Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
The go-go interaction technique: non-linear mapping for direct manipulation in VR
Proceedings of the 9th annual ACM symposium on User interface software and technology
Proceedings of the 1997 symposium on Interactive 3D graphics
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A discussion of cybersickness in virtual environments
ACM SIGCHI Bulletin
Hands-free multi-scale navigation in virtual environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Toward the holodeck: integrating graphics, sound, character and story
Proceedings of the fifth international conference on Autonomous agents
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Modeling virtual object behavior within virtual environment
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
"Bottom, Thou Art Translated": The Making of VRML Dream
IEEE Computer Graphics and Applications
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Travel in Immersive Virtual Environments: An Evaluation of Viewpoint Motion Control Techniques
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Virtual Environment Interaction Techniques
Virtual Environment Interaction Techniques
Virtual unreality: storytelling in virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
IEEE Transactions on Visualization and Computer Graphics
The perception of walking speed in a virtual environment
Presence: Teleoperators and Virtual Environments
Where's My Holodeck? The New Frontier of Media Display
IEEE MultiMedia
Cognitive factors can influence self-motion perception (vection) in virtual reality
ACM Transactions on Applied Perception (TAP)
ACM SIGGRAPH 2006 Research posters
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Madame bovary on the holodeck: immersive interactive storytelling
Proceedings of the 15th international conference on Multimedia
AR façade: an augmented reality interactve drama
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Advantages of velocity-based scaling for distant 3D manipulation
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
A simple method for estimating the latency of interactive, real-time graphics simulations
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Emotional input for character-based interactive storytelling
Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
Transitional environments enhance distance perception in immersive virtual reality systems
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
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The Entertainment potential of Virtual Reality is yet to be fully realised. In recent years, this potential has been described through the Holodeck™ metaphor, without however addressing the issue of content creation and gameplay. Recent progress in Interactive Narrative technology makes it possible to envision immersive systems. Yet, little is known about the usability of such systems or which paradigms should be adopted for gameplay and interaction. We report user experiments carried out with a fully immersive Interactive Narrative system based on a CAVE-like system, which explore two interactivity paradigms for user involvement (Actor and Ghost). Our results confirm the potential of immersive Interactive Narratives in terms of performance but also of user acceptance.