Özet
This paper investigates the effects of controllers on virtual reality experiences and the feeling of presence associated with it. Virtual Reality (VR) technologies are in development since 1950s and they have been used for military and research purposes before. However, recent technological advances enabled VR to become a consumer product and more developers joined the market. Oculus Touch is one of the new devices developed for the new VR era and we focused on this input device in terms of its usability and possible contribution to a sense of presence. Oculus Touch and a classic gamepad have been compared in both usability and their effects on gameplay using a mixed methodology via questionnaires and semi-structured interviews. In conclusion, usability of Oculus Touch has been superior but this superiority does not affect the players' experience of the game in terms of presence, which also brings the question whether presence questionnaires designed in the 90s are still capable of measuring it in the new era or not.
Orijinal dil | İngilizce |
---|---|
Ana bilgisayar yayını başlığı | Contemporary Topics in Computer Graphics and Games |
Yayınlayan | Peter Lang Publishing Group |
Sayfalar | 17-28 |
Sayfa sayısı | 12 |
ISBN (Elektronik) | 9783631805220 |
ISBN (Basılı) | 9783631802120 |
Yayın durumu | Yayınlanan - 1 Oca 2019 |
Harici olarak yayınlandı | Evet |