This article presents a virtual reality installation similar to a CAVE based system but less expensive and easily transportable. Like any virtual reality system else, our installation aims to immerse a user in a virtual environment. Hence, we especially focus on the userpsilas feeling of presence which means the user should be able to feel the presence of the virtual objects and his self-presence in the virtual environment. Thus, the installation must conform to the next four conditions: an immersive environment, interactions, to keep the coherence between the perception of the virtual world and the interactions and to propose an experience which generates emotions.
In one hand, video games are dedicated to entertainment.In recent years, the emerging of consumers hardware dedicated to games induced great progress for realism and gameplay.Graphics rendering and physical engines, digital surround sound and new interaction interfaces are examples of areas which have benefited of these last improvements and widely contribute to the gaming experience.In another hand, virtual reality focus on user's presence which is its indubitable feeling of belonging to the virtual environment.As this goal is very hard to reach, studies have to focus on human through several research directions like immersion (3D vision, sound spatialization, haptic devices) and interaction which has to be as natural and non intrusive as possible.Recent researches on intersensoriality possibilities, metaphorical interactions or brain computer interfaces are examples of what would be achieved in immersion and interaction.At this point, we can argue that virtual reality can be a provider of new methods and resources for games.Unfortunately virtual reality room are expensive and difficult to deploy, what is probably the main reasons why virtual reality is still a laboratory experiment or confined to industrial simulator.Here is our double contribution : to combine video games and virtual reality through two different virtual reality game solutions and to design them with consumer grade components.This paper first presents a survey of both current video game evolutions and virtual reality researches.We will also give some examples of cross-benefits between video games and virtual reality.To illustrate this last point we will describe two virtual reality applications created by our research team and dedicated to gaming.Finally, as a prospective talk we will deal with three points : some recent virtual reality systems supposedly applicable to home gaming, some good points from DG that VR developers should incorporate in VR systems and last point, some lines of enquiry so that the union between VR and DG be at last consummate.
This article presents a virtual reality installation similar to a CAVE based system but less expensive and easily transportable. Like any virtual reality system else, our installation aims to immerse a user in a virtual environment. Hence, we especially focus on the userpsilas feeling of presence which means the user should be able to feel the presence of the virtual objects and his self-presence in the virtual environment. Thus, the installation must conform to the next four conditions: an immersive environment, interactions, to keep the coherence between the perception of the virtual world and the interactions and to propose an experience which generates emotions.
This paper introduces an interface and architecture of a method for personality typing through analyzing intentions. The game records some features during the interaction with players in order to correlate their choices with their gestures, such as mouse tracking, and eye movement etc. Through a 3D interactive video game interface, we are combining an approach using neural networks systems and the Enneagram theory of personality to produce a machine learning engine that is capable of extracting some specific traits of intentionality of the user after one session of playing the game. We conclude by reporting the results of this engine and its internal structure and discuss some theoretical and practical challenges.
This article presents the approach we followed for the creation of our virtual reality room, both from the hardware point of view and the software one.Our main goal, to build a virtual reality room as cheap as possible and easily transportable, was constrained by our knowledge of the mechanisms of human perception. Like any virtual reality system, our room aims to immerse the user in a place where he will be able to feel the presence of the virtual objects and his self-presence in the virtual environment. To recreate this dual feeling of presence we use the less intrusive as possible sensory interfaces and the most natural and intuitive motor interfaces.We achieve this goal by diverting the user's attention to the application itself We present applications in various fields : art, games and archaeology.
This paper proposes a framework of an interface that is capable of detecting and classifying human intentions and personality types. The framework relies on a conventional set of multimodal components, namely an eye-tracking system, a mouse and a keyboard, where a large number of real time data analysis will take place, in order to detect behavioral patterns. The system gradually learns from the players and builds a collection of patterns of actions. The personalities of the players are detected through ontological comparisons of known personality types with the newly discovered patterns of actions. We further layout the ground of our initial assumption - appearing in other publications, that the sub-conscious controls the eyes movements during the game, on those elements or words that are related to the fears and desire, i.e., the personality of the player.
Une application destinée à la réalité virtuelle nécessite de respecter un certain nombre de critères fondamentaux nécessaires à l’immersion de l’utilisateur dans un univers virtuel. Ces contraintes sont l’immersion, l’interaction, le respect du temps de réaction du système et l’intérêt. Dans le cadre d’une application ludique destinée à notre salle de réalité virtuelle et nommée JIM 3D, nous avons essayé de mettre en œuvre ces différents aspects. Pour l’immersion, nous utilisons une solution de panoramiques stéréos, couplés à une restitution sonore spatialisée. Les interactions sont “temps réel” et exploitent des interfaces intuitives et non intrusives. Enfin l’application ludique, mais fondée sur un scenario interchangeable, assure un interêt perpétuellement renouvelé.
This article presents the approach we followed for the creation of our virtual reality room, both from the hardware point of view and the software one. Our main goal to build a virtual reality room as cheap as possible and easily transportable was constrained by our knowledge of the mechanisms of human preception. Like any virtual reality system, our room aims to immerse the user in a place where he will be able to feel the presence of the virtual objects and his self-presence in the virtual environment. To recreate this dual feeling of presence we use the less intrusive as possible sensory interfaces and the most natural and intuitive motor interfaces. We achieve this goal by diverting the user’s attention to the application itself. We present applications in various fields : art, games and archaeology.