A study on the effective interaction method to improve the presence in social virtual reality game
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Oh, S.H. | - |
dc.contributor.author | Whangbo, T.K. | - |
dc.date.available | 2020-02-27T12:43:20Z | - |
dc.date.created | 2020-02-12 | - |
dc.date.issued | 2018 | - |
dc.identifier.issn | 0000-0000 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/gachon/handle/2020.sw.gachon/4344 | - |
dc.description.abstract | In this study, an effective interaction method for the elements that may maximize inter-user presence in social VR game that plays a role of social relation extension space is intended to be suggested. Relevant research on presence, immersion, interaction, social VR game required for this method including particularly effective player movement based on function of controller and HMD that is a system of connecting reality with virtual environment, haptic and correlation with audio will be progressed. © 2017 IEEE. | - |
dc.language | 영어 | - |
dc.language.iso | en | - |
dc.publisher | Institute of Electrical and Electronics Engineers Inc. | - |
dc.relation.isPartOf | Proceedings of the 2017 4th International Conference on Computer Applications and Information Processing Technology, CAIPT 2017 | - |
dc.subject | Computer science | - |
dc.subject | Computers | - |
dc.subject | Human computer interaction | - |
dc.subject | Effective interactions | - |
dc.subject | Extension spaces | - |
dc.subject | Interaction | - |
dc.subject | Movement-based | - |
dc.subject | Presence | - |
dc.subject | Social relations | - |
dc.subject | User experience | - |
dc.subject | VR games | - |
dc.subject | Virtual reality | - |
dc.title | A study on the effective interaction method to improve the presence in social virtual reality game | - |
dc.type | Article | - |
dc.type.rims | ART | - |
dc.description.journalClass | 1 | - |
dc.identifier.doi | 10.1109/CAIPT.2017.8320715 | - |
dc.identifier.bibliographicCitation | Proceedings of the 2017 4th International Conference on Computer Applications and Information Processing Technology, CAIPT 2017, v.2018-January, pp.1 - 2 | - |
dc.identifier.scopusid | 2-s2.0-85048196728 | - |
dc.citation.endPage | 2 | - |
dc.citation.startPage | 1 | - |
dc.citation.title | Proceedings of the 2017 4th International Conference on Computer Applications and Information Processing Technology, CAIPT 2017 | - |
dc.citation.volume | 2018-January | - |
dc.contributor.affiliatedAuthor | Oh, S.H. | - |
dc.contributor.affiliatedAuthor | Whangbo, T.K. | - |
dc.type.docType | Conference Paper | - |
dc.subject.keywordAuthor | HCI | - |
dc.subject.keywordAuthor | Interaction | - |
dc.subject.keywordAuthor | Presence | - |
dc.subject.keywordAuthor | Social VR game | - |
dc.subject.keywordAuthor | User Experience | - |
dc.subject.keywordAuthor | Virtual Reality | - |
dc.subject.keywordPlus | Computer science | - |
dc.subject.keywordPlus | Computers | - |
dc.subject.keywordPlus | Human computer interaction | - |
dc.subject.keywordPlus | Effective interactions | - |
dc.subject.keywordPlus | Extension spaces | - |
dc.subject.keywordPlus | Interaction | - |
dc.subject.keywordPlus | Movement-based | - |
dc.subject.keywordPlus | Presence | - |
dc.subject.keywordPlus | Social relations | - |
dc.subject.keywordPlus | User experience | - |
dc.subject.keywordPlus | VR games | - |
dc.subject.keywordPlus | Virtual reality | - |
dc.description.journalRegisteredClass | scopus | - |
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