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Culture and Computer Science – Physical and Virtual Spaces.
- Source :
- I-com; Apr2022, Vol. 21 Issue 1, p3-5, 3p
- Publication Year :
- 2022
-
Abstract
- Until today, a common understanding of technology is still shaped by the industrialisation as a progress that facilitates our everyday life, making it more predictable, interesting and diverse too. They demonstrate their research results in an social VR game and support self-embodiment for non-HMD users. The authors of the paper "Supporting Self-Embodiment for Non-HMD Users in Asymmetric Social VR Games" discuss the feasibility of supporting Self-Embodiment in an asymmetric VR interaction mode. [Extracted from the article]
Details
- Language :
- English
- ISSN :
- 1618162X
- Volume :
- 21
- Issue :
- 1
- Database :
- Complementary Index
- Journal :
- I-com
- Publication Type :
- Academic Journal
- Accession number :
- 156053267
- Full Text :
- https://doi.org/10.1515/icom-2022-0017