This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
Swordplay: Innovating Game Development through VR
November/December 2006 (vol. 26 no. 6)
pp. 15-19
O.C. Jenkins, Brown Univ., Providence, RI
J.J. LaViola, Brown Univ., Providence, RI
L. Quirk, Brown Univ., Providence, RI
D. Ignatoff, Brown Univ., Providence, RI
M. Katzourin, Brown Univ., Providence, RI
With the movement towards 3D input devices in gaming, we explored the use of 3D user interfaces in the context of Swordplay, an immersive sword-fighting and spell-casting game aimed toward casual gamers. Developed as part of a course on "innovating game development" at Brown University, Swordplay is an attempt to determine what types of interaction techniques could be useful with natural human expression in virtual 3D environments. The result is a fun, lightning-fast game intended to push the skills and dexterity of its users, similar to the popular button-mashing games of the early 1980s

1. D. Bowman et al., 3D User Interfaces: Theory and Practice, Addison Wesley, 2004.
2. M. Mine, F.P. Brooks, and C. Sequin, "Moving Objects in Space: Exploiting Proprioception in Virtual-Environment Interaction," Proc. Siggraph, ACM Press, 1997, pp. 19–26.
3. P. Wrotek, O. Jenkins, and M. McGuire, "Dynamo: Dynamic Data-Driven Character Control with Adjustable Balance," Proc. ACM Siggraph Sandbox Video Game Symp., CD-ROM, 2006.

Index Terms:
virtual reality,computer games,graphical user interfaces,interactive devices,virtual reality,input device,3D user interface,Swordplay,sword-fighting game,spell-casting game,game development,Brown University,interaction technique,virtual 3D environment,Virtual reality,Weapons,Navigation,Displays,Turning,Switches,Testing,Explosives,Explosions,Rendering (computer graphics),gameplay,3D user interfaces,virtual environments,computer games
Citation:
O.C. Jenkins, J.J. LaViola, L. Quirk, D. Ignatoff, M. Katzourin, "Swordplay: Innovating Game Development through VR," IEEE Computer Graphics and Applications, vol. 26, no. 6, pp. 15-19, Nov.-Dec. 2006, doi:10.1109/MCG.2006.137
Usage of this product signifies your acceptance of the Terms of Use.