身临其境的训练游戏,基于智能手机的头戴式显示器

Perry Hoberman, D. Krum, Evan A. Suma, M. Bolas
{"title":"身临其境的训练游戏,基于智能手机的头戴式显示器","authors":"Perry Hoberman, D. Krum, Evan A. Suma, M. Bolas","doi":"10.1109/VR.2012.6180926","DOIUrl":null,"url":null,"abstract":"Thin computing clients, such as smartphones and tablets, have exhibited recent growth in display resolutions, processing power, and graphical rendering speeds. In this poster, we show how we leveraged these trends to create virtual reality (VR) training games which run entirely on a commodity mobile computing platform. This platform consists of a commercial off-the-shelf game engine, commodity smartphones, and mass produced optics. The games utilize the strengths of this platform to provide immersive features like 360 degree photo panoramas and interactive 3D virtual scenes. By sharing information about building such applications, we hope to enable others to develop new types of mobile VR applications. In particular, we feel this system is ideally suited for casual “pick up and use” VR applications for collaborative classroom learning, design reviews, and other multi-user immersive experiences.","PeriodicalId":220761,"journal":{"name":"2012 IEEE Virtual Reality Workshops (VRW)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2012-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"22","resultStr":"{\"title\":\"Immersive training games for smartphone-based head mounted displays\",\"authors\":\"Perry Hoberman, D. Krum, Evan A. Suma, M. Bolas\",\"doi\":\"10.1109/VR.2012.6180926\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Thin computing clients, such as smartphones and tablets, have exhibited recent growth in display resolutions, processing power, and graphical rendering speeds. In this poster, we show how we leveraged these trends to create virtual reality (VR) training games which run entirely on a commodity mobile computing platform. This platform consists of a commercial off-the-shelf game engine, commodity smartphones, and mass produced optics. The games utilize the strengths of this platform to provide immersive features like 360 degree photo panoramas and interactive 3D virtual scenes. By sharing information about building such applications, we hope to enable others to develop new types of mobile VR applications. In particular, we feel this system is ideally suited for casual “pick up and use” VR applications for collaborative classroom learning, design reviews, and other multi-user immersive experiences.\",\"PeriodicalId\":220761,\"journal\":{\"name\":\"2012 IEEE Virtual Reality Workshops (VRW)\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2012-03-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"22\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2012 IEEE Virtual Reality Workshops (VRW)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VR.2012.6180926\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2012 IEEE Virtual Reality Workshops (VRW)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VR.2012.6180926","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 22

摘要

瘦计算客户机(如智能手机和平板电脑)最近在显示分辨率、处理能力和图形渲染速度方面都有所增长。在这张海报中,我们展示了如何利用这些趋势来创建完全在商品移动计算平台上运行的虚拟现实(VR)训练游戏。这个平台由现成的商业游戏引擎、智能手机和大量生产的光学设备组成。游戏利用该平台的优势,提供360度全景照片和交互式3D虚拟场景等沉浸式功能。通过分享构建此类应用程序的信息,我们希望使其他人能够开发新型的移动VR应用程序。特别是,我们觉得这个系统非常适合休闲的“拿起并使用”VR应用程序,用于协作课堂学习,设计评论和其他多用户沉浸式体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Immersive training games for smartphone-based head mounted displays
Thin computing clients, such as smartphones and tablets, have exhibited recent growth in display resolutions, processing power, and graphical rendering speeds. In this poster, we show how we leveraged these trends to create virtual reality (VR) training games which run entirely on a commodity mobile computing platform. This platform consists of a commercial off-the-shelf game engine, commodity smartphones, and mass produced optics. The games utilize the strengths of this platform to provide immersive features like 360 degree photo panoramas and interactive 3D virtual scenes. By sharing information about building such applications, we hope to enable others to develop new types of mobile VR applications. In particular, we feel this system is ideally suited for casual “pick up and use” VR applications for collaborative classroom learning, design reviews, and other multi-user immersive experiences.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信