Virtual Reality 3rd person camera behavior modes

Wiedemann, Daniel P. O. ORCID logoORCID: https://orcid.org/0000-0001-9053-6471, Passmore, Peter J. ORCID logoORCID: https://orcid.org/0000-0002-5738-6800 and Moar, Magnus ORCID logoORCID: https://orcid.org/0000-0002-9489-9795 (2016) Virtual Reality 3rd person camera behavior modes. 17th International Conference on Intelligent Games and Simulation. In: GAME-ON'2016: 17th International Conference on Intelligent Games and Simulation, 13-15 Sept 2016, Lisbon, Portugal. ISBN 9789077381946. [Conference or Workshop Item]

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Abstract

We describe and evaluate five different level design independent modes of handling camera behavior in the 3rd person game LizzE – And the Light of Dreams in Virtual Reality. The behavior of the different modes will each be illustrated in detail. To evaluate the modes A: Fast circling, B: Lazy Circling, C: No Circling, D: Blink circling and E: Buffered pulling, an experimental study with 33 subjects was conducted. An analysis of the resulting data will show why Buffered pulling seems to be the most promising of the examined modes. We elaborate on the quantitative and qualitative hybrid experiment design and methodology. Eventually the advantages and disadvantages of the five tested modes are discussed in terms of supporting the gameplay, player enjoyment, in game performance and the tendency to induce nausea.

Item Type: Conference or Workshop Item (Paper)
Research Areas: A. > School of Media and Performing Arts > Media
A. > School of Science and Technology > Computer Science
Item ID: 25245
Notes on copyright: Accepted manuscript reproduced here with permission of EUROSIS . The final published version is published by EUROSIS in the conference proceedings GAME-ON'2016, ISBN 978-90-77381-94-6
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Depositing User: Peter Passmore
Date Deposited: 01 Oct 2018 17:03
Last Modified: 29 Nov 2022 21:36
URI: https://eprints.mdx.ac.uk/id/eprint/25245

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