Abstract
The paper describes the design and implementation of a novel low cost virtual rugby decision making interactive for use in a visitor centre. Original laboratory-based experimental work in decision making in rugby, using a virtual reality headset [1] is adapted for use in a public visitor centre, with consideration given to usability, costs, practicality and health and safety. Movement of professional rugby players was captured and animated within a virtually recreated stadium. Users then interact with these virtual representations via use of a low-cost sensor (Microsoft Kinect) to attempt to block them. Retaining the principles of perception and action, egocentric viewpoint, immersion, sense of presence, representative design and game design the system delivers an engaging and effective interactive to illustrate the underlying scientific principles of deceptive movement. User testing highlighted the need for usability, system robustness, fair and accurate scoring, appropriate level of difficulty and enjoyment.
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Acknowledgements
The project described was carried out on behalf of Ulster Rugby, as part of their new Nevin Spence Centre which is dedicated to Nevin Spence. Funding was provided by the Department of Culture, Art and Leisure and the Northern Ireland Executive. The project also acknowledges Image Studio, South West College, Enniskillen. The project also acknowledges the precursor work carried out by [1].
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Cummins, A., Craig, C. (2016). Design and Implementation of a Low Cost Virtual Rugby Decision Making Interactive. In: De Paolis, L., Mongelli, A. (eds) Augmented Reality, Virtual Reality, and Computer Graphics. AVR 2016. Lecture Notes in Computer Science(), vol 9768. Springer, Cham. https://doi.org/10.1007/978-3-319-40621-3_2
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DOI: https://doi.org/10.1007/978-3-319-40621-3_2
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