Virtual Embodiment and Interaction Techniques in Virtual Reality Games
DOI:
https://doi.org/10.62051/n3vc1k16Keywords:
Virtual Reality; VR Game Design; Virtual Embodiment; Interaction Techniques.Abstract
Virtual Reality (VR) technology, characterized by immersive environments entirely generated by computers, has gained significant attention during the fifth information revolution. This paper explores the core elements of VR—Immersion, Interaction, and Imagination—as described by Burdea and Coiffet (1994). It emphasizes the importance of virtual embodiment in enhancing user experience within VR gaming. The development of technologies such as the CAVE system, head-mounted displays (HMDs), handheld controllers, haptic feedback devices, and full-body motion tracking systems are discussed in detail. Furthermore, the study delves into human-computer interaction (HCI) techniques crucial for immersive VR experiences and the principles of effective user experience (UX) evaluation. The significance of personalization and user comfort in VR environments, including addressing motion sickness and latency issues, is highlighted. This paper underscores the need for continuous improvement and user-centered design to optimize VR experiences. Ultimately, the paper suggests that VR technology’s future relies on balancing technical advancements with a deep understanding of user needs to create more immersive and satisfying virtual experiences.
Downloads
References
[1] G.C. Burdea, P. Coiffet, Virtual reality technology, John Wiley & Sons, Inc., New York, 1994.
[2] S.T. Bulu, Place presence, social presence, co-presence, and satisfaction in virtual worlds, Computers & Education, 58 (2012) 154-161.
[3] B.J. Pine, J.H. Gilmore, The experience economy: Work is theatre & every business a stage, Harvard Business Press, Boston, 1999.
[4] J. Lynch, Immersive virtual reality and presence: Influencing physiological arousal and emotion, University of Virtual Reality, 2015.
[5] A. Dirin, T.H. Laine, Influence of virtual character design on emotional engagement in immersive VR, first annual allerton conference on circuits and system theory, New York, 2023.
[6] S.V. Cobb, S. Nichols, A. Ramsey, J.R. Wilson, Virtual reality-induced symptoms and effects (VRISE), Presence: Teleoperators & Virtual Environments, 8 (1999) 169-186.
[7] S. Nichols, H. Patel, Health and safety implications of virtual reality: A review of empirical evidence, Applied Ergonomics, 33 (2002) 251-271.
[8] Y.M. Kim, I. Rhiu, M.H. Yun, A Systematic Review of a Virtual Reality System from the Perspective of User Experience, International Journal of Human-Computer Interaction, 36 (2019) 893-910.
Downloads
Published
Conference Proceedings Volume
Section
License

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.