Designing Games for Presence in Consumer Virtual Reality

Lewis Carter, L. Potter
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引用次数: 5

Abstract

With virtual reality technologies entering the consumer market this year, it is the task of those producing content for the virtual reality platform to ensure that users have an experience that lives up to expectations. Virtual reality comes with its own strengths and weaknesses, and these must be taken into account when designing applications to produce the best possible experience for interaction. This paper employs a qualitative case study to examine participants in sessions with a virtual reality game prototype utilizing the Oculus Rift. The game prototype was designed to investigate problem areas of virtual reality. Data was then analyzed through thematic analysis, and a preliminary set of game design heuristics specific to virtual reality were created. These heuristics are written so that virtual reality game designers can easily apply them.
在消费者虚拟现实中设计游戏
随着虚拟现实技术今年进入消费市场,为虚拟现实平台制作内容的人的任务是确保用户获得符合预期的体验。虚拟现实有其自身的优点和缺点,在设计应用程序以产生最佳的交互体验时,必须考虑到这些缺点。本文采用定性案例研究来研究参与者使用Oculus Rift虚拟现实游戏原型的会议。设计游戏原型是为了研究虚拟现实的问题领域。然后通过主题分析对数据进行分析,并创建了一套针对虚拟现实的初步游戏设计启发式。编写这些启发式方法是为了让虚拟现实游戏设计师能够轻松地应用它们。
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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