VRception

Lead Author Major

Computer Science

Format

SOECS Senior Project Demonstration

Faculty Mentor Name

Michael Doherty

Faculty Mentor Department

Computer Science

Abstract/Artist Statement

VRCeption is a video game experience designed to ease users into virtual reality using the Oculus Rift headset. The goal is to hopefully provide an engaging yet simple glimpse into the new world of virtual reality. Utilizing Unreal Engine 4, VRception offers two different scenarios each with unique gameplay goals and settings. The first scenario is a first person 3D exploration scene where the player is required to find and discover keys to progress through various levels. Using Unreal Engine’s unique lightning system, this scenario will require the user to use real world movements to deal with problems presented through perspective and gameplay mechanics in order to succeed. The second scenario is a claw machine game which puts the player in the perspective of the claw itself. Using precise movements of their head, the player will be able to physically crane and dip their head in order to control the claw.

Location

School of Engineering & Computer Science

Start Date

2-5-2015 2:30 PM

End Date

2-5-2015 4:30 PM

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May 2nd, 2:30 PM May 2nd, 4:30 PM

VRception

School of Engineering & Computer Science

VRCeption is a video game experience designed to ease users into virtual reality using the Oculus Rift headset. The goal is to hopefully provide an engaging yet simple glimpse into the new world of virtual reality. Utilizing Unreal Engine 4, VRception offers two different scenarios each with unique gameplay goals and settings. The first scenario is a first person 3D exploration scene where the player is required to find and discover keys to progress through various levels. Using Unreal Engine’s unique lightning system, this scenario will require the user to use real world movements to deal with problems presented through perspective and gameplay mechanics in order to succeed. The second scenario is a claw machine game which puts the player in the perspective of the claw itself. Using precise movements of their head, the player will be able to physically crane and dip their head in order to control the claw.