2017
DOI: 10.1016/j.entcom.2017.04.004
|View full text |Cite
|
Sign up to set email alerts
|

Controlling VR games: control schemes and the player experience

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
13
0

Year Published

2018
2018
2024
2024

Publication Types

Select...
5
2
2

Relationship

1
8

Authors

Journals

citations
Cited by 33 publications
(13 citation statements)
references
References 39 publications
0
13
0
Order By: Relevance
“…Some research has considered new input and travel techniques for VR games (without comparisons to non-VR equivalents). Martel et al considered how to blend HMD input (facing direction) and mouse input for maximum effectiveness, and found that immersion and performance were highest when HMD was used exclusively for controlling the view and steering of the avatar, while the mouse is decoupled and used separately to perform interactions [12]. Shewaga et al found that room-scale travel increased immersion in a serious game for epidural preparation, as compared to a seated VR experience [21].…”
Section: Input and Travel For Immersive Vr Gamesmentioning
confidence: 99%
“…Some research has considered new input and travel techniques for VR games (without comparisons to non-VR equivalents). Martel et al considered how to blend HMD input (facing direction) and mouse input for maximum effectiveness, and found that immersion and performance were highest when HMD was used exclusively for controlling the view and steering of the avatar, while the mouse is decoupled and used separately to perform interactions [12]. Shewaga et al found that room-scale travel increased immersion in a serious game for epidural preparation, as compared to a seated VR experience [21].…”
Section: Input and Travel For Immersive Vr Gamesmentioning
confidence: 99%
“…This allows computers to build a virtual environment that can achieve a high degree of similarity with the real environment. However, in the field of virtual reality, interaction with virtual objects with haptic feedback is considered an integral part of immersion (Martel and Muldner, 2017). Although graphic rendering can achieve high precision for surface textures, the haptic sensation has not yet been reproduced to a degree close to the precision of visual reproduction.…”
Section: Introductionmentioning
confidence: 99%
“…It even can captivate novices who are not familiar with new technologies (Zhang, 2017). As VR has consistently developed, the field of introducing VR technologies is progressively expanding, such as computer game (Martel and Muldner, 2017), virtual training (Bertram et al, 2015), automotive industry (Lawson et al, 2016), and healthcare (Rose et al, 2018).…”
Section: Introductionmentioning
confidence: 99%