scholarly journals Interaction Design in Virtual Reality Game Using Arduino Sensors

Author(s):  
Juin-Ling Tseng ◽  
Chia-Wei Chu
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>


2018 ◽  
Vol 7 (4) ◽  
pp. 36-43 ◽  
Author(s):  
Jonathan Harth ◽  
Alexandra Hofmann ◽  
Mike Karst ◽  
David Kempf ◽  
Annelie Ostertag ◽  
...  

Procedia CIRP ◽  
2020 ◽  
Vol 93 ◽  
pp. 1259-1264
Author(s):  
Liang Gong ◽  
Henrik Söderlund ◽  
Leonard Bogojevic ◽  
Xiaoxia Chen ◽  
Anton Berce ◽  
...  

2020 ◽  
Vol 18 (3) ◽  
Author(s):  
Patricia Bianca Lyk ◽  
Gunver Majgaard ◽  
Lotte Vallentin-Holbech ◽  
Julie Dalgaard Guldager ◽  
Timo Dietrich ◽  
...  

This paper presents the design process of a Danish educational virtual reality (VR) application for alcohol prevention. Denmark is one on the countries in Europe with the highest alcohol consumption among adolescents. Alcohol abuse is a risk factor for a variety of diseases and contributes as a significant factor to motor vehicle accidents. The application offers first‑hand experiences with alcohol in a safe environment. This is done by simulating a party situation using 125 different 360‑degree movie sequences and displaying it in a virtual reality headset. The users create their own experience through a choose your own adventure game experience. The experience is designed to acquire skills for recognizing and handling peer pressure, which has been found to be one of the main reasons for drinking initiation. These skills are acquired though experimental learning. The application is a product of a co‑design process involving 10 students (aged 18‑28) studying film making and game design at Askov Folk High School (a special kind of Danish boarding school without exams for young adults), Denmark, their teachers, alcohol experts from social services and researchers with expertise within health promotion, social marketing, VR, interaction design and game development. Additionally, 35 students from Askov Boarding School (aged 15‑17) participated as actors and extras. This article contributes to research within development of 360‑degree video applications for experimental learning with a practical example. The iterative design process of the application, containing exploration of key concepts, concept design, prototype design, pre‑usability testing, innovation design and usability test is described, as well as our reflections on virtual experimental learning in the application.


2020 ◽  
Author(s):  
Thomas Williams

In previous work, researchers in Human-Robot Interaction (HRI) have demonstrated that user trust in robots depends on effective and transparent communication. This may be particularly true forrobots used for transportation, due to user reliance on such robots for physical movement and safety. In this paper, we present the design of an experiment examining the importance of proactive communication by robotic wheelchairs, as compared to non-vehicular mobile robots, within a Virtual Reality (VR) environment. Furthermore, we describe the specific advantages – and limitations – of conducting this type of HRI experiment in VR.


2019 ◽  
Vol 27 (2) ◽  
Author(s):  
Jesper Rask Lykke ◽  
August Birk Olsen ◽  
Philip Berman ◽  
J. Andreas Bærentzen ◽  
Jeppe Revall Frisvad

2002 ◽  
Vol 11 (4) ◽  
pp. 378-403 ◽  
Author(s):  
Jinseok Seo ◽  
Gerard Jounghyun Kim

The development and maintenance of a virtual reality (VR) system requires indepth knowledge and understanding in many different disciplines. Three major features that distinguish VR systems are real-time performance while maintaining acceptable realism and presence, objects with two clearly distinct yet inter-related aspects like geometry/structure and function/behavior, and the still experimental nature of multi-modal interaction design. Until now, little attention has been paid to methods and tools for the structured development of VR software that addresses these features. Many VR application development projects proceed by modeling needed objects on conventional CAD systems, then programming the system using simulation packages. Usually, these activities are carried out without much planning, which may be acceptable for only small-scale or noncritical demonstration systems. However, for VR to be taken seriously as a media technology, a structural approach to developing VR applications is required for the construction of large-scale VR worlds, and this will undoubtedly involve and require complex resource management, abstractions for basic system/object functionalities and interaction tasks, and integration and easy plug-ins of different input and output methods. In this paper, we assembled a comprehensive structured methodology for building VR systems, called CLEVR (Concurrent and LEvel by Level Development of VR System), which combines several conventional and new concepts. For instance, we employ concepts such as the simultaneous consideration of form, function, and behavior, hierarchical modeling and top-down creation of LODs (levels of detail), incremental execution and performance tuning, user task and interaction modeling, and compositional reuse of VR objects. The basic underlying modeling approach is to design VR objects (and the scenes they compose) hierarchically and incrementally, considering their realism, presence, behavioral correctness, performance, and even usability in a spiral manner. To support this modeling strategy, we developed a collection of computeraided tools called P-VoT (POSTECH-Virtual reality system development Tool). We demonstrate our approach by illustrating a step-by-step design of a virtual ship simulator using the CLEVR/P-VoT, and demonstrate the effectiveness of our method in terms of the quality (performance and correctness) of the resulting software and reduced effort in its development and maintenance.


Author(s):  
Brett Leavy

Digital Songlines is a software toolkit being developed by the Australasian Cooperative Research Centre for Interaction Design. It consists of an applied set of protocols, methodologies and a software program for the collection and sharing of indigenous cultural heritage knowledge. Regular consultation with indigenous traditional owners and representative groups is an essential component of the development process. This article provides an overview of the components of the Digital Songlines toolkit, and illustrates the development of the cultural heritage system in its current prototype. The system employs virtual reality tools to enable aboriginal communities to digitally preserve, protect and promote their arts, culture and heritage. The 3-D visualisation will allow users to appreciate the land as central to the culture, stories and lives of indigenous peoples.


Author(s):  
Alicia Mon

This chapter addresses the inclusion of women in the field of information technology from a perspective that promotes the creation of interdisciplinary spaces, making visible the knowledge inherent to the different professions capable of adding value to technological development. The model presented here was created to evaluate the level of technological development that will allow the determining of the components needed for the transformation towards Industry 4.0, from which you can determine the knowledge necessary for the development of products in their real context of use. Areas such as data science, virtual reality, or human-computer interaction design techniques, models, and/or tools for the construction of solutions that do not require strictly engineering-based knowledge. This chapter proposes a journey towards the development and adoption of technologies in the industry, which requires the inclusion of interdisciplinary knowledge, hence giving new meaning to the role of women in technological development.


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