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ARES: An Application of Impossible Spaces for Natural Locomotion in VR

Published:06 May 2017Publication History

ABSTRACT

Natural locomotion in room-scale virtual reality (VR) is constrained by the user's immediate physical space. To overcome this obstacle, researchers have established the use of the impossible space design mechanic. This game illustrates the applied use of impossible spaces for enhancing the aesthetics of, and presence within, a room-scale VR game. This is done by creating impossible spaces with a gaming narrative intent. First, locomotion and impossible spaces in VR are surveyed; second, a VR game called Ares is put forth as a prototype; and third, a user study is briefly explored.

References

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  1. ARES: An Application of Impossible Spaces for Natural Locomotion in VR

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      • Published in

        cover image ACM Conferences
        CHI EA '17: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems
        May 2017
        3954 pages
        ISBN:9781450346566
        DOI:10.1145/3027063

        Copyright © 2017 Owner/Author

        Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 6 May 2017

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        Qualifiers

        • extended-abstract

        Acceptance Rates

        CHI EA '17 Paper Acceptance Rate1,000of5,000submissions,20%Overall Acceptance Rate6,164of23,696submissions,26%

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