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Design of a Full Body Tracking-Based VR Fighting Game

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Part of the book series: Lecture Notes in Electrical Engineering ((LNEE,volume 536))

Abstract

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.

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Acknowledgements

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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Correspondence to Yunsick Sung .

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Kim, H., Wu, G., Sung, Y. (2020). Design of a Full Body Tracking-Based VR Fighting Game. In: Park, J., Park, DS., Jeong, YS., Pan, Y. (eds) Advances in Computer Science and Ubiquitous Computing. CUTE CSA 2018 2018. Lecture Notes in Electrical Engineering, vol 536. Springer, Singapore. https://doi.org/10.1007/978-981-13-9341-9_43

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  • DOI: https://doi.org/10.1007/978-981-13-9341-9_43

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  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-13-9340-2

  • Online ISBN: 978-981-13-9341-9

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