在消费者虚拟现实中设计游戏

Lewis Carter, L. Potter
{"title":"在消费者虚拟现实中设计游戏","authors":"Lewis Carter, L. Potter","doi":"10.1145/2890602.2890626","DOIUrl":null,"url":null,"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.","PeriodicalId":224051,"journal":{"name":"Proceedings of the 2016 ACM SIGMIS Conference on Computers and People Research","volume":"73 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Designing Games for Presence in Consumer Virtual Reality\",\"authors\":\"Lewis Carter, L. Potter\",\"doi\":\"10.1145/2890602.2890626\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":224051,\"journal\":{\"name\":\"Proceedings of the 2016 ACM SIGMIS Conference on Computers and People Research\",\"volume\":\"73 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-06-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 2016 ACM SIGMIS Conference on Computers and People Research\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2890602.2890626\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2016 ACM SIGMIS Conference on Computers and People Research","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2890602.2890626","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5

摘要

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。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Designing Games for Presence in Consumer Virtual Reality
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.
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
期刊最新文献
Coping with the Dark Side of IT Usage: Mitigating the Effect of Technostress A Plan to Improve Learning of Requirements Elicitation in an IS Curriculum Putting the Consequences of IT Turnover on the Map: A Review and Call for Research Promoting Physical Activity In Seniors: Future Opportunities with Emerging Technologies Providers' Perceptions of the Impact of Weight Loss Apps on Users with Eating Disorders
×
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
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 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 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1