Modifying a game interface to take advantage of advanced I/O devices
- DOI
- 10.2991/icista.2013.26How to use a DOI?
- Keywords
- Serious Games; Advanced I/O devices; Virtual Reality
- Abstract
This paper describes the modifications required to use advanced, immersive I/O devices such as domes and Kinects in videogames (the case study includes four games). A standalone library of components has been created to allow easy adaptation of other games, with few modifications required in the game architecture. The changes include the creation of a cubemap to obtain the whole surroundings of the user in the game, and the use of post-processing GPU shaders to render this cubemap realistically in the curved surfaces. Additionally, the adaptation process of the GUI is described, and additional interaction modes using Kinects are presented.
- Copyright
- © 2013, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Rubén J. Garcia AU - Milán Magdics AU - Antonio Rodríguez AU - Mateu Sbert PY - 2013/06 DA - 2013/06 TI - Modifying a game interface to take advantage of advanced I/O devices BT - Proceedings of the 2013 International Conference on Information Science and Technology Applications (ICISTA-2013) PB - Atlantis Press SP - 128 EP - 132 SN - 1951-6851 UR - https://doi.org/10.2991/icista.2013.26 DO - 10.2991/icista.2013.26 ID - Garcia2013/06 ER -