In broad terms, UX design is concerned with minimizing the workload neccessary for the user to interact with the system. In gaming, however, the system is supposed to provide a level of challenge to keep the player entertained, along with offering specific tools and mechanisms of interaction that are not commonly found across other use-cases. When talking about virtual reality (VR), numerous sources have discussed the optimization of interaction techniques, but there is a gap in research on the subject of gaming-specific VR interaction design, which we aimed to address in this paper. Focusing on the diversity of VR gaming, we introduced the term “interaction mechanics” and provided a taxonomy of interaction mechanics based on several criter...
Abstract. Full and partial immersion in virtual reality are fundamental different user experiences: ...
Desktop Virtual Reality (VR) is a simple and affordable way to implement VR technology into an organ...
Summarization: The research community is challenged to investigate the factors that make virtual rea...
From Sword Art Online to Ready Player One, people have never stopped envisioning how virtual reality...
Part 1: Long and Short PapersInternational audienceImplementing appropriate interaction for Virtual ...
The present paper tries to explore the potential of visual-heavy tools in the creation of virtual re...
Virtual reality is becoming more popular and accessible to a broader audience, since practically ev...
Abstract The focus of this thesis is on perceivable interaction forms that can be utilised in multi-...
Full and partial immersion in virtual reality are fundamental different user experiences: partial im...
U sklopu ovog diplomskog rada dan je pregled interakcijskih mehanika i njihovog značaja za virtualnu...
A set of rules is presented for the design of interfaces that allow virtual objects to be manipulate...
Current state-of-the-art graphics workstations allow us to create images in less than 100ms which ar...
Virtual Reality (VR) is a field within the gaming industry which has gained much popularity during t...
As the first step in a project to examine the quality of interactions in the relatively young field ...
A set of rules is presented for the design of interfaces that allow virtual objects to be manipulate...
Abstract. Full and partial immersion in virtual reality are fundamental different user experiences: ...
Desktop Virtual Reality (VR) is a simple and affordable way to implement VR technology into an organ...
Summarization: The research community is challenged to investigate the factors that make virtual rea...
From Sword Art Online to Ready Player One, people have never stopped envisioning how virtual reality...
Part 1: Long and Short PapersInternational audienceImplementing appropriate interaction for Virtual ...
The present paper tries to explore the potential of visual-heavy tools in the creation of virtual re...
Virtual reality is becoming more popular and accessible to a broader audience, since practically ev...
Abstract The focus of this thesis is on perceivable interaction forms that can be utilised in multi-...
Full and partial immersion in virtual reality are fundamental different user experiences: partial im...
U sklopu ovog diplomskog rada dan je pregled interakcijskih mehanika i njihovog značaja za virtualnu...
A set of rules is presented for the design of interfaces that allow virtual objects to be manipulate...
Current state-of-the-art graphics workstations allow us to create images in less than 100ms which ar...
Virtual Reality (VR) is a field within the gaming industry which has gained much popularity during t...
As the first step in a project to examine the quality of interactions in the relatively young field ...
A set of rules is presented for the design of interfaces that allow virtual objects to be manipulate...
Abstract. Full and partial immersion in virtual reality are fundamental different user experiences: ...
Desktop Virtual Reality (VR) is a simple and affordable way to implement VR technology into an organ...
Summarization: The research community is challenged to investigate the factors that make virtual rea...