Immersive physically interactive game studio for a ball throwing game
by Jinsuk Yang; Green Bang; Kyoungsu Oh; Ilju Ko
International Journal of Computational Vision and Robotics (IJCVR), Vol. 7, No. 3, 2017

Abstract: The majority of computer games are dominated by traditional input devices, such as the game pads or keyboards, but advancements are being implemented and developed in physically interactive games, following the release of various interactive devices. To date, interactive games have been developed with a focus on low prices, which lowers immersion. In order to propose new methods of raising game immersion by incorporating the intention and motion of the players into game-play, this paper introduces new input devices and a physically interactive game. In this game, the player throws a ball, the device detects the ball, and the processed data is then reproduced in the game. The proposed method raises the realism and immersion of the game to rouse interest and concentration, further maximising the spatial experience of the player.

Online publication date: Fri, 31-Mar-2017

The full text of this article is only available to individual subscribers or to users at subscribing institutions.

 
Existing subscribers:
Go to Inderscience Online Journals to access the Full Text of this article.

Pay per view:
If you are not a subscriber and you just want to read the full contents of this article, buy online access here.

Complimentary Subscribers, Editors or Members of the Editorial Board of the International Journal of Computational Vision and Robotics (IJCVR):
Login with your Inderscience username and password:

    Username:        Password:         

Forgotten your password?


Want to subscribe?
A subscription gives you complete access to all articles in the current issue, as well as to all articles in the previous three years (where applicable). See our Orders page to subscribe.

If you still need assistance, please email subs@inderscience.com