Immersive training games for smartphone-based head mounted displays

Perry Hoberman, David M. Krum, Evan A. Suma, Mark Bolas

Research output: Chapter in Book/Report/Conference proceedingConference contribution

13 Scopus citations

Abstract

Thin computing clients, such as smartphones and tablets, have exhibited recent growth in display resolutions, processing power, and graphical rendering speeds. In this poster, we show how we leveraged these trends to create virtual reality (VR) training games which run entirely on a commodity mobile computing platform. This platform consists of a commercial off-the-shelf game engine, commodity smartphones, and mass produced optics. The games utilize the strengths of this platform to provide immersive features like 360 degree photo panoramas and interactive 3D virtual scenes. By sharing information about building such applications, we hope to enable others to develop new types of mobile VR applications. In particular, we feel this system is ideally suited for casual "pick up and use" VR applications for collaborative classroom learning, design reviews, and other multi-user immersive experiences.

Original languageEnglish (US)
Title of host publicationIEEE Virtual Reality Conference 2012, VR 2012 - Proceedings
Pages151-152
Number of pages2
DOIs
StatePublished - May 14 2012
Externally publishedYes
Event19th IEEE Virtual Reality Conference, VR 2012 - Costa Mesa, CA, United States
Duration: Mar 4 2012Mar 8 2012

Publication series

NameProceedings - IEEE Virtual Reality

Other

Other19th IEEE Virtual Reality Conference, VR 2012
CountryUnited States
CityCosta Mesa, CA
Period3/4/123/8/12

Keywords

  • B.4.2 [Input/Output and Data Communications]: Input/Output Devices - Image display
  • H.5.1 [Information Interfaces and Presentation (I.7)]: Multimedia Information Systems - Artificial, augmented, and virtual realities

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