TY - GEN
T1 - Design and Implementation of a Low Cost Virtual Rugby Decision Making Interactive
AU - Cummins, Alan
AU - Craig, Cathy
PY - 2016/6/11
Y1 - 2016/6/11
N2 - The paper describes the design and implementation of a novel low cost virtual rugby decision making interactive for use in a visitor centre. Original laboratory-based experimental work in decision making in rugby, using a virtual reality headset [1] is adapted for use in a public visitor centre, with consideration given to usability, costs, practicality and health and safety. Movement of professional rugby players was captured and animated within a virtually recreated stadium. Users then interact with these virtual representations via use of a lowcost sensor (Microsoft Kinect) to attempt to block them. Retaining the principles of perception and action, egocentric viewpoint, immersion, sense of presence, representative design and game design the system delivers an engaging and effective interactive to illustrate the underlying scientific principles of deceptive movement. User testing highlighted the need for usability, system robustness, fair and accurate scoring, appropriate level of difficulty and enjoyment.
AB - The paper describes the design and implementation of a novel low cost virtual rugby decision making interactive for use in a visitor centre. Original laboratory-based experimental work in decision making in rugby, using a virtual reality headset [1] is adapted for use in a public visitor centre, with consideration given to usability, costs, practicality and health and safety. Movement of professional rugby players was captured and animated within a virtually recreated stadium. Users then interact with these virtual representations via use of a lowcost sensor (Microsoft Kinect) to attempt to block them. Retaining the principles of perception and action, egocentric viewpoint, immersion, sense of presence, representative design and game design the system delivers an engaging and effective interactive to illustrate the underlying scientific principles of deceptive movement. User testing highlighted the need for usability, system robustness, fair and accurate scoring, appropriate level of difficulty and enjoyment.
KW - Game design
KW - HCI
KW - Interactive
KW - Perception and action
KW - Sport
UR - http://www.scopus.com/inward/record.url?scp=84976643178&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-40621-3_2
DO - 10.1007/978-3-319-40621-3_2
M3 - Conference contribution
AN - SCOPUS:84976643178
SN - 9783319406206
VL - 9768
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 16
EP - 32
BT - Augmented Reality, Virtual Reality and cComputer Graphics: Third International Conference, AVR 2016, Lecce, Italy, June 15-18, 2016. Proceedings, Part I
PB - Springer Verlag
T2 - 3rd International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2016
Y2 - 15 June 2016 through 18 June 2016
ER -