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Swordplay: Innovating Game Development through VR
November/December 2006 (vol. 26 no. 6)
pp. 15-19
Michael Katzourin, Brown University
Daniel Ignatoff, Brown University
Lincoln Quirk, Brown University
Joseph J. LaViola Jr., Brown University
Odest Chadwicke Jenkins, Brown University
Swordplay is an immersive sword-fighting and spell-casting game aimed toward casual gamers. Swordplay is an attempt to determine what types of interaction techniques could be useful with natural human expression in 3D gaming environments. This article describes Swordplay's user interface and discuss preliminary feedback from users.

1. 15 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:
3D user interfaces, virtual environments, computer games, gameplay
Citation:
Michael Katzourin, Daniel Ignatoff, Lincoln Quirk, Joseph J. LaViola Jr., Odest Chadwicke Jenkins, "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
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