Level of realism for serious games
Chalmers, Alan and Debattista, Kurt (2009) Level of realism for serious games. In: 1st IEEE International Conference in Games and Virtual Worlds for Serious Applications (VS-GAMES 2009), Coventry, England, March 23-24, 2009. Published in: Proceedings of the IEEE Virtual Worlds for Serious Applications pp. 225-232.Full text not available from this repository.
Official URL: http://dx.doi.org/10.1109/VS-GAMES.2009.43
Serious games are playing an increasingly important role for training people about real world situations. A key concern is thus the level of realism that the game requires in order to have an accurate match of what the user can expect in the real world with what they perceive in the virtual one. Failure to achieve the right level of realism runs the real risk that the user may adopt a different reaction strategy in the virtual world than would be desired in reality.
High-fidelity, physically based rendering has the potential to deliver the same perceptual quality of an image as if you were "there" in the real world scene being portrayed. However, our perception of an environment is not only what we see, but may be significantly influenced by other sensory input, including sound, smell, touch, and even taste. Computation and delivery of all sensory stimuli at interactive rates is a computationally complex problem. To achieve true physical accuracy for each of the senses individually for any complex scene in real-time is simply beyond the ability of current standard desktop computers. This paper discusses how human perception, and in particular any crossmodal effects in multi-sensory perception, can be exploited to selectively deliver high-fidelity virtual environments for serious games on current hardware. Selective delivery enables those parts of a scene which the user is attending to, to be computed in high quality. The remainder of the scene is delivered in lower quality, at a significantly reduced computation cost, without the user being aware of this quality difference.
|Item Type:||Conference Item (Paper)|
|Subjects:||Q Science > QA Mathematics > QA76 Electronic computers. Computer science. Computer software
T Technology > TK Electrical engineering. Electronics Nuclear engineering
|Divisions:||Faculty of Science > WMG (Formerly the Warwick Manufacturing Group)|
|Journal or Publication Title:||Proceedings of the IEEE Virtual Worlds for Serious Applications|
|Publisher:||IEEE Computer Society|
|Editor:||RebolledoMendez, G and Liarokapis, F and DeFreitas, S|
|Number of Pages:||8|
|Page Range:||pp. 225-232|
|Access rights to Published version:||Restricted or Subscription Access|
|Conference Paper Type:||Paper|
|Title of Event:||1st IEEE International Conference in Games and Virtual Worlds for Serious Applications (VS-GAMES 2009)|
|Type of Event:||Conference|
|Location of Event:||Coventry, England|
|Date(s) of Event:||March 23-24, 2009|
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