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» Behaviour, realism and immersion in games
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ACMACE
2005
ACM
13 years 11 months ago
The CaveUT system: immersive entertainment based on a game engine
We describe the development of the CaveUT system, which is a software supporting immersive virtual reality installations based on the Unreal Tournament game engine. CaveUT impleme...
Jeffrey Jacobson, Marc Le Renard, Jean-Luc Lugrin,...
CHI
2008
ACM
14 years 5 months ago
Stirring up experience through movement in game play: effects on engagement and social behaviour
The recent development of controllers designed around natural body movements has altered the nature of gaming and contributed towards it being marketed as a more social activity. ...
James Le Couteur, Nadia Berthouze, Siân E. L...
MIG
2009
Springer
14 years 1 days ago
Exploiting Motion Capture to Enhance Avoidance Behaviour in Games
Abstract. Realistic simulation of interacting virtual characters is essential in computer games, training and simulation applications. The problem is very challenging since people ...
Ben J. H. van Basten, Sander E. M. Jansen, Ioannis...
VRCAI
2009
ACM
14 years 6 hour ago
Towards Virtual Reality games
Game engines of cinematic quality, broadband networking and advances in Virtual Reality (VR) technologies are setting the stage to allow players to have shared, “better-than-lif...
Andrei Sherstyuk, Dale Vincent, Anton Treskunov
TPCG
2003
IEEE
13 years 10 months ago
Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws
In games, entertainment, medical and architectural applications, the creation of populated virtual city environments has recently become widespread. In this paper we want to provi...
Céline Loscos, David Marchal, Alexandre Mey...