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abstract

Alaska Steve: Using Virtual Reality to Enhance a 2D Platforming Game

Published:05 October 2015Publication History

ABSTRACT

Traditional virtual reality games foster immersion by giving the player a first-person perspective of a three-dimensional world. Alaska Steve: Bite Frost Back takes a different approach by using the Oculus Rift's orientation tracking as a core game mechanic for 2D platforming. The use of virtual reality allows the player to maintain context while navigating and manipulating the large two-dimensional game world as the main character travels through it. The game's obstacles complement the use of virtual reality by requiring the player to quickly scan the game world independently of the main character.

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References

  1. A. Craig and W. Sherman. (2002) Understanding Virtual Reality: Interface, Application, and Design. Morgan Kaufmann, San Francisco, CA, USA. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. K. Graft, 8 key VR takeaways from a chat with Oculus' CEO. Retrieved August 6, 2015 from http://www.gamasutra.com/view/news/247607/8_ke y_VR_takeaways_from_a_chat_with_Oculus_CEO.ph p#.VZrNirK4Nis.twitter.Google ScholarGoogle Scholar

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  1. Alaska Steve: Using Virtual Reality to Enhance a 2D Platforming Game

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    • Published in

      cover image ACM Conferences
      CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
      October 2015
      852 pages
      ISBN:9781450334662
      DOI:10.1145/2793107

      Copyright © 2015 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 5 October 2015

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      • abstract

      Acceptance Rates

      CHI PLAY '15 Paper Acceptance Rate40of144submissions,28%Overall Acceptance Rate421of1,386submissions,30%

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