Related papers: Live-action Virtual Reality Games
Augmented Reality (AR) technologies are redefining how we perceive and interact with the world by seamlessly integrating digital elements into our physical surroundings. These technologies offer personalized experiences and transform…
Mixed Reality (MR) is a powerful interactive technology that yields new types of user experience. We present a semantic based interactive MR framework that exceeds the current geometry level approaches, a step change in generating…
In virtual reality, it is widely assumed that increased realism in hand-object interactions enhances user immersion and overall experience. However, recent studies challenge this assumption, suggesting that faithfully replicating real-world…
Video game playing is an extremely structured domain where algorithmic decision-making can be tested without adverse real-world consequences. While prevailing methods rely on image inputs to avoid the problem of hand-crafting state space…
We can create Virtual Reality (VR) interactions that have no equivalent in the real world by remapping spacetime or altering users' body representation, such as stretching the user's virtual arm for manipulation of distant objects or…
With the rising interest in Virtual Reality and the fast development and improvement of available devices, new features of interactions are becoming available. One of them that is becoming very popular is hand tracking, as the idea to…
In real life, grasping is one of the fundamental and effective forms of interaction when manipulating objects. This holds true in the physical and virtual world; however, unlike the physical world, virtual reality (VR) is grasped in a…
The spectatorship experience for virtual reality (VR) games differs strongly from its non-VR precursor. When watching non-VR games on platforms such as Twitch, spectators just see what the player sees, as the physical interaction is mostly…
Many researchers have developed VR systems for people with visual impairments by using various audio feedback techniques. However, there has been much less study of collaborative VR systems in which people with visual impairments and people…
Digitalization is changing how people visit museums and explore the artifacts they house. Museums, as important educational venues outside classrooms, need to actively explore the application of digital interactive media, including games…
Virtual reality games are often centered around our feeling of "being there". That presence can be significantly enhanced by supporting physical walking. Although modern virtual reality systems enable room-scale motions, the size of our…
In virtual reality environments, the alignment of perceptual modalities is crucial for immersion and presence. In the AR domain, it is difficult to create such alignments because elements in the physical world are often beyond the user's…
Head Mounted Displays (HMDs) allow users to experience virtual reality with a great level of immersion. However, even simple physical tasks like drinking a beverage can be difficult and awkward while in a virtual reality experience. We…
Digital human generation has been studied for decades and supports a wide range of real-world applications. However, most existing systems are passively animated, relying on privileged state or scripted control, which limits scalability to…
Virtual Reality (VR) techniques, serving as the bridge between the real and virtual worlds, have boomed and are widely used in manufacturing, remote healthcare, gaming, etc. Specifically, VR systems offer users immersive experiences that…
This chapter gives an overview of interaction techniques for mixed reality including augmented and virtual reality (AR/VR). Various modalities for input and output are discussed. Specifically, techniques for tangible and surface-based…
In this article we describe Hack.VR, an object-oriented programming game in virtual reality. Hack.VR uses a VR programming language in which nodes represent functions and node connections represent data flow. Using this programming…
Recent discoveries in VR have opened up scope for designing physical tools and controllers to enhance immersion, through perceived reality. In a virtually simulated sports scenario it is challenging to immerse user because most of the…
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its…
Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical…