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Issue No.02 - March/April (2010 vol.30)
pp: 93-96,C3
Andrei Sherstyuk , Avatar Reality
Dale Vincent , University of Hawaii
Anton Treskunov , Samsung
ABSTRACT
Cinematic-quality game engines, broadband networking, and VR technology advances are converging to where players will have shared, "better than life" experiences in persistent virtual worlds. The authors propose several steps that might help this merger happen sooner. Specifically, a mechanism of natural selection among players could solve the longstanding problem of limited access to VR hardware. The authors also discuss serious applications of VR games and their social impact.
INDEX TERMS
virtual reality, computer games, computer graphics, graphics and multimedia, augmented reality, virtual worlds, natural selection, massively multiplayer virtual worlds
CITATION
Andrei Sherstyuk, Dale Vincent, Anton Treskunov, "Toward Natural Selection in Virtual Reality", IEEE Computer Graphics and Applications, vol.30, no. 2, pp. 93-96,C3, March/April 2010, doi:10.1109/MCG.2010.34
REFERENCES
1. D. Vincent et al., "Teaching Mass Casualty Triage Skills Using Immersive Three-Dimensional Virtual Reality," Academic Emergency Medicine, vol. 15, no. 11, 2008, pp. 1160–1165.
2. C.E. Hughes et al., "Mixed Reality in Education, Entertainment, and Training," IEEE Computer Graphics and Applications, vol. 25, no. 6, 2005, pp. 24–30.
3. A.D. Cheok et al., "Human Pacman: A Sensing-Based Mobile Entertainment System with Ubiquitous Computing and Tangible Interaction," Proc. Workshop Network and System Support for Games, ACM Press, 2003, pp. 106–117.
4. T. Lang, B. MacIntyre, and I.J. Zugaza, "Massively Multiplayer Online Worlds as a Platform for Augmented Reality Experiences," Proc. 2008 IEEE Conf. Virtual Reality (VR 08), IEEE CS Press, 2008, pp. 67–70.
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