Design of a Full Body Tracking-Based VR Fighting Game

  • Hoyong Kim
  • Guoqing Wu
  • Yunsick SungEmail author
Conference paper
Part of the Lecture Notes in Electrical Engineering book series (LNEE, volume 536)


With the widespread distribution of Virtual Reality (VR) devices, the number of VR users and the size of the VR contents market are steadily increasing. In response to the users’ demand, full-body tracking technologies using additional peripheral devices have been developed. Games using such technologies have begun their development as well. In order to make the games more immersive, it is imperative to develop further technologies related to full-body tracking. This paper involves the design of a VR game supporting full-body tracking. Furthermore, additional systems that are implemented in the game are also developed by designing a new submotion system. The proposed submotion system recognizes the user’s motion by dividing it into small submotions. Based on this, this paper proposes advanced damage and attacking systems. In addition to making the games more fun and immersive, the proposed system will allow for the research and development of an engine applicable to full-body tracking VR contents.


Virtual reality Fighting game Submotion 



This research was supported by the MSIT(Ministry of Science and ICT), Korea, under the National Program for Excellence in SW supervised by the IITP(Institute for Information & communications Technology Promotion)” (2016-0-00017).


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Copyright information

© Springer Nature Singapore Pte Ltd. 2020

Authors and Affiliations

  1. 1.Department of Multimedia EngineeringDongguk University-SeoulSeoulSouth Korea

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