Abstract
In this paper we describe the main concepts of a new game genre (live-action virtual reality game) made possible by the advances of virtual reality technologies and context-awareness. This set of games requires that players wear HMD devices, from where they see a complete virtual world that is built using part of the physical configuration as the basic geometry and context information. games keep both the virtual and real-worlds superimposed, requiring players to physically move in the environment and to use different interaction paradigms (such as tangible & embodied interaction) to complete game activities. As tracking physical elements is a key issue in the implementation of games, in this paper we also describe an architecture that addresses indoor navigation and tracking in live-action virtual reality games. The system we propose is based on infrared markers, working on the infrared spectral region that provides low optical noise and better precision when compared to traditional solutions based on fiducial markers. Furthermore, this paper describes our system and presents two case studies based on our architecture.
Highlights
In the past, virtual reality hardware has been restricted mostly to research labs due to high cost and application specificity
In July-2015 we proposed a new genre of game based on mixed reality, context awareness and embodied interaction, called “Live-action Virtual Reality Game” [3]
In this paper we describe a solution to indoor navigation and tracking of physical elements to implement live-action virtual reality games, within a specific scenario configuration
Summary
Virtual reality hardware (such as HMD devices) has been restricted mostly to research labs due to high cost and application specificity (high-end VR systems). Presence can be commonly defined as “a sense of being in a VE rather than the place in which the participant’s body is located” [4] Properly integrating real-world information (such as physical objects, people, and other devices) with the virtual world (through tracking technologies) is an important technological aspect related to immersion. This paper extends our previous work [5] with a revised definition of live-action virtual reality games and a detailed presentation of basic components and characteristics. In this paper we describe a solution to indoor navigation and tracking of physical elements to implement live-action virtual reality games, within a specific scenario configuration. Live-action virtual reality games include aspects related to context-awareness and pervasiveness, which (as far as we know) we believe are not present in those industry initiatives.
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