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Contemporary Topics in Computer Graphics and Games

Selected Papers from the Eurasia Graphics Conference Series

Edited By Veysi İşler, Haşmet Gürçay, Hasan Kemal Süher and Güven Çatak

This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games.

The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.

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1. Controllers in VR Game User Experience: Perceived User Performance on a VR Puzzle Game


1.   Controllers in VR Game User Experience: Perceived User Performance on a VR Puzzle Game

Mehmet Ilker Berkman

Visual Communication Design Department Bahcesehir University Istanbul, Turkey

Barbaros Bostan

Game Design Department Bahcesehir University Istanbul, Turkey

Berk Yalcin

Game Design Department Bahcesehir University Istanbul, Turkey

Abstract—This paper investigates the effects of controllers on virtual reality experiences and the feeling of presence associated with it. Virtual Reality (VR) technologies are in development since 1950s and they have been used for military and research purposes before. However, recent technological advances enabled VR to become a consumer product and more developers joined the market. Oculus Touch is one of the new devices developed for the new VR era and we focused on this input device in terms of its usability and possible contribution to a sense of presence. Oculus Touch and a classic gamepad have been compared in both usability and their effects on gameplay using a mixed methodology via questionnaires and semi-structured interviews. In conclusion, usability of Oculus Touch has been superior but this superiority does not affect the players’ experience of the game in terms of presence, which also brings the question whether presence questionnaires designed in the 90s are still capable of measuring it in the new era or not.

Keywords— virtual reality; controllers; presence; immersion; usability

I. Introduction

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