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Sanal Gerçeklik Oyunları Tasarımı İçin Bir Rehber Çalışması

Yıl 2020, Cilt: 11 Sayı: 43, 12 - 36, 31.12.2020
https://doi.org/10.5824/ajite.2020.04.001.x

Öz

Sanal gerçeklik, diğer medya araçlarında olmayan tamamen kapsayıcı (içine alan) deneyimler sunabilmesi sebebiyle büyük bir potansiyele sahiptir. Bu nedenle eğlence ve oyun sektöründe önemli bir yer edinmektedir. Ancak, iyi tasarlanmış tamamen kapsayıcı deneyimler oluşturmak insan algı sistemlerinin gerçek dünyadan sanal dünyaya aktarımı nedeniyle oldukça zordur. Bu anlamda, sanal gerçeklik deneyimi tasarımının temellerini ve oyun tasarımı ilkelerini anlamak büyük önem arz etmektedir. Oyuncuya yaşatılmak istenilen deneyime uygun olarak sanal gerçeklik oyunlarının tasarımında farklı unsurlardan faydalanılsa da pek çok oyun, aynı zamanda, ortak unsurlar da paylaşmaktadır. Bu görüşten yola çıkılarak yapılan çalışma, sanal gerçeklik oyunu tasarımcıları için bir kılavuz oluşturmayı hedeflemektedir. Bu hedef doğrultusunda, sanal gerçeklik deneyimlerinin tasarım temelleri ve oyun tasarımı ilkeleri gözden geçirilerek, beş farklı sanal gerçeklik oyunu analiz edilmiştir. Oyunlar, her ortama ve teknolojiye uyarlanabilen oldukça esnek yapılardır. Pek çok oyun türü, oyun tasarımı ve unsurları açısından yakın ilişki içerisindedir. Öte yandan, oyun unsurlarının başka bir ortamdan sanal gerçeklik ortamına aktarımı oldukça zorludur. Bu nedenle, oyun tasarım prensiplerinin iyi anlaşılması ve var olan teknoloji dikkate alınarak sanal gerçeklik ortamına aktarımı gerçekleştirilmelidir. Sanal gerçeklik, oyuncuyu yeni bir sanal dünya içerisine alır. Bu dünyadaki her şeyin, oyuncunun kolay algılayabileceği şekilde tasarlanması gerekir. Yapılan çalışmada bu doğrultuda, tasarım temellerinden biri olarak insan algı sistemleri incelenmiştir. Geleneksel video oyunlarında olduğu gibi, oyuncular sanal dünyada etkileşime girebilmekte ve gezinebilmektedir. Bu nedenle, etkileşim ve gezinme diğer iki tasarım temeli olarak incelenmiş ve bu temeller doğrultusunda, beş sanal gerçeklik oyunu analiz edilmiştir. Ardından, incelenen oyunlardaki ortak tasarım unsurlarından yola çıkılarak bir sanal gerçeklik oyun tasarımı kılavuzu sunulmuştur.

Kaynakça

  • Merriam-Webster. (n.d.). Affordance. In Merriam-Webster.com dictionary, Retrieved July 1, 2020, from https://www.merriam-webster.com/dictionary/affordance.
  • Akiduki, H., Nishiike, S., Watanabe, H., Matsuoka, K., Kubo, T., & Takeda, N. (2003). Visual-vestibular conflict induced by virtual reality in humans. Neuroscience Letters, 340, 197-200.
  • Bowman, D. A., Kruijff, E., LaViola Jr, J. J., & Poupyrev, I. (2001). An introduction to 3-D user interface design. Presence: Teleoperators & Virtual Environments, 10(1), 96-108.
  • Bowman, D. A., Kruijff, E., LaViola, J., Jr., & Poupyrev, I. (2004). 3d user interfaces: theory and practice. Addison-Wesley.
  • Brewster, S. A. (2002). Non-speech auditory input. In J. A. Jacko, J. A., & A. Sears (Eds.), Human-computer interaction handbook (pp. 220-239). Mahwah, NJ.: Lawrence Erlbaum Associates.
  • Cover, J. G. (2014). The creation of narrative in tabletop role-playing games. North Carolina, USA: McFarland & Company Inc.
  • Costikyan, G., (2002). I have no words & I must design: toward a critical vocabulary for games. In Proceedings of the computer games and digital cultures conference (pp. 9-33). Finland: Tampere University Press.
  • Darken, R. P., & Sibert, J. L. (1996). Wayfinding strategies and behaviors in large virtual worlds. CHI ’96, 142–149.
  • Darken, R. P., & Peterson, B. (2014). Spatial orientation, wayfinding, and representation. In K. S. Hale & K. M. Stanney (Eds.), Handbook of virtual environments (2nd ed., pp. 467–491). Boca Raton, FL: CRC Press.
  • Ekman, I. (2008). Psychologically motivated techniques for emotional sound in computer games. In Proceedings AudioMostly (pp. 20-26). Sweden.
  • Goldstein, E.B. (2014). Sensation and perception (9th ed.). Belmont, CA: Wadsworth, Cengage Learning.
  • Jerald, J. (2016). The VR Book: Human-centered design for virtual reality. Morgan & Claypool Publishers.
  • Liu, J., Parekh, H., Al-Zayer, M., & Folmer, E. (2018). Increasing walking in VR using redirected teleportation. In Proceedings of the 31st annual ACM symposium on user interface software and technology (pp. 521-529).
  • Macklin, C., & Sharp, J. (2016). Games, design and play: A detailed approach to iterative game design. Addison-Wesley Professional.
  • Marchal, D., Moerman, C., Casiez, G., & Roussel, N. (2013). Designing intuitive multi-touch 3d navigation techniques. In IFIP conference on human-computer interaction (pp. 19-36). Springer.
  • Mihelji, M., & Podobnik, J. (2012). Haptics for virtual reality and teleoperation (Vol. 67). Springer Science & Business Media.
  • Money, K. E. (1970). Motion sickness. Physiological Reviews, 50(1), 1-39.
  • Norman, D. A. (2013). The design of everyday things, expanded and revised edition. Human factors and ergonomics in manufacturing. New York: Basic Books.
  • Parker, J. R. & Hereema, J. (2008). Audio interaction in computer mediated games. International Journal of Computer Games Technology, 1-8.

A Guideline Study For Designing Virtual Reality Games

Yıl 2020, Cilt: 11 Sayı: 43, 12 - 36, 31.12.2020
https://doi.org/10.5824/ajite.2020.04.001.x

Öz

Virtual reality has great potential for immersive experiences that is not available in other mediums. Thus, it has a significant place in the entertainment and the game industry. However, creating a well-designed immersive experience can be extremely complicated due to the replacement of human perception from the real-world to an isolated virtual world. Understanding the essentials of virtual reality (VR) experiences and game design principles is necessary for designing an immersive VR game. Although there are many differences in design elements of VR games according to the experience that is wanted to be given to the player, many games also have common elements. In the line of this view, a guideline is aimed to be framed for VR game designers in the current study. For this purpose design pillars of VR experiences and game design principles were reviewed, and five VR games were analyzed. Games are highly plastic mediums that can be adapted to any environment and technology. Many game types have a close relationship in terms of game elements and design. However, the implementation of game elements from other mediums to the VR medium is challenging. Therefore, game design principles should be well-comprehended and implemented to the VR medium by considering the existed technology.
Virtual reality takes the player and put him in a new virtual world. In this world, everything should be designed to be easily perceivable by the player. Thus, the human perception was reviewed as one of the design pillars. Virtual reality also offers an interactive experience that allows the user to affect the world. Like in traditional video games, players can interact and navigate in the virtual world. Therefore, interaction and navigation were reviewed as two other design pillars. Based on the reviewed design pillars, five VR games were analyzed. Then, a VR game design guideline is proposed based on common game design elements in those games

Kaynakça

  • Merriam-Webster. (n.d.). Affordance. In Merriam-Webster.com dictionary, Retrieved July 1, 2020, from https://www.merriam-webster.com/dictionary/affordance.
  • Akiduki, H., Nishiike, S., Watanabe, H., Matsuoka, K., Kubo, T., & Takeda, N. (2003). Visual-vestibular conflict induced by virtual reality in humans. Neuroscience Letters, 340, 197-200.
  • Bowman, D. A., Kruijff, E., LaViola Jr, J. J., & Poupyrev, I. (2001). An introduction to 3-D user interface design. Presence: Teleoperators & Virtual Environments, 10(1), 96-108.
  • Bowman, D. A., Kruijff, E., LaViola, J., Jr., & Poupyrev, I. (2004). 3d user interfaces: theory and practice. Addison-Wesley.
  • Brewster, S. A. (2002). Non-speech auditory input. In J. A. Jacko, J. A., & A. Sears (Eds.), Human-computer interaction handbook (pp. 220-239). Mahwah, NJ.: Lawrence Erlbaum Associates.
  • Cover, J. G. (2014). The creation of narrative in tabletop role-playing games. North Carolina, USA: McFarland & Company Inc.
  • Costikyan, G., (2002). I have no words & I must design: toward a critical vocabulary for games. In Proceedings of the computer games and digital cultures conference (pp. 9-33). Finland: Tampere University Press.
  • Darken, R. P., & Sibert, J. L. (1996). Wayfinding strategies and behaviors in large virtual worlds. CHI ’96, 142–149.
  • Darken, R. P., & Peterson, B. (2014). Spatial orientation, wayfinding, and representation. In K. S. Hale & K. M. Stanney (Eds.), Handbook of virtual environments (2nd ed., pp. 467–491). Boca Raton, FL: CRC Press.
  • Ekman, I. (2008). Psychologically motivated techniques for emotional sound in computer games. In Proceedings AudioMostly (pp. 20-26). Sweden.
  • Goldstein, E.B. (2014). Sensation and perception (9th ed.). Belmont, CA: Wadsworth, Cengage Learning.
  • Jerald, J. (2016). The VR Book: Human-centered design for virtual reality. Morgan & Claypool Publishers.
  • Liu, J., Parekh, H., Al-Zayer, M., & Folmer, E. (2018). Increasing walking in VR using redirected teleportation. In Proceedings of the 31st annual ACM symposium on user interface software and technology (pp. 521-529).
  • Macklin, C., & Sharp, J. (2016). Games, design and play: A detailed approach to iterative game design. Addison-Wesley Professional.
  • Marchal, D., Moerman, C., Casiez, G., & Roussel, N. (2013). Designing intuitive multi-touch 3d navigation techniques. In IFIP conference on human-computer interaction (pp. 19-36). Springer.
  • Mihelji, M., & Podobnik, J. (2012). Haptics for virtual reality and teleoperation (Vol. 67). Springer Science & Business Media.
  • Money, K. E. (1970). Motion sickness. Physiological Reviews, 50(1), 1-39.
  • Norman, D. A. (2013). The design of everyday things, expanded and revised edition. Human factors and ergonomics in manufacturing. New York: Basic Books.
  • Parker, J. R. & Hereema, J. (2008). Audio interaction in computer mediated games. International Journal of Computer Games Technology, 1-8.
Toplam 19 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Bölüm Research Article
Yazarlar

Güven Çatak 0000-0002-4679-8973

Server Masalcı 0000-0002-5876-8210

Seray Şenyer Bu kişi benim 0000-0002-6243-2349

Yayımlanma Tarihi 31 Aralık 2020
Gönderilme Tarihi 6 Temmuz 2020
Yayımlandığı Sayı Yıl 2020 Cilt: 11 Sayı: 43

Kaynak Göster

APA Çatak, G., Masalcı, S., & Şenyer, S. (2020). A Guideline Study For Designing Virtual Reality Games. AJIT-E: Academic Journal of Information Technology, 11(43), 12-36. https://doi.org/10.5824/ajite.2020.04.001.x