Virtual Reality 3rd person camera behavior modes

Conference paper


Wiedemann, D., Passmore, P. and Moar, M. 2016. Virtual Reality 3rd person camera behavior modes. GAME-ON'2016: 17th International Conference on Intelligent Games and Simulation. Lisbon, Portugal 13 - 15 Sep 2016 EUROSIS. pp. 57-64
TypeConference paper
TitleVirtual Reality 3rd person camera behavior modes
AuthorsWiedemann, D., Passmore, P. and Moar, M.
Abstract

We describe and evaluate five different level design independent modes of handling camera behavior in the 3rd person game LizzE – And the Light of Dreams in Virtual Reality. The behavior of the different modes will each be illustrated in detail. To evaluate the modes A: Fast circling, B: Lazy Circling, C: No Circling, D: Blink circling and E: Buffered pulling, an experimental study with 33 subjects was conducted. An analysis of the resulting data will show why Buffered pulling seems to be the most promising of the examined modes. We elaborate on the quantitative and qualitative hybrid experiment design and methodology. Eventually the advantages and disadvantages of the five tested modes are discussed in terms of supporting the gameplay, player enjoyment, in game performance and the tendency to induce nausea.

ConferenceGAME-ON'2016: 17th International Conference on Intelligent Games and Simulation
Page range57-64
ISBN
Hardcover9789077381946
PublisherEUROSIS
Publication dates
Print06 Sep 2016
Publication process dates
Deposited01 Oct 2018
Accepted05 Aug 2016
Output statusPublished
Accepted author manuscript
Copyright Statement

Accepted manuscript reproduced here with permission of EUROSIS . The final published version is published by EUROSIS in the conference proceedings GAME-ON'2016, ISBN 978-90-77381-94-6

Web address (URL)https://www.eurosis.org/cms/?q=taxonomy/term/58#GAMEON
LanguageEnglish
Book title17th International Conference on Intelligent Games and Simulation
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