Gamifying Shooting Training in Cave Automatic Virtual Environment (CAVE)

被引:1
作者
Rifdi, Nur Irdina Ahmad [1 ]
Sunar, Mohd Shahrizal [2 ,3 ]
Sa'adon, Muhammad Noor Iman [1 ]
机构
[1] Univ Teknol Malaysia, Dept Emergent Comp, Fac Comp, Skudai, Johor, Malaysia
[2] Univ Teknol Malaysia, Media & Game Innovat Ctr Excellence MaGICX, Skudai, Johor, Malaysia
[3] Univ Teknol Malaysia, Dept Emergent Comp, Skudai, Johor, Malaysia
来源
2022 2ND INTERNATIONAL CONFERENCE ON INTELLIGENT CYBERNETICS TECHNOLOGY & APPLICATIONS (ICICYTA) | 2022年
关键词
cave automatic virtual environment; virtual reality; shooting game; virtual environment; immersive technology;
D O I
10.1109/ICICyTA57421.2022.10037856
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Shooting is one of the sports that demonstrate accuracy, precision, consistency with the speed of the shooter. In fact, most of the games come with several limitations especially for shooting athlete as most of shooting games are only suitable for those who like playing video games but not for sport purposes. Therefore, this paper discussed on a development of shooting game by using virtual reality with Cave Automatic Virtual Environment (CAVE). CAVE allows people to experience three dimensional spaces in the virtual world along with a safe environment in a convenient way for any purposes. There are some phases has been carried out towards the development of this project started with the documentation and research of virtual reality by using CAVE followed by the implementation of virtual reality by using CAVE in games and ended with evaluation and user acceptance test performed to measure the performance of this project. The proposed VR game is expected to enhance the user experience through usability testing and user acceptance.
引用
收藏
页码:198 / 203
页数:6
相关论文
共 26 条
  • [1] An update on the effects of playing violent video games
    Anderson, CA
    [J]. JOURNAL OF ADOLESCENCE, 2004, 27 (01) : 113 - 122
  • [2] [Anonymous], 2008, NAE GRAND CHALL ENG
  • [3] [Anonymous], 2003, PRESENCE-VIRTUAL AUG, DOI [DOI 10.1162/105474603322955950, 10.1162/105474603322955950]
  • [4] Azahar MBM, 2008, LECT NOTES COMPUT SC, V5093, P573
  • [5] Basori A.H., 2008, Proceedings of the 7th ACM SIGGRAPH international Conference on Virtual-Reality Continuum and Its Applications in industry (Singapore, December 08 - 09, P1, DOI DOI 10.1145/1477862.1477910
  • [6] A geoscience perspective on immersive 3D gridded data visualization
    Billen, Magali I.
    Kreylos, Oliver
    Hamann, Bernd
    Jadamec, Margarete A.
    Kellogg, Louise H.
    Staadt, Oliver
    Sumner, Dawn Y.
    [J]. COMPUTERS & GEOSCIENCES, 2008, 34 (09) : 1056 - 1072
  • [7] Cabral M. C., P 2005 ACM LATIN AM
  • [8] Cline M.S., 2005, POWER MADNESS IMMORT
  • [9] Dascal J., 2017, VIRTUAL REALITY MED
  • [10] Unreal tournament for immersive interactive theater
    Jacobson, Jeffrey
    Hwang, Zimmy
    [J]. 2002, Association for Computing Machinery (45)