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Issue No.05 - September/October (2008 vol.28)
pp: 10-15
Joseph J. LaViola Jr. , University of Central Florida
ABSTRACT
This article examines why innovations such as the Sony EyeToy and Nintendo Wii have been so successful and discusses the research opportunities presented by the latest commercial push for spatial 3D interaction in games.
INDEX TERMS
virtual reality, 3D user interfaces, video games, computer graphics, video arcades, console games
CITATION
Joseph J. LaViola Jr., "Bringing VR and Spatial 3D Interaction to the Masses through Video Games", IEEE Computer Graphics and Applications, vol.28, no. 5, pp. 10-15, September/October 2008, doi:10.1109/MCG.2008.92
REFERENCES
1. B. Sherman and A. Craig, Understanding Virtual Reality, Morgan Kaufmann, 2003.
2. D. Bowman et al., 3D User Interfaces: Theory and Practice, Addison-Wesley, 2004.
3. M. Katzourin et al., "SwordPlay: Innovating Game Development through VR," IEEE Computer Graphics and Applications, vol. 26, no. 6, 2006, pp. 15–19.
4. E. Kruijff et al., "3D User Interfaces: From Lab to Living Room," Course 17, presented at 2008 SIGCHI Conf. Human Factors in Computing Systems (CHI 08), 2008, www.3dui.org.
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