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Chapter

Making It Real

Chapter

Making It Real

DOI link for Making It Real

Making It Real book

Making It Real

DOI link for Making It Real

Making It Real book

ByAndre Pong, Justin Ng
BookThe Digital Gaming Handbook

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Edition 1st Edition
First Published 2020
Imprint CRC Press
Pages 10
eBook ISBN 9780429274596

ABSTRACT

The idea and term of virtual reality (VR) has existed for many decades already with Nintendo being the ‘first to market’ and also to failure with a consumer-level game device called the Virtual Boy. The critical aspect of the VR experience is the way we interact with the virtual world. Our various limbs’ change in positions and orientations are tracked and translated into the virtual world via headsets and controllers. VR is great at transporting us into a different world. And moving around the world also feels really good, as long as game developers are doing it with their own two feet. Artificial movement, however, creates quite a bit of dissonance. While users of VR are usually able to simply turn the heads and body to look around, they are often discouraged by the possibility of getting the headset cables tangled, or are limited by frontal sensor setups like PSVR and Oculus Rift.

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