Related papers: Live-action Virtual Reality Games
This is the preprint version of our paper on Personal and Ubiquitous Computing. There is an increasing interest in creating pervasive games based on emerging interaction technologies. In order to develop touch-less, interactive and…
This paper investigates the player's body as a system capable of unfamiliar interactive movement achieved through digital mediation in a playful environment. Body interactions in both digital and non-digital environments can be considered…
Since 2014, we have been conducting experiments based on a multidisciplinary collaboration between specialists in theatrical staging and researchers in virtual reality, digital art, and video games. This team focused its work on the…
We present Ball-AR, an augmented reality (AR) game where two players in the same physical space attempt to hit each other with virtual dodgeballs overlaid on the physical world. Researchers have studied AR's potential for fostering…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms…
The rapid development of technology has introduced new formats of human-computer interaction, which have in turn produced many new forms of media and a whole new field of interactive multimedia. One of the major mediums that has grown in…
Virtual-reality simulations of curved space are most effective and most fun when presented as a game (for example, curved-space billiards), so the user not only has something to see in the curved space, but also has something fun to do…
This article introduces differential hybrid games, which combine differential games with hybrid games. In both kinds of games, two players interact with continuous dynamics. The difference is that hybrid games also provide all the features…
This paper outlines the development and evaluation of a wearable haptic game interface. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile feedback with gesture based input, thus…
Virtual reality enables users to experience real-life situations in immersive environments. Interaction methods significantly shape user experience, particularly in high fidelity simulations mimicking real world tasks. This study evaluates…
In virtual reality games, players dive into fictional environments and can experience a compelling and immersive world. State-of-the-art VR systems allow for natural and intuitive navigation through physical walking. However, the tracking…
Most digital bodily games focus on the body as they use movement as input. However, they also draw the player's focus away from the body as the output occurs on visual displays, creating a divide between the physical body and the virtual…
Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these…
The contributions of this paper are: (1) a taxonomy of the "Realities" (Virtual, Augmented, Mixed, Mediated, etc.), and (2) some new kinds of "reality" that come from nature itself, i.e. that expand our notion beyond synthetic realities to…
Human-like agents are an increasingly important topic in games and beyond. Believable non-player characters enhance the gaming experience by improving immersion and providing entertainment. They also offer players the opportunity to engage…
We contribute a systematic review of situated visualizations in motion in the context of video games. Video games produce rich dynamic datasets during gameplay that are often visualized to help players succeed in a game. Often these…
This paper summarizes current notes about a new mixed-reality paradigm that we named as "pervasive virtuality". This paradigm has emerged recently in industry and academia through different initiatives. In this paper we intend to explore…
There is a sensory gulf between the Earth that humans inhabit and the digital realms in which modern AI agents are created. To develop AI agents that can sense, think, and act as flexibly as humans in real-world settings, it is imperative…
We present Playable Environments - a new representation for interactive video generation and manipulation in space and time. With a single image at inference time, our novel framework allows the user to move objects in 3D while generating a…
Creating high-quality and interactive virtual environments, such as games and simulators, often involves complex and costly manual modeling processes. In this paper, we present Video2Game, a novel approach that automatically converts videos…