Educational Virtual Reality Game Design for Film and Animation

Author(s):  
Oytun Kal ◽  
Yavuz Samur
Keyword(s):  
Author(s):  
Gordon Tao ◽  
Bernie Garrett ◽  
Tarnia Taverner ◽  
Elliott Cordingley ◽  
Crystal Sun

Abstract Background High quality head-mounted display based virtual reality (HMD-VR) has become widely available, spurring greater development of HMD-VR health games. As a behavior change approach, these applications use HMD-VR and game-based formats to support long-term engagement with therapeutic interventions. While the bulk of research to date has primarily focused on the therapeutic efficacy of particular HMD-VR health games, how developers and researchers incorporate best-practices in game design to achieve engaging experiences remains underexplored. This paper presents the findings of a narrative review exploring the trends and future directions of game design for HMD-VR health games. Methods We searched the literature on the intersection between HMD-VR, games, and health in databases including MEDLINE, Embase, CINAHL, PsycINFO, and Compendex. We identified articles describing HMD-VR games designed specifically as health applications from 2015 onwards in English. HMD-VR health games were charted and tabulated according to technology, health context, outcomes, and user engagement in game design. Findings We identified 29 HMD-VR health games from 2015 to 2020, with the majority addressing health contexts related to physical exercise, motor rehabilitation, and pain. These games typically involved obstacle-based challenges and extrinsic reward systems to engage clients in interventions related to physical functioning and pain. Less common were games emphasizing narrative experiences and non-physical exercise interventions. However, discourse regarding game design was diverse and often lacked sufficient detail. Game experience was evaluated using primarily ad-hoc questionnaires. User engagement in the development of HMD-VR health games primarily manifested as user studies. Conclusion HMD-VR health games are promising tools for engaging clients in highly immersive experiences designed to address diverse health contexts. However, more in-depth and structured attention to how HMD-VR health games are designed as game experiences is needed. Future development of HMD-VR health games may also benefit from greater involvement of end-users in participatory approaches.


2021 ◽  
Author(s):  
Kim Martinez ◽  
Maria Isabel Menéndez-Menéndez ◽  
David Checa ◽  
Andres Bustillo

BACKGROUND The design of Virtual Reality Serious Games (VR-SG) is a subject still developing. One of its open developments is the definition of metrics to evaluate the fun and learning result. In this way, weaknesses and strengths in the design of serious games can be found for future works in this research field. OBJECTIVE This paper aims to create a metric that can be used to rate the gameplay of VR-SG. This metric’s novelty allows to evaluate the different fun and learning features and give them a quantitative rating. A study case shows the capability of implementing this evaluation to identify strengths and weaknesses of VR-SGs. METHODS The new VR-SG metric is developed on the basis of the Mechanics, Dynamics and Aesthetic (MDA) framework but including User Experience (UX) elements and adapting them to VR-SG. This metric includes 1) UX aspects: VR-headsets, training tutorials and interactive adaptions to avoid VR inconveniences; and 2) MDA aspects: exclusive VR audiovisual elements and its aesthetics interactions. RESULTS The selected indie serious game is Hellblade, developed to raise awareness about the difficulties of people suffering from psychosis with two versions: one for 2D-screens and the other for VR devices. The comparison of metric´s scores for both versions shows: 1) some VR dynamics increase the gameplay impact and therefore, the educational capacity; and 2) flaws in game design where the scores drop down. Some of these flaws are: reduced number of levels, missions and items, lack of a tutorial to enhance usability and lack of strategies and rewards in the long-term to increase motivation. CONCLUSIONS This metric allows to identify the elements of the gameplay and UX that are necessary to learn in VR experiences. The study case shows this research is useful to evaluate the educational utility of VR-SG. Further works will analyze VR applications to synthetize every game element influencing its intrinsic sensations. CLINICALTRIAL The trials have not been registered, as testing for this metric has not involved people with mental conditions or addressed other medical applications. Hellblade is a commercial video game that anyone can purchase and play. The trials have been carried out to obtain results on the gaming experience of different people in relation to the educational purpose of raising awareness of psychosis.


2021 ◽  
Author(s):  
◽  
Gerrit Jacobus van Rooyen

<p>Writing for and designing a methodology for Virtual Reality (VR) can be difficult as the technology around this medium grows at a fast pace. Many game designers and directors of VR experiences still claim to make things up as they go along, with no definitive methodology for content and interaction design existing yet. So far, some guidelines have been set to help prevent discomfort, but clearly not enough has been done to look at how and why we should design for VR specifically. As VR is a very immersive medium that can allow the user to potentially use their entire body as they would in the real world to interact with an experience, we need to take precedents from real world interaction when designing VR experiences. This thesis focuses specifically on game design and content generation by looking at board and table top elements as the realworld precedent. To demonstrate my findings, I have created an experience named My VRchive. Much like a sketchbook an animator uses to save ideas for later use, My VRchive will house small experiences created from my research, into content and interaction design, in a format that can be added to and shared. At the finalisation of this thesis three experiences were created. My theory is that if more designers adopt this strategy, we can all add to this growing methodology of how to develop immersive content and interaction for VR gaming and experiences.</p>


2020 ◽  
Author(s):  
Nuša Farič ◽  
Lee Smith ◽  
Henry WW Potts ◽  
Katie Newby ◽  
Andrew Steptoe ◽  
...  

BACKGROUND Adolescence (13-17 years) is a key developmental stage for physical activity promotion (PA), but it remains unclear what works to change PA in this group. Virtual reality (VR) exergaming is a promising intervention strategy to engage adolescents with physical activity. OBJECTIVE We hypothesise that a multicomponent intervention with VR exergaming at the core could increase physical activity in adolescents. However, substantial intervention development work is required. METHODS The vEngage study involves collaboration between academics and commercial games designers and employs a staged, mixed-methods approach to intervention development, combining traditional research processes and iterative game design processes. This protocol reports on our experiences of the methods and procedures for the initial development phases of the intervention. Ethics and Dissemination: The results from each work package have been disseminated through peer-review publications and scientific presentations. Ethical approval for each work package has been obtained through the University College London Research Ethics Committee. RESULTS This project developed a novel intervention involving VR exergaming with embedded elements designed to engage adolescents in physical activity. The unique academic and industry partnership from the outset, support from public health funders, and involvement of users and stakeholders throughout has been crucial to success. CONCLUSIONS This project is a world first attempt to develop a VR exergame designed to engage adolescents with PA, embracing academic-industry collaboration. We proposed and described very early development work in order to raise awareness of the study, and still open up possibilities and invite other researchers and industry partners to link with us. As such we welcome potential collaboration, and input on our planned and future work.


2019 ◽  
Vol 64 ◽  
pp. 01008
Author(s):  
Ebrahim Poustinchi

Mixed Robotic Interface is a project-based design-research investigation, studying new ways of creating hybridized cyber-physical design and experience interfaces, at the intersection of robotics—as its core component, and augmented reality, game design, projection mapping, and digital fabrication. Mixed Robotic Interface Г—as part of Mixed Robotic Interface series of research projects, focuses on using “actual” and “virtual” robot arms as a possible creative medium and extensions of design/gaming environment creating immersive atmospheres for “experiencing” design. This research questions the possibilities of creating an architectural/spatial atmosphere through digitally enhanced experiences. Different from some of the current experiments with augmented reality (AR), virtual reality (VR) and projection-mapping in architecture, Mixed Robotic Interface Г is not looking into “immersive” experience as a way to “blur” the boundaries of digital and physical—similar to virtual reality experience with headsets. Instead, Mixed Robotic Interface Г creates a recognizable gap between real and virtual to open up a creative space for the user/audience to be involved between these two mediums. Mixed Robotic Interface Г uses para-fictional storytelling as a way to engage the audience with the experience and to create continues atmospheric qualities.


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