TY - GEN
T1 - Paralympic VR game immersive game using virtual reality and video
AU - Macedo, Raquel
AU - Romão, Teresa
AU - Correia, Nuno
N1 - Sem PDF conforme despacho.
PY - 2019/5/2
Y1 - 2019/5/2
N2 - In the last few years, the interest in virtual reality has been increasing partially due to the emergence of cheaper and more accessible hardware, and the increase in content available. One of the possible applications for virtual reality is to lead people into seeing situations from a different perspective, which can help change beliefs. The work reported in this paper uses virtual reality to help people better understand paralympic sports by allowing them to experience the sports' world from the athletes' perspective. For the creation of the virtual environment, both computer-generated elements and 360 video are used. This work focused on wheelchair basketball, and a simulator of this sport was created resorting to the use of a game engine (Unity 3D). For the development of this simulator, computer-generated elements were built, and the interaction with them implemented. User studies were conducted to evaluate the sense of presence, motion sickness and usability of the system developed. The results were positive although there are still some aspects that should be improved.
AB - In the last few years, the interest in virtual reality has been increasing partially due to the emergence of cheaper and more accessible hardware, and the increase in content available. One of the possible applications for virtual reality is to lead people into seeing situations from a different perspective, which can help change beliefs. The work reported in this paper uses virtual reality to help people better understand paralympic sports by allowing them to experience the sports' world from the athletes' perspective. For the creation of the virtual environment, both computer-generated elements and 360 video are used. This work focused on wheelchair basketball, and a simulator of this sport was created resorting to the use of a game engine (Unity 3D). For the development of this simulator, computer-generated elements were built, and the interaction with them implemented. User studies were conducted to evaluate the sense of presence, motion sickness and usability of the system developed. The results were positive although there are still some aspects that should be improved.
KW - 360 Video
KW - Computer Graphics
KW - Paralympic Sports
KW - Simulator
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=85067279808&partnerID=8YFLogxK
U2 - 10.1145/3290607.3312938
DO - 10.1145/3290607.3312938
M3 - Conference contribution
AN - SCOPUS:85067279808
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI EA '19 Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
T2 - 2019 CHI Conference on Human Factors in Computing Systems, CHI EA 2019
Y2 - 4 May 2019 through 9 May 2019
ER -