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
Reaching for objects in VR displays: lag and frame rate
ACM Transactions on Computer-Human Interaction (TOCHI)
Physical versus virtual pointing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Immersion in desktop virtual reality
Proceedings of the 10th annual ACM symposium on User interface software and technology
Testbed evaluation of virtual environment interaction techniques
Proceedings of the ACM symposium on Virtual reality software and technology
Unreal tournament for immersive interactive theater
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
Using "CaveUT" to build immersive displays with the unreal tournament engine and a PC cluster
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Presence in response to dynamic visual realism: a preliminary report of an experiment study
Proceedings of the ACM symposium on Virtual reality software and technology
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Performance of input devices in FPS target acquisition
Proceedings of the international conference on Advances in computer entertainment technology
Guidelines for 3D positioning techniques
Future Play '07 Proceedings of the 2007 conference on Future Play
Player Performance, Satisfaction, and Video Game Enjoyment
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
The Engineering of Mixed Reality Systems
The Engineering of Mixed Reality Systems
User studies of a multiplayer first person shooting game with tangible and physical interaction
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
Evaluating the benefits of 3d stereo in modern video games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating Display Fidelity and Interaction Fidelity in a Virtual Reality Game
IEEE Transactions on Visualization and Computer Graphics
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
CaveUDK: a VR game engine middleware
Proceedings of the 18th ACM symposium on Virtual reality software and technology
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Computer games are ideally placed to form the content of future Immersive Media, but this prospect is faced with both technical and usability issues. This paper describes an experiment in immersive gaming using a state-of-the-art computer First Person Shooter (FPS) game, in which we analyze user experience and performance through a combination of in-game metrics, questionnaires and subjective reports. We describe the evaluation of a major commercial computer game as a real-time immersive stereoscopic experience based on a four-screen CAVE-like installation. The implementation is based on a bespoke VR middleware developed on top of the game's own engine. Our results show an overwhelming subjective preference for the immersive version despite a decrease in performance attributed to a more realistic aiming mechanism. More importantly, metrics suggest that users took advantage of the immersive context rather than simply transposing their desktop gaming skills.