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Techniques on Multiplatform Movement and Interaction Systems in a Virtual Reality Context for Games

Techniques on Multiplatform Movement and Interaction Systems in a Virtual Reality Context for Games

Konstantinos Ntokos
Copyright: © 2019 |Pages: 18
ISBN13: 9781522559122|ISBN10: 1522559124|ISBN13 Softcover: 9781522593201|EISBN13: 9781522559139
DOI: 10.4018/978-1-5225-5912-2.ch009
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MLA

Ntokos, Konstantinos. "Techniques on Multiplatform Movement and Interaction Systems in a Virtual Reality Context for Games." Cases on Immersive Virtual Reality Techniques, edited by Kenneth C.C. Yang, IGI Global, 2019, pp. 199-216. https://doi.org/10.4018/978-1-5225-5912-2.ch009

APA

Ntokos, K. (2019). Techniques on Multiplatform Movement and Interaction Systems in a Virtual Reality Context for Games. In K. Yang (Ed.), Cases on Immersive Virtual Reality Techniques (pp. 199-216). IGI Global. https://doi.org/10.4018/978-1-5225-5912-2.ch009

Chicago

Ntokos, Konstantinos. "Techniques on Multiplatform Movement and Interaction Systems in a Virtual Reality Context for Games." In Cases on Immersive Virtual Reality Techniques, edited by Kenneth C.C. Yang, 199-216. Hershey, PA: IGI Global, 2019. https://doi.org/10.4018/978-1-5225-5912-2.ch009

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Abstract

When a student works on a VR game design project, the input scheme is often bypassed because it is considered to be one of the easiest things to implement. But should design affect the inputs, or the other way around? The author attempts to solve this with the creation of a unified communication tool among students, academics, and developers. This proposed tool will define which movement and/or interaction technique is best suited, depending on the following factors: platform, constraints, context, physique, space, immersion, and user experience. The game design framework will be described, discussed, and presented in a table format to address all of the above when working on VR games. This chapter will also include a section that will define what the player can do and how.

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