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Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | Chenghao Wang | - |
| dc.contributor.author | 정진헌 | - |
| dc.date.accessioned | 2024-08-08T08:01:32Z | - |
| dc.date.available | 2024-08-08T08:01:32Z | - |
| dc.date.issued | 2023-05 | - |
| dc.identifier.issn | 2288-4920 | - |
| dc.identifier.issn | 2288-4939 | - |
| dc.identifier.uri | https://scholarworks.dongguk.edu/handle/sw.dongguk/20176 | - |
| dc.description.abstract | With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals. | - |
| dc.format.extent | 6 | - |
| dc.language | 영어 | - |
| dc.language.iso | ENG | - |
| dc.publisher | 한국인터넷방송통신학회 | - |
| dc.title | Researching Visual Immersion Elements in VR Game <Half-Life: Alyx> | - |
| dc.title.alternative | Researching Visual Immersion Elements in VR Game <Half-Life: Alyx> | - |
| dc.type | Article | - |
| dc.publisher.location | 대한민국 | - |
| dc.identifier.doi | 10.7236/IJIBC.2023.15.2.181 | - |
| dc.identifier.bibliographicCitation | The International Journal of Internet, Broadcasting and Communication, v.15, no.2, pp 181 - 186 | - |
| dc.citation.title | The International Journal of Internet, Broadcasting and Communication | - |
| dc.citation.volume | 15 | - |
| dc.citation.number | 2 | - |
| dc.citation.startPage | 181 | - |
| dc.citation.endPage | 186 | - |
| dc.identifier.kciid | ART002964522 | - |
| dc.description.isOpenAccess | N | - |
| dc.description.journalRegisteredClass | kci | - |
| dc.subject.keywordAuthor | Virtual reality | - |
| dc.subject.keywordAuthor | visual immersion | - |
| dc.subject.keywordAuthor | game | - |
| dc.subject.keywordAuthor | color | - |
| dc.subject.keywordAuthor | texture mapping | - |
| dc.subject.keywordAuthor | lighting | - |
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