DUKE: Enhancing Virtual Reality based FPS Game with Full-body Interactions

被引:3
|
作者
Amir, Mohd Hezri [1 ]
Quek, Albert [2 ]
Bin Sulaiman, Nur Rasyid [1 ]
See, John [2 ]
机构
[1] Hezmedia Interact Sdn Bhd, Petaling Jaya, Selangor, Malaysia
[2] Multimedia Univ, Fac Comp & Informat, Cyberjaya, Selangor, Malaysia
关键词
Immersive Gameplay; Virtual Reality; Gestures Recognition; First-Person-Shooter;
D O I
10.1145/3001773.3001804
中图分类号
TP301 [理论、方法];
学科分类号
081202 ;
摘要
Project DUKE explores the design and development of a virtual reality based first-person shooter (FPS) game using gesture based technologies. By integrating Oculus Rift, Microsoft Kinect and Leap Motion technologies, we attempt to foster natural in-game hand presence while maintaining foot-and torso-based navigation. We demonstrate in this exploratory work, a fully immersive prototype that enables a full-body FPS gaming experience involving interactions for complete navigation, combat and viewing control.
引用
收藏
页数:6
相关论文
共 50 条
  • [21] Harness mechanisms for full-body motions in virtual environments
    Kaufman, Roger E.
    [J]. IEEE Virtual Reality 2007, Proceedings, 2007, : 279 - 280
  • [22] A Preliminary Study on Full-Body Haptic Stimulation on Modulating Self-motion Perception in Virtual Reality
    Soave, Francesco
    Bryan-Kinns, Nick
    Farkhatdinov, Ildar
    [J]. AUGMENTED REALITY, VIRTUAL REALITY, AND COMPUTER GRAPHICS, AVR 2020, PT I, 2020, 12242 : 461 - 469
  • [23] Overground Walking in a Fully Immersive Virtual Reality: A Comprehensive Study on the Effects on Full-Body Walking Biomechanics
    Horsak, Brian
    Simonlehner, Mark
    Schoeffer, Lucas
    Dumphart, Bernhard
    Jalaeefar, Arian
    Husinsky, Matthias
    [J]. FRONTIERS IN BIOENGINEERING AND BIOTECHNOLOGY, 2021, 9
  • [24] Multi-Kinects fusion for full-body tracking in virtual reality-aided assembly simulation
    Wang, Yu
    Chang, Fuxiang
    Wu, Yuanjie
    Hu, Ziran
    Li, Lihui
    Li, Pengyu
    Lang, Pu
    Yao, Shouwen
    [J]. INTERNATIONAL JOURNAL OF DISTRIBUTED SENSOR NETWORKS, 2022, 18 (05)
  • [25] Full-Body Reaching Assessment of Fitts' Law in a Virtual Environment
    Leitkam, Samuel T.
    Applegate, Megan
    Thomas, James S.
    [J]. 2017 INTERNATIONAL CONFERENCE ON VIRTUAL REHABILITATION (ICVR), 2017,
  • [26] VRBodyMem: A Virtual Full-Body Illusion for the Study of Episodic Memory
    Tuena, Cosimo
    Zeng, Ling
    Hashmi, Maria
    Riva, Giuseppe
    [J]. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING, 2023, 26 (09) : 724 - 726
  • [27] On scaling strategies for the full-body postural control of virtual mannequins
    Boulic, Ronan
    Maupu, Damien
    Thalmann, Daniel
    [J]. INTERACTING WITH COMPUTERS, 2009, 21 (1-2) : 11 - 25
  • [28] Integrating Head and Full-Body Tracking for Embodiment in Virtual Characters
    Borland, David
    [J]. 2013 IEEE VIRTUAL REALITY CONFERENCE (VR), 2013, : 81 - 82
  • [29] Understanding the Effects of Perceived Avatar Appearance on Latency Sensitivity in Full-Body Motion-Tracked Virtual Reality
    Halbhuber, David
    Kocur, Martin
    Kalus, Alexander
    Angermeyer, Kevin
    Schwind, Valentin
    Henze, Niels
    [J]. PROCEEDINGS OF 2023 MENSCH UND COMPUTER, MUC 2023: Building Bridges, 2023, : 1 - 15
  • [30] Neural3Points: Learning to Generate Physically Realistic Full-body Motion for Virtual Reality Users
    Ye, Yongjing
    Liu, Libin
    Hu, Lei
    Xia, Shihong
    [J]. COMPUTER GRAPHICS FORUM, 2022, 41 (08) : 183 - 194