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VR headsets are becoming more popular as an input device for games. Recommend some conventions based on initial games or apps that are using it. Do conventions already exist? Are there aspects that are being experimented with? If you made a game, which conventions would you select and which would you make optional

Category: History Paper Type: Online Exam | Quiz | Test Reference: MLA Words: 500

            Virtual Headsets are becoming popular among in applications and one of the examples is Google Earth. Google Earth with the use of VR headset let the users experience flying around the globe like an eagle. It is not only enjoyable but also educational. Although Google Earth is just using the headset for letting users visit new places, Kingspray Graffiti uses a different approach and the experience is definitely more enhanced. The application allows users to experience how it feels like to paint on the walls. This convention of virtual reality is different from that being used in Google Earth because it only enables the user to visit places while Kingspray Graffiti allows the user to perform actions as well. If I were to develop a game then it would be about basketball that a user can play with the visual experience that Google Earth is providing and actions which can be performed in Kingspray Graffiti. These conventions are being experimented and provided in applications as well. Considering the fact that there are limited conventions, I will include these for starters to provide a better experience (Craig, Sherman and Will).

References of Gauntlet (1985 video game)

Craig, Alan B., William R. Sherman and Jeffrey D. Will. Developing virtual reality applications: Foundations of effective design. . Morgan Kaufmann, 2009.

Heterogenoustasks. wordpress. com. Standard Patterns in Choice-Based Games. 26 01 2015. <https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games/>.

Keys, Jennifer. "Running the Gauntlet: Women's Use of Emotion Management Techniques in the Abortion Experience." Symbolic Interaction 33.01 (2010): 41-70.

  

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