The State of the Art in Virtual Reality Applied to Digital Games: A Literature Review (original) (raw)
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Cross benefits between virtual reality and games
monge.univ-mlv.fr
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.
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Virtual reality (VR) is an important technology applied in the field of visual arts and game in recent years. VR has revolutionized the field of visual arts and video games with its unique immersion, interactivity, and has significantly improved the user experience for oneself. This paper summarizes the application of VR in visual arts and video games, including VR exhibitions, VR performances, VR tourism, VR games, etc. and compares them with traditional ways. The aspects of immersion and socialization of VR game are analyzed. At the same time, the limitation of VR interactive content and the defects of VR technology are indicated, including the problems of the gameplay's deficiency, VR input and output devices. The future development direction of VR technology is prospected.
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Using virtual environments (VEs) is a safer and cost-effective alternative to executing dangerous tasks, such as training firefighters and industrial operators. Immersive virtual reality (VR) combined with game aspects have the potential to improve the user experience in the VE by increasing realism, engagement, and motivation. This article investigates the impact of VR technology on 46 immersive gamified simulations with serious purposes and classifies it towards a taxonomy. Our findings suggest that immersive VR improves simulation outcomes, such as increasing learning gain and knowledge retention and improving clinical outcomes for rehabilitation. However, it also has limitations such as motion sickness and restricted access to VR hardware. Our contributions are to provide a better understanding of the benefits and limitations of using VR in immersive simulations with serious purposes, to propose a taxonomy that classifies them, and to discuss whether methods and participants pro...
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The body of scholarly research on the subject area of Virtual Reality (VR) is rather voluminous, encompassing a myriad of academic fields. Both research and clinical applications of VR are advancing at a rapid pace. For example, in the mental health literature there are over 10,000 references on this topic. Bibliometric studies to date, regarding VR, have focused on the medical literature. Hence, it would be informative to conduct a bibliometric study, using a repository of scholarship in the field of psychology, in order to identify the major areas of contemporary interest by VR researchers. To that end, the current study focused on emerging research on the topic of VR indexed in the database PsycINFO, for years 2017-2022 inclusive. The online search directed the term 'Virtual Reality' to be noted in the title of the reference. This procedure extracted 1,371 peer-reviewed articles. Of these 33 were editorials, erratum, corrections, or comment/reply and omitted from the analysis. Thus, the final dataset for the current analysis included 1,338 articles. The author reviewed each reference to determine the main focus of the study and maintained a frequency tally across all subject categories. The most common topical areas, in rank order were: phobias (all kinds), health-related applications in practice and professional training, neurorehabilitation, theory, instruction in K-12 and higher education, coping with pain, stroke, neurophysiology, treatment of mental health disorders, and PTSD. In all, 42 topics represented areas with greater than 1% of the dataset. The most noted cautionary aspects of VR centered on the issues of cybersickness, prohibitive costs of technology-systems, limitations regarding reality transfer, and technological acceptance. Future studies should examine investigatory trends and patterns in emerging VR research.