|
| This Article | ||
| ||
| Share | ||
| Bibliographic References | ||
| Add to: | ||
| | ||
| Search | ||
| ||
| ASCII Text | x | ||
| 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, November/December, 2006. | |||
| BibTex | x | ||
| @article{ 10.1109/MCG.2006.137, author = {O.C. Jenkins and J.J. LaViola and L. Quirk and D. Ignatoff and M. Katzourin}, title = {Swordplay: Innovating Game Development through VR}, journal ={IEEE Computer Graphics and Applications}, volume = {26}, number = {6}, issn = {0272-1716}, year = {2006}, pages = {15-19}, doi = {http://doi.ieeecomputersociety.org/10.1109/MCG.2006.137}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - MGZN JO - IEEE Computer Graphics and Applications TI - Swordplay: Innovating Game Development through VR IS - 6 SN - 0272-1716 SP15 EP19 EPD - 15-19 A1 - O.C. Jenkins, A1 - J.J. LaViola, A1 - L. Quirk, A1 - D. Ignatoff, A1 - M. Katzourin, PY - 2006 KW - virtual reality KW - computer games KW - graphical user interfaces KW - interactive devices KW - virtual reality KW - input device KW - 3D user interface KW - Swordplay KW - sword-fighting game KW - spell-casting game KW - game development KW - Brown University KW - interaction technique KW - virtual 3D environment KW - Virtual reality KW - Weapons KW - Navigation KW - Displays KW - Turning KW - Switches KW - Testing KW - Explosives KW - Explosions KW - Rendering (computer graphics) KW - gameplay KW - 3D user interfaces KW - virtual environments KW - computer games VL - 26 JA - IEEE Computer Graphics and Applications ER - | |||
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/MCG.2006.137
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.

