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Design of a Full Body Tracking-Based VR Fighting Game

Authors
Kim, H.Wu, G.Sung, Y.
Issue Date
2020
Publisher
Springer
Keywords
Fighting game; Submotion; Virtual reality
Citation
Lecture Notes in Electrical Engineering, v.536 LNEE, pp 253 - 258
Pages
6
Indexed
SCOPUS
Journal Title
Lecture Notes in Electrical Engineering
Volume
536 LNEE
Start Page
253
End Page
258
URI
https://scholarworks.dongguk.edu/handle/sw.dongguk/7087
DOI
10.1007/978-981-13-9341-9_43
ISSN
1876-1100
1876-1119
Abstract
With the widespread distribution of Virtual Reality (VR) devices, the number of VR users and the size of the VR contents market are steadily increasing. In response to the users’ demand, full-body tracking technologies using additional peripheral devices have been developed. Games using such technologies have begun their development as well. In order to make the games more immersive, it is imperative to develop further technologies related to full-body tracking. This paper involves the design of a VR game supporting full-body tracking. Furthermore, additional systems that are implemented in the game are also developed by designing a new submotion system. The proposed submotion system recognizes the user’s motion by dividing it into small submotions. Based on this, this paper proposes advanced damage and attacking systems. In addition to making the games more fun and immersive, the proposed system will allow for the research and development of an engine applicable to full-body tracking VR contents. © 2020, Springer Nature Singapore Pte Ltd.
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