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Issue No. 06 - November/December (2006 vol. 26)
ISSN: 0272-1716
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
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
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. , pp. 15-19, November/December 2006, doi:10.1109/MCG.2006.137
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