;
secondly, detecting whether the positioning space matrix is normal or not by using a Quest head display; if the experience is normal, entering the experience preparation area;
and thirdly, running a game, and entering the experience falling area based on the Quest head display.
9. The method of claim 8, wherein in the second step, the detecting whether the localization space matrix is normal by using the Quest head display further comprises:
if not, performing space calibration by using the Quest head display;
and after calibration is finished, entering the experience preparation area.
10. An extreme sport experience system based on Quest head display, comprising:
the game terminal: the system is used for running a game and feeding back a game scene of the game to the Quest head display;
the Quest head shows: the method comprises the steps of establishing and detecting a positioning space matrix based on a Quest head display space positioning method in a preparation experience area;
experience preparation area: the extreme motion preparation area is used for providing a user with an extreme motion preparation area based on the Quest head display and corresponding game scenes;
experience drop zone: for providing a user with an extreme motion drop zone based on the Quest head and corresponding game scene.
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