Embodiment in Virtual Reality and Augmented Reality Games: An Investigation on User Interface Haptic Controllers
Abstract
Keywords
- Embodiment
- Virtual Reality
- Augmented Reality
- Gaming
- User Interface
- Haptic Controllers
- Human Computer Interaction
Thanks
References
- A. Gregersen, “Genre, technology and embodied interaction: The evolution of digital game genres and motion gaming” Journal of media and communication research 27(51):16, 2011.
- J. Juul, “The Game, the Player, the World: Looking for a Heart of Gameness”, DIGRA International Conference: Level Up, pp.30-45, 2010.
- P. Skalski, R. Tamborini, A, Shelton, M Buncher, Michael and P. Lindmark, “Mapping the road to fun: Natural video game controllers, presence, and game enjoyment. Sage Journals, 2011.
- S. De Castell, J, Jenson, J., “The Entrepreneurial Gamer: Regendering the Order of Play”. Games and Culture. 13 (7), 2018.
- P. Dourish, Where the action is: The Foundations of embodies interaction. The MIT Press Online, 2001.
- D. Hufnal, E. Osborne, T. Johnson, and C. Yildirim, “The Impact of Controller Type on Video Game User Experience in Virtual Reality”, 2019 IEEE Games, Entertainment, Media Conference (GEM), New Haven, CT, USA, 2019, pp.1-9, 2019.
- P. Lankoski, “Embodiment in Character-based Video Games. Academic- Mindtrek’16, October 17-18, 2016, Tampere, Finland (c) ACM 2016.
- M. Bernatchez, and R. Jean-Marc, “A Study on the Impact of Spatial Reference Frames on Human Performance in Virtual Reality User Interfaces”. Journal of Multimedia, 3(5), pp. 2600-2605., 2007.
Details
Primary Language
English
Subjects
Computer Vision and Multimedia Computation (Other)
Journal Section
Review Article
Early Pub Date
December 29, 2023
Publication Date
January 6, 2024
Submission Date
December 24, 2023
Acceptance Date
December 29, 2023
Published in Issue
Year 2023 Volume: 4 Number: 2
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