Developing Low-Cost Mobile Immersive System MA-VRIOT with Physical Activity Interactions by Integrating IOT Technology

Pai-Hsun Chen
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Abstract

Immersive gamification technologies has been applied in education, skill training, marketing, product design, patients' rehabilitation and so on, by integrating virtual reality technology and gamification mechanism design. These tow technologies are generally usable for improve user engagement. For the considerations of low-cost, popularity, epidemic prevention and sustainability requirements, mobile virtual reality is more commonly used in education. But some constraints limited the interactions of mobile virtual reality, such as hardware computing ability, multi-style interactions development. The hardware computing is not our present concern. In term of interaction, except the head rotation, the human-computer interaction spatial is limited in the front of or in range of head. The aim of this paper is to integrate the IOT technology in immersive gamification system for having flexible, scalable, adaptable and extensible interactions in mobile immersive system development with physical activity interaction, as named as MA-VRIOT. A prototype of MA-VRIOT, by integrating AIOT, google cardboard VR, Unity game engine technologies and gamification mechanisms, to develop a sustainable topic game has been developed for further user engagement measurement.
基于物联网技术的低成本移动沉浸式系统MA-VRIOT
沉浸式游戏化技术将虚拟现实技术与游戏化机制设计相结合,应用于教育、技能培训、市场营销、产品设计、患者康复等领域。这两种技术通常可用于提高用户粘性。出于低成本、普及性、防疫性和可持续性要求的考虑,移动虚拟现实更常用于教育领域。但移动虚拟现实交互的发展受到硬件计算能力、多样式交互开发等方面的制约。硬件计算不是我们目前关心的问题。在交互方面,除了头部旋转之外,人机交互空间都局限在头部前方或头部范围内。本文旨在将物联网技术整合到沉浸式游戏化系统中,在移动沉浸式系统开发中实现灵活、可扩展、适应性强、可扩展的交互,与物理活动交互,称为MA-VRIOT。ma - vrot原型通过整合AIOT、google cardboard VR、Unity游戏引擎技术和游戏化机制,开发出一个可持续的主题游戏,用于进一步的用户参与度测量。
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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