Dimosthenis Gkantzos, Jan Fiess, Lukas Gotkowski, Aleksandra Todorovic
{"title":"Dream makers","authors":"Dimosthenis Gkantzos, Jan Fiess, Lukas Gotkowski, Aleksandra Todorovic","doi":"10.1145/3089269.3089278","DOIUrl":null,"url":null,"abstract":"Dream Makers (Figure 1) is a Virtual Reality (VR) cooperative puzzle game for two players taking place in the universe of dreams. The two players have to keep the communication alive to combine the right ingredients and reach the desired dream using a Head Mounted Display (HMD) and a tablet. The game demands physical movement, creativity, decision-making, puzzle solving and is surrounded by sound effects, lighting elements and vibration as feedback for all of the players' actions, whether right or wrong. Our goal was to make the social factor a key element in a VR experience, which is non-existent most of the times.","PeriodicalId":426114,"journal":{"name":"ACM SIGGRAPH 2017 VR Village","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM SIGGRAPH 2017 VR Village","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3089269.3089278","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
Dream Makers (Figure 1) is a Virtual Reality (VR) cooperative puzzle game for two players taking place in the universe of dreams. The two players have to keep the communication alive to combine the right ingredients and reach the desired dream using a Head Mounted Display (HMD) and a tablet. The game demands physical movement, creativity, decision-making, puzzle solving and is surrounded by sound effects, lighting elements and vibration as feedback for all of the players' actions, whether right or wrong. Our goal was to make the social factor a key element in a VR experience, which is non-existent most of the times.