Techniques on Multiplatform Movement and Interaction Systems in a Virtual Reality Context for Games

Konstantinos Ntokos
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引用次数: 2

Abstract

When a student works on a VR game design project, the input scheme is often bypassed because it is considered to be one of the easiest things to implement. But should design affect the inputs, or the other way around? The author attempts to solve this with the creation of a unified communication tool among students, academics, and developers. This proposed tool will define which movement and/or interaction technique is best suited, depending on the following factors: platform, constraints, context, physique, space, immersion, and user experience. The game design framework will be described, discussed, and presented in a table format to address all of the above when working on VR games. This chapter will also include a section that will define what the player can do and how.
游戏虚拟现实环境下的多平台移动与交互系统技术
当学生致力于VR游戏设计项目时,输入方案通常会被忽略,因为它被认为是最容易执行的内容之一。但是设计应该影响输入,还是反过来呢?作者试图通过创建学生、学者和开发人员之间的统一通信工具来解决这个问题。这个提议的工具将定义哪种运动和/或交互技术是最适合的,这取决于以下因素:平台、约束、上下文、体质、空间、沉浸感和用户体验。在制作VR游戏时,我们将以表格的形式描述、讨论和呈现游戏设计框架,以解决上述所有问题。这一章还将包含定义玩家可以做什么以及如何做的部分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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