Angela Jank, Fabian Kozich, Felix Fröhlich, K. Erenli
{"title":"VR Fact Sheet 2019- An Overview of VR Movies & Games","authors":"Angela Jank, Fabian Kozich, Felix Fröhlich, K. Erenli","doi":"10.1109/GEM.2019.8811536","DOIUrl":"https://doi.org/10.1109/GEM.2019.8811536","url":null,"abstract":"The consumption of Virtual Reality content has been steadily increasing over the past years. Even though there are numerous statistics about market size, hardware sales and user behavior, there is still a major lack of the documentation of Virtual Reality projects. This paper describes the approach taken by a project team to gather important data about existing Virtual Reality content and to add it to the VR Fact Sheet 2018, creating a new updated version, the VR Fact Sheet 2019. Therefore 1096 Virtual Reality projects were identified, evaluated and documented.","PeriodicalId":274158,"journal":{"name":"2019 IEEE Games, Entertainment, Media Conference (GEM)","volume":"328 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121673887","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Daniel Hufnal, Ethan Osborne, Theodore Johnson, Caglar Yildirim
{"title":"The Impact of Controller Type on Video Game User Experience in Virtual Reality","authors":"Daniel Hufnal, Ethan Osborne, Theodore Johnson, Caglar Yildirim","doi":"10.1109/GEM.2019.8811543","DOIUrl":"https://doi.org/10.1109/GEM.2019.8811543","url":null,"abstract":"The recent resurgence of interest in and widespread availability of virtual reality (VR) technology have paved the way for the use of VR systems as a gaming console. With the incessant popularity of VR gaming, the question then arises as to which input method affords the most intuitive interactive experience and provides the most enjoyable gaming user experience (UX). In an attempt to address these questions, the current study examined the impact of controller type (native VR controller vs. traditional gamepad controller) on video game UX in VR while playing a strategy game and an FPS game. Using both the native VR controller and traditional gamepad controller in a counterbalanced order, participants played a strategy and FPS game in VR and provided video game UX satisfaction ratings. Results of the strategy game experiment indicated that the two controllers were comparable in terms of perceived controller naturalness, sense of presence, and video game UX satisfaction during the gameplay, indicating that using a more natural input device did not lead to a superior VR gaming UX. Results of the FPS game experiment indicated that the two controllers were comparable in terms of, sense of presence and video game UX satisfaction during the gameplay, indicating that using a more natural input device did not lead to a superior VR gaming UX. However, results indicated that perceived controller naturalness was rated higher in the Oculus controllers than in the Xbox controllers, exhibiting that the Oculus controllers felt more natural.","PeriodicalId":274158,"journal":{"name":"2019 IEEE Games, Entertainment, Media Conference (GEM)","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133923554","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Christopher Morse, Adam Chernick, Zeyu Ren, Sabrina Naumovski, Luke Gehron
{"title":"Sound Space: Communicating Acoustics Through Interactive Visualization","authors":"Christopher Morse, Adam Chernick, Zeyu Ren, Sabrina Naumovski, Luke Gehron","doi":"10.1109/GEM.2019.8811535","DOIUrl":"https://doi.org/10.1109/GEM.2019.8811535","url":null,"abstract":"We present Sound Space, an interactive and engaging environment in which to explore some of the more basic concepts and consequences of acoustic design. By presenting acoustic data visually rather than aurally, we give the user the opportunity to pause, rewind, and fast forward the sound propagation in the space. As an immersive three dimensional visualization, the designer can gain a better spatial understanding of the relationship between a room’s geometry and its acoustic performance. With a focus on both accuracy and design aesthetics, we present acoustic data through a compelling and fun experience in order to increase the user’s engagement and understanding of the data. The resulting visualization is immersive and dynamic, allowing a designer to interact with the space, make changes, and see the consequences in real time. This reduces barriers to acoustic considerations in early design phases, and can aid the sound design of space that would not traditionally have an acoustic focus, but which can still benefit significantly from improved acoustic considerations.","PeriodicalId":274158,"journal":{"name":"2019 IEEE Games, Entertainment, Media Conference (GEM)","volume":"14 6 Pt 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131524881","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Prieto, K. Unnikrishnan, Colin Keenan, Kaochoy Danny Saetern, Wendy Wei
{"title":"Designing for Collaborative Play in New Realities: A Values-Aligned Approach","authors":"M. Prieto, K. Unnikrishnan, Colin Keenan, Kaochoy Danny Saetern, Wendy Wei","doi":"10.1109/GEM.2019.8811545","DOIUrl":"https://doi.org/10.1109/GEM.2019.8811545","url":null,"abstract":"A case study of real-time networked gameplay by whole-body controller developed from a value-aligned design process within a hackathon format.","PeriodicalId":274158,"journal":{"name":"2019 IEEE Games, Entertainment, Media Conference (GEM)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134644120","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Bright: an augmented reality assistive platform for visual impairment","authors":"A. Bakshi, J. Simson, C. Castro, C. Yu, A. Dias","doi":"10.1109/GEM.2019.8811556","DOIUrl":"https://doi.org/10.1109/GEM.2019.8811556","url":null,"abstract":"283 million people suffer from moderate to severe vision impairment or blindness; many today rely on lens-based optical aids of limited use. Electronic pass-through zoom headsets are extremely expensive and provide narrow feature sets with compromised comfort and ease-of-use, while mobile app-based aids provide useful functionality but in an inconvenient form factor. The present project explores the development of an aid for the visually impaired, designed as a software solution running on off-the-shelf optical see-through augmented reality head-mounted display devices such as the Microsoft HoloLens, to deliver a broad feature set while reducing cost and optimizing comfort and usability.","PeriodicalId":274158,"journal":{"name":"2019 IEEE Games, Entertainment, Media Conference (GEM)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128456040","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
David Gochfeld, Kiira Benzing, Kevin Laibson, Alex Coulombe
{"title":"Avatar Selection for Live Performance in Virtual Reality: A Case Study","authors":"David Gochfeld, Kiira Benzing, Kevin Laibson, Alex Coulombe","doi":"10.1109/GEM.2019.8811548","DOIUrl":"https://doi.org/10.1109/GEM.2019.8811548","url":null,"abstract":"With the increasing number of commercial and open-source platforms for networked, multiplayer virtual reality, it is easier than ever to set up a virtual space where people from any geographic location can come together for shared immersive experiences, including live performance events. Very little UX research has been done on the specific needs of performers for such events. In this case study we explore how different types of avatars affect actors’ experience of their own performance in VR. We observed that, counter-intuitively, more abstract avatars may make it easier for actors to connect with their character, although we also found that, with sufficient rehearsal, actors can learn to perform fluently through a wide variety of different kinds of avatars.","PeriodicalId":274158,"journal":{"name":"2019 IEEE Games, Entertainment, Media Conference (GEM)","volume":"92 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132530177","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"‘Expert’ and ‘Casual’ Interfaces for Museums in Digital Times : Board and Field Games : MUDs and MMORPGs : Things and Networks","authors":"G. Hogben","doi":"10.1109/GEM.2019.8811552","DOIUrl":"https://doi.org/10.1109/GEM.2019.8811552","url":null,"abstract":"This paper explores game-like designs for interventions of digital devices, media and administrative tools in networks of museum functions. Specifically, it focuses on the ubiquity of networked mobile devices, and argues that game play presents a powerful model for understanding the impact of non-linear, multi-vocal, poly-agentic systems on the role of museums as sites of culture construction.The paper argues for digital initiatives to take a dynamic systems approach to the development of museums. It draws on the work of Latour and others on Actant-Network Theory and of Bryant on Onto-Cartography. These works offer a framework for understanding transactions and interactions among such heterogeneous entities as software codes, game mechanics and gallery structures.The site of any such transaction may be described as an ‘interface’, and the paper sets out proposals for the design of two sites, the so-called ‘expert-interface’ and its complementary partner, the ‘casual-interface’.The paper opens with descriptions of the two interfaces, sets them in the context of the museum problematic and the systems approach, then turns to detailed discussions of the workings of each and ends with brief notes on developing experimental prototypes.","PeriodicalId":274158,"journal":{"name":"2019 IEEE Games, Entertainment, Media Conference (GEM)","volume":"03 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127254477","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Augmentations in the Palace of Culture: Animate Soundscapes at the Carnegie Library of Pittsburgh","authors":"J. DeYoung, Annie Hui-Hsin Hsieh","doi":"10.1109/GEM.2019.8811544","DOIUrl":"https://doi.org/10.1109/GEM.2019.8811544","url":null,"abstract":"Collectively referred to as the Palace of Culture, the Carnegie Library and Museums of Pittsburgh, PA are among the United States’ oldest philanthropic cultural institutions, housing some of the most significant and varied public collections endowed by industrialist, Andrew Carnegie [1]. The institution’s diverse cultural offerings include Carnegie Museum of Art, Carnegie Music Hall, Carnegie Museum of Natural History, and a renowned public library. Nearly 125 years after the institution’s founding in 1895, the Carnegie Public Library of Pittsburgh has endured generations of transformation. Specifically the library, as an architectural site for learning, has evolved its facilities and collections in response to periods of war, local socio-economic changes, and global shifts in industry and technology. Despite such transformation, the library remains steadfastly adjacent to the Carnegie Museum of Art, the Museum of Natural History, and the Carnegie Music Hall, committed to offering full service cultural experiences to the public, free of charge. As the library expands its collections to reach a digitally native public with expanded offerings, including electronic music instruments and digital media collections, we ask how user experience might be specifically impacted by animated virtual media augmentations that bridge the library’s historic and new media collections.","PeriodicalId":274158,"journal":{"name":"2019 IEEE Games, Entertainment, Media Conference (GEM)","volume":"137 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133732162","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Security Case Study for Blockchain Games","authors":"Tian Min, Wei Cai","doi":"10.1109/GEM.2019.8811555","DOIUrl":"https://doi.org/10.1109/GEM.2019.8811555","url":null,"abstract":"Blockchain gaming is an emerging entertainment paradigm. However, blockchain games are still suffering from security issues, due to the immature blockchain technologies and its unsophisticated developers. In this work, we analyzed the blockchain game architecture and reveal the possible penetration methods of cracking. We scanned more than 600 commercial blockchain games to summarize a security overview from the perspective of the web server and smart contract, respectively. We also conducted three case studies for blockchain games to show detailed vulnerability detection.","PeriodicalId":274158,"journal":{"name":"2019 IEEE Games, Entertainment, Media Conference (GEM)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131986815","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}