Google Scholar Browsing
30 papers that seem to be relevent:
- From visual simulation to virtual reality to games
- TranSection: Hand-Based Interaction for Playing a Game within a Virtual Reality Game
- A Study of Immersive Game Contents System Design and Modeling for Virtual Reality Technology
- Fear in virtual reality (VR): Fear elements, coping reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game
- You Better Eat to Survive! Exploring Edible Interactions in a Virtual Reality Game
- Dead Fun: Uncomfortable Interactions in a Virtual Reality Game for Coffins
- Investigating Engagement and Flow with a Placed-Based Immersive Virtual Reality Game
- Testing the Effects of a Virtual Reality Game for Aggressive Impulse Management (VR-GAIME): Study Protocol
- Game engine virtual reality with CaveUT
- The Effects of Immersion in a Virtual Reality Game: Presence and Physical Activity
- The same video game in 2D, 3D or virtual reality – How does technology impact game evaluation and brand placements?
- A virtual reality role-playing serious game for experiential learning
- Immersive virtual reality health games: a narrative review of game design
- Immersive vs Desktop Virtual Reality in Game Based Learning
- Research and development of virtual reality game based on unreal engine 4
- SustainCity - An interactive virtual reality game system
- Gaming on the Rift: How Virtual Reality Affects Game User Satisfaction
- DUKE: Enhancing Virtual Reality based FPS Game with Full-body Interactions
- Processing presence: how users develop spatial presence through an immersive virtual reality game
- Integration of Physical Devices into Game-based Virtual Reality
- Game-City: a ubiquitous large area multi-interface mixed reality game space for wearable computers
- Pieces of the past, maya treasure hunt: a virtual reality game experience
- Enhanced user immersive experience with a virtual reality based FPS game interface
- How Immersion, Presence, Emotion, & Workload Differ in Virtual Reality and Traditional Game Mediums
- Augmented Reality Game Development
- Unity Virtual Reality Projects
- RESEARCH OF GAME DEVELOPMENT BASED ON VIRTUAL REALITY
- Computer game engines for developing first-person virtual environments
- Ethics of Virtual Reality Applications in Computer Game Production
- A Review Paper on Oculus Rift-A Virtual Reality Headset
6 papers that are most relevent:
- The same video game in 2D, 3D or virtual reality – How does technology impact game evaluation and brand placements? https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0200724
Analyze how different versions of an identical video game (2D, stereoscopic 3D or Head-Mounted-Display VR) affect users’ experience and brands that are placed in the game. Results: The sense of presence is higher in VR condition than in 3D than in 2D; there are no significance differences among the three conditions on players’ arousal while playing the game, attitudes towards the game, and attitudes towards the brands placed in the game; memory for placed brands is lower in VR than in 3D than in 2D condition. - Research and development of virtual reality game based on unreal engine 4 https://ieeexplore.ieee.org/abstract/document/8248503
Develope a virtual reality game named “MusicMan” with Unreal engine 4 and the HTC Vive. The project is a leisure puzzle game in which players use controllers to hit a rhythm ball that appears at some specific time. The authors mention the biggest advantage of their gameplay: it synchronizes players’ behaviors and space movement in the virtual and real world, radically reducing vertigo. Besides the interaction design, the effect of 3D sound and the optimization process helps produce a strong sense of immersion without any sense of vertigo.
“The process optimization is reflected in the cut of the consumption of computing memories, avoiding unnecessary operating time. The rendering optimization refers to improving the efficiency of rendering graphics to improve frame rate and reduce the burden of the Graphics Processing Unit (GPU), which can produce a stronger sense of reality with less sense of vertigo. To achieve this, this project uses the method of reducing the complexity of the shader, reducing the complexity of dynamic and static light sources, and decreasing the particle’s level of detail (LOD).” - DUKE: Enhancing Virtual Reality based FPS Game with Full-body Interactions https://dl.acm.org/doi/abs/10.1145/3001773.3001804
Integrate Oculus Rift, Microsoft Kinect and Leap Motion technologies for a full-body FPS gaming experience. Full-body interactions enhance immersion in virtual reality. From their users’ feedback, they introduce their future directions: implementing more natural combat gestures, and improving navigation of leg gestures.
Full-body interaction technique using Oculus Rift, Leap Motion and Kinect 2: - Enhanced user immersive experience with a virtual reality based FPS game interface https://ieeexplore.ieee.org/abstract/document/5593369/authors#authors
Apply the virtual reality (VR) to a first-person shooting (FPS) game, verifying VR system provides better immersive experience to users than the traditional system (mouse and keyboard). In the paper, the authors introduce three issues that should be considered: widen the range of sensible information; process the interaction between the user and the game system naturally; improve the quality of game contents. They use head tracker and data gloves to implement immersive interfaces of an existing FPS game, Unreal Tournament 2004. By detecting the heart rate variability (HRV) of the users during the gameplay, they verified that the proposed system showed more meaningful improvement of the immersion than the traditional interface system. - Ethics of Virtual Reality Applications in Computer Game Production https://www.mdpi.com/2409-9287/1/1/73 Ethical implications of virtual acting and motion capture, computer games ethics, ethics for virtual realities. The authors raise three ethical questions: what are the responsibilities of stakeholders (actors, directors, game developers, game publishers and gamers) of a performance and how can unethical performances be averted? Could an actor be psychologically affected when working with disturbing content within a highly immersive virtual environment (such as violent scenes)? How are gamers affected when being exposed to games with more human-like 3D characters that are behaving unethically?
They conclude that VR game content as well as motion capture could already be ethically questionable. In a highly immersive virtual environment, actors might experience extreme emotions that they have to overcome to not be affected psychologically. Also, working in a VR environment can cause physical implications for actors. - Unity Virtual Reality Projects https://books.google.com/books?hl=en&lr=&id=vuF5CgAAQBAJ&oi=fnd&pg=PP1&dq=virtual+reality+game&ots=a44P1kPSzN&sig=qwczDVbHAXIxzjIawXZwtRSa21w#v=onepage&q=virtual%20reality%20game&f=false Build immersive and fun virtual reality projects using Unity 3D.