Title: Experimental game design with the Oculus Rift

نویسنده

  • Tushar Arora
چکیده

Over the course of 16 weeks four graduate students at Carnegie Mellon University worked together to conduct 14 experiments and create 6 prototypes for the Oculus Rift Developers Kit. Their goal was to make experiences that would change how people would perceive virtual reality games. This tutorial is a look at how to approach the Oculus Rift in general, and what you should do if you want to push the boundaries of virtual reality game design. Description: An introduction to Project Spearhead, who we are, what we did, and why it mattered. (20m). This will catch the audience up on the research and experimentation our team performed on the Oculus Rift over 4 months at Carnegie Mellon. Our next portion of the tutorial will focus on the various tests we performed on the Oculus Rift (1h 40m). We will introduce and break down each of the four categories of tests we performed; Motion Tests, Art Tests, Gesture Tests, and Controls Tests. Each group of tests was focused on experimenting with a certain aspect of the Oculus Rift or an idea of something we wanted to do with the device, but always in regards to the user's experience. For instance, the gesture tests were meant to test the nature of using the Oculus Rift as a gesture controller and we tested this in one way by having users perform a gesture repeatedly in order to detect whether they could do so accurately and whether or not fatigue would set in. Each of our tests followed that mandate regarding user experience and our conclusions will be given largely in context of the users' reactions to our tests. We will provide this data to the audience and discuss the goals we had going into the tests. Lastly we will go over that data we collected and break down the conclusions we came to and how that affected our perception of the device. The second half of our tutorial will focus on our efforts in experimental design for the Oculus Rift (2 hours). We created several prototypes that aimed to use the Oculus in ways that it's original creators did not intend in order to explore the potential of the device. Mainly our focus was the avoid utilizing the device as a First Person Camera. Our tutorial will delve into each of our prototypes, what our goal was at the beginning of the development, …

برای دانلود رایگان متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Development and Evaluation of an Exercycle Game Using Immersive Technologies

Exercise video games have become increasing popular due to their promise to increase fitness and reduce obesity levels, and due to the emergence of cheap interface devices. Previous research reported mixed results about the effectiveness of such games. Common problems are the lack of long term motivation of users, games not taking into account specific patient requirements, repetitive gameplay,...

متن کامل

Conferences in Research and Practice in Information Technology

Exercise video games have become increasing popular due to their promise to increase fitness and reduce obesity levels, and due to the emergence of cheap interface devices. Previous research reported mixed results about the effectiveness of such games. Common problems are the lack of long term motivation of users, games not taking into account specific patient requirements, repetitive gameplay,...

متن کامل

Competitive vs Affiliative Design of Immersive VR Exergames

Virtual reality (VR) can provide compelling experiences which might enhance users’ engagement with physical activity. Despite the known health benefits of exergaming, there is a limited understanding of how various game designs impact user experience. This work proposes VR Rides, a virtual reality exergaming platform that combines a recumbent tricycle, real-world panoramic images, an Oculus Rif...

متن کامل

A multi-agent system based on Unity 4 for virtual perception and wayfinding

We developed a multi-agent system based on the game engine Unity 4 that allows simulating three-dimensional (3D) way-finding behavior of several hundreds of airport passengers on an average gaming PC. The agents dynamically check their surroundings for visible signs using 3D perception algorithms. Each sign is annotated with the direction of one or more exits and with metainformation such as it...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2014