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.
- Ferracani, Andrea, et al. "Locomotion by Natural Gestures for Immersive Virtual Environments." Proceedings of the 1st International Workshop on Multimedia Alternate Realities. ACM, 2016. Google ScholarDigital Library
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- Suma, E. A., Lipps, Z., Finkelstein, S., Krum, D. M., & Bolas, M. (2012). Impossible spaces: Maximizing natural walking in virtual environments with selfoverlapping architecture. IEEE Transactions on Visualization and Computer Graphics, 18(4), 555-- 564. Google ScholarDigital Library
- Templeman, James N., Patricia S. Denbrook, and Linda E. Sibert. "Virtual locomotion: Walking in place through virtual environments." Presence: teleoperators and virtual environments 8.6 (1999): 598--617 Google ScholarDigital Library
Index Terms
- ARES: An Application of Impossible Spaces for Natural Locomotion in VR
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