Game-Ready Inventory Systems for Virtual Reality
暂无分享,去创建一个
[1] Bill Bryson. The longest journey , 2003 .
[2] Frederick P. Brooks,et al. Moving objects in space: exploiting proprioception in virtual-environment interaction , 1997, SIGGRAPH.
[3] Dominique Bechmann,et al. The spin menu: a menu system for virtual environments , 2005, IEEE Proceedings. VR 2005. Virtual Reality, 2005..
[4] Dieter Kranzlmuller,et al. State of the art of virtual reality technology , 2016, 2016 IEEE Aerospace Conference.
[5] Daniel Roth,et al. Rethinking real-time strategy games for virtual reality , 2018, FDG.
[6] Clara Fernandez Vara,et al. The tribulations of adventure games: Integrating story into simulation through performance. , 2011 .
[7] Kumiko Hosaka. In the forest , 1996, SIGGRAPH '96.
[8] Andrey Krekhov,et al. Toward a Taxonomy of Inventory Systems for Virtual Reality Games , 2019, CHI PLAY.
[9] Roope Raisamo,et al. Evaluating ray casting and two gaze-based pointing techniques for object selection in virtual reality , 2018, VRST.
[10] Sven Seele,et al. Comparison of Two Inventory Design Concepts in a Collaborative Virtual Reality Serious Game , 2017, CHI PLAY.
[11] Matt Samia,et al. World of Warcraft , 2005, SIGGRAPH '05.
[12] U. Lucke,et al. Solving Issues of Interaction in VR by Choosing Suitable Selection and Manipulation Techniques , 2020 .
[13] Martin Mundt,et al. An Evaluation of Pie Menus for System Control in Virtual Reality , 2020, NordiCHI.
[14] Joseph J. LaViola,et al. An exploration of menu techniques using a 3D game input device , 2009, FDG.
[15] Telmo Zarraonandia,et al. A Comparative Study of Menus in Virtual Reality Environments , 2017, ISS.
[16] Doug A. Bowman,et al. An evaluation of techniques for grabbing and manipulating remote objects in immersive virtual environments , 1997, SI3D.