The comparison of immersion between automatic and manual movement method in FPS VR gameFPS VR 게임에서 자동이동 및 수동이동 방식의 몰입도 비교
- Authors
- 민상현; 박상용; 이원형
- Issue Date
- Dec-2016
- Publisher
- (사)한국컴퓨터게임학회
- Keywords
- Game; Virtual reality; VR Control; Movement restrictions
- Citation
- 한국컴퓨터게임학회논문지, v.29, no.4, pp 141 - 148
- Pages
- 8
- Journal Title
- 한국컴퓨터게임학회논문지
- Volume
- 29
- Number
- 4
- Start Page
- 141
- End Page
- 148
- URI
- https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/7614
- DOI
- 10.22819/kscg.2016.29.4.017
- ISSN
- 1976-6513
- Abstract
- The purpose of this paper is investigated immersions effected by automatic movement and movement using input device in virtual reality games. We compared immersions between two versions of FPS VR game by Unity3D Engine, through questionnaire survey. The first version is FPS VR game with automatic movement system and other version is VR game with manual control movement system. And we applied representation method which generally used in arcade shooting game to VR game. In a PC or console game, a player having a higher involvement level is more immersed. However, as a result of a comparison in the VR environment, the player is less influenced by the enthusiasm through head tracking even if the player does not move by the automatic moving system. An input device that is not suitable for the environment is a big obstacle to immersing in the game. That is, automatic movement system is also suitable for VR game system within the framework of immersion. This result can be applied to other games in various genres, also can be helpful to various directing in game.
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Collections - Graduate School of Advanced Imaging Sciences, Multimedia and Film > Department of Imaging Science and Arts > 1. Journal Articles
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