A Low-Cost Camera-Based Tracking Alternative for Virtual Reality

Total Page:16

File Type:pdf, Size:1020Kb

A Low-Cost Camera-Based Tracking Alternative for Virtual Reality SBC { Proceedings of SBGames 2018 | ISSN: 2179-2259 Computing Track { Full Papers Controlling First-Person Character Movement: A Low-Cost Camera-based Tracking Alternative for Virtual Reality Rodrigo F. Berriel Thiago M. Paixao˜ Ivo Nicchio, Thiago Oliveira-Santos Departamento de Informatica´ Coordenadoria de Informatica´ Departamento de Informatica´ UFES IFES UFES Vitoria,´ Brazil Serra, Brazil Vitoria,´ Brazil Email: [email protected] Email: [email protected] Email: [email protected], [email protected] Abstract—Virtual reality (VR) gaming is a billion-dollar may also be extended when aided by specific sensors and industry that aims at providing a more realistic and excit- controller devices, however these additional equipment make ing immersive experience in computer-simulated environment. the VR setup costly to ordinary games users. For the Besides hardware capabilities and high-quality 3-D graphics, the feeling of immersion is augmented by incorporating real- intended movement control application, the Oculus Rift istic player-game interactions, including the control of game headset can be empowered with a pair Oculus Touch tracked characters movements based on real/natural movements of the controllers, as in the VR game “Bullet Train” [7]. Also, player and objects. To this intent, modern VR gaming usually the game system (or other VR applications) may allow the leverages virtual reality headsets and additional devices/sensors combination at software level of interfaces from different whose costs are normally expensive for ordinary games users. In this paper, we propose a low-cost VR gaming system in manufacturers. This idea can be seen in [8], where the HMD which the smartphone is used as display and processing units, Oculus Rift head tracker is combined with the Leap Motion, and its rear camera is used as the main sensor for controlling which is used to track hand-based gestures for first person the character movements in a first-person shooter game (FPS) movement control. Oculus Rift in [9] is also combined with developed in this work. The VR game system can operate, Microsoft Kinect 2 for walk-through navigation based on on average, at 31 frames per second. Regarding the usability, 19 of 24 interviewed users evaluated the character movement body and legs tracking. For additional reference, the reader precision as good or very good, while 95.8% considered the may refer to [10]–[12]. gun movement as good or very good. Also, all the users would For cheaper VR equipment, the VR industry has been recommend the movement control system as a real-virtual heavily investing in headsets which allow coupling smart- interaction alternative for VR gaming. phones as processing and display units (e.g., Samsung Gear Keywords-Virtual reality gaming; Character movement con- VR and Google Cardboard). Nevertheless, the smartphone troller; Camera-based tracking; First-person shooter game. processing capabilities and sensors are still underused in the context of VR gaming industry. Particularly, we are I. INTRODUCTION interested in providing low-cost movement control using the Virtual reality (VR) technology provides the user an inter- smartphone built-in camera as a capture device following a active experience in a 3-D computer-generated environment similar approach to that in [13], [14]. To this intent, we and has been increasingly explored in different field of hu- developed a first-person shooter (FPS) game [9], [15] as man activities, ranging from purely entertainment purposes scenery for this investigation. to military ones. Particularly, VR is a trend towards a more Two movement control tasks are included in the scope realistic and exciting immersive gaming experience given of this work: the gun movement handling and the first the various possibilities of human-machine interactions: eye person walk-through navigation. In the context of FPS movements/gestures [1], head gestures [2], and skin contact games, a handheld controller device that resembles a real between people [3], indirect physiological inputs [4], [5] gun (e.g., pistol joystick) is important for an immersive (e.g,. heartbeat, breath), to name a few. According to the feeling experience [16] instead of relying on purely in-air openPR’s report in [6], the VR gaming market is estimated gestures. Also, the shooter character navigation in the game to achieve the quantity of US$ 14.6 billion by the end of can be mapped directly on the player movement across the 2023, which represents 30.5% of Compound Annual Growth real space. The player movements are directly translated into Rate (CAGR) for the period of 2017-2023. the same character movements, i.e., they are not required to Modern VR gaming usually leverages virtual reality head- be decoded to trigger an associated action, as in the human- sets (e.g. Oculus Rift and HTC Vive) that basically include flying metaphor [17]. a stereoscopic head-mounted display (HMD) and a stereo The proposed low-cost VR gaming system is basically sound (headphones). Additionally, VR headsets capabilities composed of four components: a VR BOX headset – one XVII SBGames { Foz do Igua¸cu{ PR { Brazil, October 29th { November 1st, 2018 418 SBC { Proceedings of SBGames 2018 | ISSN: 2179-2259 Computing Track { Full Papers Tracking Targets Detection and Tracking of Pose Mapping Targets Bluetooth Controller Custom Weapon’s Target Wall’s Target Weapon Weapon’s Body’s Bluetooth Trigger Movement Movement Custom Weapon Smartphone Processing and Sensors: Camera Accelerometer Gyroscope Headset Head-Mounted Display Head-Mounted Head’s Character’s Display Movement Movement Figure 1. Overview. The proposed system comprises four components: a headset, a smartphone, a Bluetooth controller, and tracking targets. The player can customize its own weapon by combining a Bluetooth controller with a tracking target. The smartphone attached to the headset is used as a head-mounted display. The camera of the smartphone is used to capture image wherein tracking targets are detected and tracked. The poses of the tracking targets are mapped to their virtual counterparts, enabling the control of the movements in the game. of the cheapest headsets commercially available – , a smart- all the users would recommend the movement control system phone, a Bluetooth controller, and tracking targets. All the as a real-virtual interaction alternative for VR gaming. On processing is performed in the smartphone (which is coupled average, the system can operate in 31 frames per second to the VR BOX), including the movement control handling. (using the Moto X 2). Throughout the game execution, images are captured by the In summary, the main contributions of this work are: smartphone rear camera which points forward in relation A low-cost smartphone-based VR gaming system; • to the player face. These images are processed by the A low-processing movement control scheme imple- • smartphone CPU/GPU using computer vision techniques to mented directly into the smartphone and that can be detect and track the targets (i.e., textured pattern markers applied to a variety of hand-made controllers; made of paper) placed onto the objects of interest: the wall, A first-person shooter game created as a testing • a fixed reference used to estimate the relative movement scenery; of the game character (i.e., shooter’s walk-through); and An usability investigation of the proposed implementa- • the shooter’s pistol, so that its position (i.e., location and tion. pose) can be determined for the sake of gun movement The rest of this paper is organized as follow. The pro- control. The Bluetooth controller, whose shape resembles posed gaming system, focusing on the movement control, to a pistol handle, has the button trigger function. Actually, is described in SectionII. The experimental methodology is the marker-based tracking paradigm can be easily applied present in Section III, and SectionIV discusses the obtained to hand-made controllers (e.g., car steering wheel, flight results. Concluding remarks are made in SectionV. joystick), following the Nintendo Labo’s [18] “build your own controller” philosophy. II. PROPOSED SYSTEM To evaluate the proposed movement control system, a The proposed low-cost alternative for controlling move- first-person shooter game was developed. The usability of ments in Virtual Reality (VR) games comprises four com- the system was evaluated by 24 participants using question ponents: a headset, a smartphone, a bluetooth control, and forms, and it was also analyzed the system time performance tracking targets. The headset is responsible for housing for different smartphone models. The obtained results show the smartphone, and together they are used as a head- that 19 of the interviewed users evaluated the character mounted display (HMD). The smartphone, besides being the movement precision as good or very good, while 95.8% display, is also responsible for processing both the movement considered the gun movement as good or very good. Also, control system and the game itself. The bluetooth control XVII SBGames { Foz do Igua¸cu{ PR { Brazil, October 29th { November 1st, 2018 419 SBC { Proceedings of SBGames 2018 | ISSN: 2179-2259 Computing Track { Full Papers is responsible for triggering actions, such as shooting a game. The latter are enabled by the aforementioned process gun. The tracking targets (for simplicity, we will call them of detection and tracking of the targets attached to fixed targets), patterns printed in a piece of paper, are responsible places (e.g., walls). To enable the movement of the body, a for enabling the alternative movement control system. In the pre-defined position in the virtual environment is linked to a proposed system, the sensors of the smartphone are used to given target. Once detected, this target is assumed to be static help controlling the character in the game environment. For and treated as a virtual anchor, i.e., when the player moves instance, with the help of computer vision techniques, the away from the target in one direction, this movements is built-in camera is used to detect and track the targets.
Recommended publications
  • Financial Results Briefing Global Release, April 2018
    Financial Results Briefing for Fiscal Year Ended March 2018 Thank you for making time to attend Nintendo’s financial briefing. I am Tatsumi Kimishima, President of Nintendo. Nintendo Co., Ltd. Mr. Furukawa, General Manager of the Corporate Financial Results Briefing Planning Department, has just presented our financial President and Representative Director results for this period. Tatsumi Kimishima I will now discuss our planned initiatives for the fiscal year ending March 2019. Firstly, Nintendo Labo has had the high expectation as a “very Nintendo” product since the original announcement in January this year, and as soon as it was launched, consumers have been posting photos and video of parents and children as they work together to assemble Global Release, April 2018 the cardboard pieces and then play with their completed Toy-Con, which were unimaginable in video games before. It has been on sale for only a week in Japan and the US, while sales in Europe will begin today, but the main purchasers of Nintendo Labo at launch are not the same as with typical video games, and they are mainly elementary school children and their fathers, as well as game players who like creative activities. We developed and will nurture Nintendo Labo as a product that is not constrained by the boundaries of conventional video games and can endear itself to a broader range of consumers. From the initial response, we have this solid feeling that we are off to a great start in that regard. Some Nintendo Titles Released Since the Start of the Year We began releasing Nintendo titles non-stop with the launch of Nintendo Switch, and kept the new-release buzz alive through the end of the year.
    [Show full text]
  • Video Game Archive: Nintendo 64
    Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 ​ Table of Contents…………………………………………………………………………………………. 3 ​ Table of Figures……………………………………………………………………………………………5 ​ Acknowledgements……………………………………………………………………………………….. 7 ​ Executive Summary………………………………………………………………………………………. 8 ​ 1-Introduction…………………………………………………………………………………………….. 9 ​ 2-Background………………………………………………………………………………………… . 11 ​ ​ ​ 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 ​ 2.2 - The Console and its Competitors:………………………………………………………………. 16 ​ ​ Development of the Console……………………………………………………………………...16
    [Show full text]
  • Téléprésence, Immersion Et Interactions Pour Le Reconstruction
    THÈSE Pour obtenir le grade de DOCTEUR DE L’UNIVERSITÉ DE GRENOBLE Spécialité : Mathématiques et Informatique Arrêté ministériel : 7 août 2006 Présentée par Benjamin PETIT Thèse dirigée par Edmond BOYER et codirigée par Bruno RAFFIN préparée au sein des laboratoires LJK et LIG dans l’école doctorale MSTII Téléprésence, immersion et tel-00584001, version 1 - 7 Apr 2011 tel-00584001, version 1 - 7 interaction pour la reconstruction 3D temps-réel Thèse soutenue publiquement le 21 Février 2011 devant le jury composé de : Mme. Indira, THOUVENIN Enseignant chercheur à l’Université de Technologie de Compiègne, Président Mr. Bruno, ARNALDI Professeur à l’INSA Rennes, Rapporteur Mme. Saida, BOUAKAZ Professeur à l’Université Claude Bernard Lyon 1, Rapporteur Mr. Edmond, BOYER Directeur de recherche à l’INRIA Grenoble, Membre Mr. Bruno, RAFFIN Chargé de recherche à l’INRIA Grenoble, Membre tel-00584001, version 1 - 7 Apr 2011 Remerciements Je voudrais commencer par remercier Edmond et Bruno pour avoir encadrer ma thèse. Ce fut un plaisir de travailler avec vous. Merci également aux membres de mon jury d’avoir accepté de rapporter cette thèse. Merci pour vos commentaires très constructifs. Pendant ma thèse j’ai eu l’occasion de travailler avec différentes personnes. Ces collaborations ont été très enrichissantes. Je voudrais remercier plus spécifiquement Jean-Denis qui m’a aidé à remettre sur pied la plateforme Grimage, Thomas avec qui j’ai passé de longues heures à développer les applications et démonstrations de ma thèse et enfin Hervé pour son excellent support sur la plateforme Grimage. J’aimerais remercier également Clément et Florian pour m’avoir transmis leur savoir sur la plateforme Grimage, Nicolas et Jean-François pour leur aide technique.
    [Show full text]
  • Effects of Controller-Based Locomotion on Player
    Effects of Controller-based Locomotion on Player Experience in a Virtual Reality Exploration Game Julian Frommel, Sven Sonntag, Michael Weber Institute of Media Informatics, Ulm University James-Franck Ring Ulm, Germany {firstname.lastname}@uni-ulm.de ABSTRACT 1 INTRODUCTION Entertainment and in particular gaming is currently consid- With the recent release of several consumer grade VR HMDs, ered one of the main application scenarios for virtual reality there has been growing interest in the design and development (VR). The majority of current games rely on any form of loco- of VR games. As a result, player experience research has been motion through the virtual environment while some techniques increasingly concerned with interaction in VR gaming. Games can lead to simulator sickness. Game developers are currently in general as well as VR games frequently require that the implementing a wide variety of locomotion techniques to cope player can move from one position to another. While providing with simulator sickness (e.g. teleportation). In this work we such an interaction is easy in non-VR games it can be quite implemented and evaluated four different controller-based challenging for VR games. Although locomotion is possible locomotion methods that are popular in current VR games for roomscale VR systems like the HTC Vive [12] the available (free teleport, fixpoint teleport, touchpad-based, automatic). space is too limited for the requirements of a lot of games. We conducted a user study (n = 24) in which participants Therefore, game developers employ many different approaches explored a virtual zoo with these four different controller-based to provide locomotion for players.
    [Show full text]
  • Video Game Violence: a Review of the Empirical Literature
    Aggression and Violent Behavior, Vol. 3, No. 4, pp. 407±428, 1998 Copyright 1998 Elsevier Science Ltd Printed in the USA. All rights reserved 1359-1789/98 $19.00 ϩ .00 PII S1359-1789(97)00001-3 VIDEO GAME VIOLENCE: A REVIEW OF THE EMPIRICAL LITERATURE Karen E. Dill and Jody C. Dill Lenoir-Rhyne College ABSTRACT. The popularity of video games, especially violent video games, has reached phenomenal proportions. The theoretical line of reasoning that hypothesizes a causal relation- ship between violent video-game play and aggression draws on the very large literature on media violence effects. Additionally, there are theoretical reasons to believe that video game effects should be stronger than movie or television violence effects. This paper outlines what is known about the relationship between violent video-game playing and aggression. The available literature on virtual reality effects on aggression is discussed as well. The preponder- ance of the evidence from the existing literature suggests that exposure to video-game violence increases aggressive behavior and other aggression-related phenomena. However, the paucity of empirical data, coupled with a variety of methodological problems and inconsistencies in these data, clearly demonstrate the need for additional research. 1998 Elsevier Science Ltd KEY WORDS. Violence, video games, aggression, virtual reality VIDEO GAME VIOLENCE: A REVIEW OF THE EMPIRICAL LITERATURE All the time people say to me, ªVlad, how do you do it? How come you're so good at killing people? What's your secret?º I tell them, ªThere is no secret. It's like anything else. Some guys plaster walls, some guys make shoes, I kill people.
    [Show full text]
  • Virtual Reality
    Virtual Reality Robert Lyne What is Virtual Reality? ● In today's terms, VR is the term used to describe a 3D, computer generated environment which can be explored and interacted with by a person History of VR ● 1956 - Cinematographer Morton Heilig created Sensorama, the first VR machine ● 1985 - Jaron Lanier and Thomas Zimmerman founded VPL Research, Inc. ● 1997 - Georgia Tech and Emory University researchers used VR to create war zone scenarios for veterans receiving exposure therapy for PTSD ● 2012 - the Oculus Rift received $2.4 million on kickstarter ● 2014 - Facebook bought the Oculus VR company for $2 billion VPL Research Current VR ● Classified in 3 groups - mobile, tethered or standalone Mobile- A smartphone is put inside Tethered- Corded headset Standalone- No wires, of a shell with lenses that form where processing is done processing done within the your phone into a vr device from a seperate computer headset itself Degrees of Freedom (DOF) ● 3DOF tracks the direction you are looking ● 6DOF tracks where you are looking and your forward/backward, side to side and up and down movement Biggest Players in VR ● Oculus - Go, Quest, Rift S ● HTC - Vive, Vive Pro, VIve Cosmos ● Sony - PS VR ● Samsung - Gear VR ● Google - Daydream, Cardboard ● Nintendo - Labo VR kit VR in Business and Medical Field ● VR industry expected to be worth $117B by 2022 ● Growth expected to come from business and education adoption, not gaming VR in Education Desensitization ● Virtual reality games in which there are high levels of violence or training exercises for the military in which soldiers engage in simulated combat scenarios which include killing.
    [Show full text]
  • Intersomatic Awareness in Game Design
    The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking.
    [Show full text]
  • VIRTUAL REALITY Webinar Are Those of the Presenter and Are Not the Views Or Opinions of the Newton Public Library
    5/14/2021 Different VR goggle rigs vs GeoCache, Ingress, Pokemon Go etc The views, opinions, and information expressed during this VIRTUAL REALITY webinar are those of the presenter and are not the views or opinions of the Newton Public Library. The Newton Public VS Library makes no representation or warranty with respect to the webinar or any information or materials presented therein. Users of webinar materials should not rely upon or construe Alternative REALITY the information or resource materials contained in this webinar To log in live from home go to: as legal or other professional advice and should not act or fail https://kanren.zoom.us/j/561178181 to act based on the information in these materials without The recording of this presentation will be online after the 18th seeking the services of a competent legal or other specifically @ https://kslib.info/1180/Digital-Literacy---Tech-Talks specialized professional. The previous presentations are also available online at that link Presenter: Nathan, IT Supervisor, at the Newton Public Library Reasons to start your research at your local Library Protect your computer A computer should always have the most recent updates installed for spam filters, anti-virus and anti-spyware software and a secure firewall. http://www.districtdispatch.org/wp-content/uploads/2012/03/triple_play_web.png http://cdn.greenprophet.com/wp-content/uploads/2012/04/frying-pan-kolbotek-neoflam-560x475.jpg • Augmented reality vs. virtual reality: AR and VR made clear • 122,143 views Aug 6, 2018 Two technologies that are confusingly similar, but utterly different. Augmented reality vs. virtual reality: AR and VR made clear • Augmented reality playlist - https://youtu.be/NOKJDCqvvMk https://www.youtube.com/playlist?list=PLAl4aZK3mRv3Qw2yBQV7ueeHIqTcsoI99 • ​ Virtual reality playlist, by Cnet- https://www.youtube.com/playlist?list=PLAl4aZK3mRv0UCC7R14Zn4m8K7_XoLODQ 1 5/14/2021 My first intro to VR was … http://www.rollanet.org/~vbeydler/van/3dreview/vmlogo.jpg ht t ps: //cdn.
    [Show full text]
  • Social Media: /Gamingdotme Why Choose Gamingdotme
    SOCIAL MEDIA: /GAMINGDOTME WHY CHOOSE GAMINGDOTME A solid proof of how we fit in the digital gaming and entertainment zone and compatible with the changing vision of the E-market, from original websites, mobile applications, digital marketing campaigns execution, B2B gift/gaming cards distribution, and sports data web solutions. Our grounded policies based on data analysis stats and skilled team grant us the trust of our clients and the success we look for. No matter what you need, we mediate the right product. Get everything quick, safe and comfortable from one platform with the best prices – GAMINGDOTME. Our greatest strengths are customer friendliness, the quickness in our business processes and our convenient sellers’ pricing. Our straight positive customer ratings are the best proof. Sellers support you 24 hours a day, starting before the order with useful information about all the products, through the process of the delivery, and even after the completion. GAMINGDOTME has evolved to be the Lebanese market leader and a top player in the Europian and US markets for game services including digital products, virtual goods, and shopping cards over the past few years. The range of products is constantly increasing, and thanks to regular special offers, the seller Deals, our customers and digital marketing services we strive to stay the best and provide the best for our partners and customers. GAMINGDOTME - Your partner in the world of games and online cards! You will be delighted with our quick delivery, our wide range of products, and our great service Notice of Confidentiality This document contains information that is confidential and proprietary forGaming DOT ME LTD.
    [Show full text]
  • Analysis of Innovation in the Video Game Industry
    Master’s Degree in Management Innovation and Marketing Final Thesis Analysis of Innovation in the Video Game Industry Supervisor Ch. Prof. Giovanni Favero Assistant Supervisor Ch. Prof. Maria Lusiani Graduand Elena Ponza Matriculation number 873935 Academic Year 2019 / 2020 I II Alla mia famiglia, che c’è stata quando più ne avevo bisogno e che mi ha sostenuta nei momenti in cui non credevo di farcela. A tutti i miei amici, vecchi e nuovi, per tutte le parole di conforto, le risate e la compagnia. A voi che siete parte di me e che, senza che vi chieda nulla, ci siete sempre. Siete i miei fiorellini. Senza di voi tutto questo non sarebbe stato possibile. Grazie, vi voglio bene. III IV Abstract During the last couple decades video game consoles and arcades have been subjected to the unexpected, swift development and spread of mobile gaming. What is it though that allowed physical platforms to yet maintain the market share they have over these new and widely accessible online resources? The aim of this thesis is to provide a deeper understanding of the concept of innovation in the quickly developing world of video games. The analysis is carried out with qualitative methods, one based on technological development in the context of business history and one on knowledge exchange and networking. Throughout this examination it has been possible to explore what kind of changes and innovations were at first applied by this industry and then extended to other fields. Some examples would be motion control technology, AR (Augmented Reality) or VR (Virtual Reality), which were originally developed for the video game industry and eventually were used in design, architecture or in the medical field.
    [Show full text]
  • Violent Virtual Video Games and Hostile Thoughts
    Journal of Broadcasting & Electronic A^erf/.i/Scplcmber 2004 Violent Virtual Video Games and Hostile Thoughts Ron Tamborini, Matthew S. Eastin, Paul Skalski, Kenneth Lachlan, Thomas A. Fediuk, and Robert Brady A vioient virtuai-reaiity (VR) video game's short-term impact on telepres- ence and hostility was studied. Five weeks before a lab experiment, participants completed a questionnaire measuring prior vioient video game use and trait aggression. Participants were randomly assigned to play a VR vioient video game, play a standard vioient video game, observe a vioient video game, or observe a non-vioient video game. Following exposure, measures of telepresence experienced, hostile thoughts, and aggressive acts were obtained. Findings are consistent with predictions that personal variables (prior video game use) and situational variables (violent media exposure) influence telepresence experienced in media environments and promote hostile thoughts. No findings substantiate predictions that telepresence mediates personal or situational variables' influence on aggression. The enormous controversy surrounding violent video games has been fueled by conflicting claims about the nature of their content and the relationship between game use and hostility. Spurred by tragedies like those at Columbine High School, concern has led scholars, social critics, game manufacturers, and media profession- Ron Tamborini (Ph.D., Indiana University) is an Associate Professor of Communication at Michigan State University. His research interests include media effects of new communication technology. Matthew S. Eastin (Ph.D., Michigan State University) is an Assistant Professor in the School of Communi- cation at Ohio State University. His research interests include the uses and effects of media, with an emphasis on new media.
    [Show full text]
  • Law, Virtual Reality, and Augmented Reality
    UNIVERSITY of PENNSYLVANIA LAW REVIEW Founded 1852 Formerly AMERICAN LAW REGISTER © 2018 University of Pennsylvania Law Review VOL. 166 APRIL 2018 NO. 5 ARTICLE LAW, VIRTUAL REALITY, AND AUGMENTED REALITY MARK A. LEMLEY† & EUGENE VOLOKH†† Virtual Reality (VR) and Augmented Reality (AR) are going to be big—not just for gaming but for work, for social life, and for evaluating and buying real-world products. Like many big technological advances, they will in some ways challenge legal doctrine. In this Article, we will speculate about some of these upcoming challenges, asking: † William H. Neukom Professor, Stanford Law School; partner, Durie Tangri LLP. Article © 2018 Mark A. Lemley & Eugene Volokh. †† Gary T. Schwartz Professor of Law, UCLA School of Law; academic affiliate, Mayer Brown LLP. Thanks to Sam Bray, Ryan Calo, Anupam Chander, Julie Cohen, Kristen Eichensehr, Nita Farahany, James Grimmelmann, Rose Hagan, Claire Hill, Chad Huston, Sarah Jeong, Bill McGeveran, Emily Murphy, Lisa Ouellette, Richard Re, Zahr Said, Rebecca Tushnet, Vladimir Volokh, and the participants at the UC Davis conference on Future-Proofing Law, the Stanford Law School conference on regulating disruption, the Internet Law Works in Progress Conference, and workshops at Stanford Law School, Duke Law School, the University of Minnesota Law School, and the University of Washington for comments on prior drafts; and to Tyler O’Brien and James Yoon for research assistance. (1051) 1052 University of Pennsylvania Law Review [Vol. 166: 1051 (1) How might the law treat “street crimes” in VR and AR—behavior such as disturbing the peace, indecent exposure, deliberately harmful visuals (such as strobe lighting used to provoke seizures in people with epilepsy), and “virtual groping”? Two key aspects of this, we will argue, are the Bangladesh problem (which will make criminal law very hard to practically enforce) and technologically enabled self-help (which will offer an attractive alternative protection to users, but also a further excuse for real-world police departments not to get involved).
    [Show full text]