2023
DOI: 10.3390/virtualworlds2020010
|View full text |Cite
|
Sign up to set email alerts
|

Developing an Interactive VR CAVE for Immersive Shared Gaming Experiences

Abstract: The popularity of VR technology has led to the development of public VR setups in entertainment venues, museums, and exhibitions. Interactive VR CAVEs can create compelling gaming experiences for both players and the spectators, with a strong sense of presence and emotional engagement. This paper presents the design and development processes of a VR interactive environment called MobiCave (in room-scale size), that uses motion-tracking systems for an immersive experience. A user study was conducted in the Mobi… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2

Citation Types

0
4
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
4
2
1

Relationship

0
7

Authors

Journals

citations
Cited by 10 publications
(4 citation statements)
references
References 67 publications
0
4
0
Order By: Relevance
“… 31 By contrast, CAVE iVR implements motion tracking cameras to track body movements or as a means of interaction with the virtual space. 91 , 92 Such cameras (e.g., time-of-flight depth cameras 93 ) often use infrared light, which represents a source of interference for fNIRS. It is worth noting that caution should also be exercised in the case of HMD iVR with the eye tracking function enabled as the tracking cameras may also employ infrared light, 94 posing potential interference with fNIRS measurements.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“… 31 By contrast, CAVE iVR implements motion tracking cameras to track body movements or as a means of interaction with the virtual space. 91 , 92 Such cameras (e.g., time-of-flight depth cameras 93 ) often use infrared light, which represents a source of interference for fNIRS. It is worth noting that caution should also be exercised in the case of HMD iVR with the eye tracking function enabled as the tracking cameras may also employ infrared light, 94 posing potential interference with fNIRS measurements.…”
Section: Discussionmentioning
confidence: 99%
“… 31 , 95 Its spacious environment can accommodate additional pieces of equipment, such as a driving simulator or a flight cockpit simulator, to offer realistic visual and haptic feedback. Unlike HMDs, which are generally intended for a single user, CAVE VR can simultaneously immerse multiple individuals in the same environment, 92 facilitating fNIRS research that aims at exploring brain coupling among users, as seen in hyperscan setups. 24 CAVE iVR also has fewer issues with regards to the competition for space over the user’s head.…”
Section: Discussionmentioning
confidence: 99%
“…The user is immersed in the simulated environment and is able to interact with it using head-tracking and hand-held controllers, which respond to their movements. The goal of VR is to create a convincing and realistic experience that is as close to the real world as possible [12]. Examples of usage areas of VR technology include entertainment and games, simulations and social experiences.…”
Section: Introductionmentioning
confidence: 99%
“…Companies can also use virtual reality to create a more immersive experience, allowing visitors to feel like they are there. With the right technology and design, the possibilities for creating interactive experiences in the Metaverse are virtually endless (Theodoropoulos, et al 2023).…”
Section: Introductionmentioning
confidence: 99%