References
[1]. Qian W J. (2021) Application and development of virtual reality technology in VR games in the era of 5G. New. Com. (14), 28-29.
[2]. Pinilla, A., Garcia, J., Raffe, W. (2021) Affective visualization in Virtual Reality: An integrative review. Frontiers in Virtual Reality, 2, 630731.
[3]. Chen Q, Zhong J. (2021) VR Technology and the development of China's game industry. Dongyue review (09), 93- 103+2+191-192.
[4]. Matias, L. (2022) Best VR headsets in 2022. Retrieved October 3, 2022, from https://sensoriumxr.com/articles/bestvr-headsets.
[5]. Ren Hongyan. (2019) Sound Effects in Immersive VR Games. Fash. Colo. (4), 68 + 70.
[6]. Hiramatsu, M., Amano, S., Takanashi, N., (2022) Virtual ALMA Tour in VRChat: A Whole New Experience. arXiv preprint arXiv:2208.10740.
[7]. Cruz-Neira, C., Fernández, M., & Portalés, C. (2018) Virtual reality and games. Multimodal Technologies and Interaction, 2(1), 8.
[8]. Granqvist, A., Takala, T., Takatalo, J., Hämäläinen, P. (2018) Exaggeration of avatar flexibility in virtual reality. Annual Symposium on Computer-Human Interaction in Play. 201-209.
[9]. Perttu Hämäläinen, Joe Marshall, Raine Kajastila, Richard Byrne, and Florian Floyd Mueller. (2015).Utilizing gravity in movement-based games and play. Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. 67–77
[10]. Shuman, S.(2017) The Scariest PS4 and PS VR Horror Games of 2017. Multimodal Technologies and Interaction. 43(6), 238.
[11]. Lin, J. H. T., Wu, D. Y., & Tao, C. C. (2018). So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game. New Media Society, 20(9), 3223-3242.
[12]. Lin, J.H.T. (2017) Fear in virtual reality (VR): fear elements, coping reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game. Computer-Human Interaction. 72, 350–361
[13]. Pallavicini, F., Ferrari, A., Pepe, A., Garcea, G., (2018). Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using Resident Evil 7: Biohazard. In International Conference on Universal Access in Human-Computer Interaction. 87-101.
[14]. Fröhlich, T., Alexandrovsky, D., Stabbert, T., Döring, T., & Malaka, R. (2018) Vrbox: A virtual reality augmented sandbox for immersive playfulness, creativity and exploration. Annual Symposium on Computer-Human Interaction in Play. 153-162.
[15]. Feng, Z., González, V. A., Amor, R., Spearpoint, M., Thomas, J., Sacks, R., & Cabrera-Guerrero, G. (2020). An immersive virtual reality serious game to enhance earthquake behavioral responses and post-earthquake evacuation preparedness in buildings. Advanced Engineering Informatics, 45, 101118.
[16]. Lovreglio, R., González, V.A., Feng, Z., Amor, R., Spearpoint, M., Thomas, J., Trotter, M., & Sacks, R. (2018). Prototyping Virtual Reality Serious Games for Building Earthquake Preparedness: The Auckland City Hospital Case Study. Advanced Engineering Informatics., 38, 670-682.
[17]. Makled, E., Yassien, A., Elagroudy, P., Magdy, M. (2019). PathoGenius VR: VR medical training. International Symposium on Pervasive Displays. 1-2.
[18]. Zhang Tingting, Tian Feng, Lv Wei, Wang Yihua (2017). A review of the application of VR in interactive film, television and games. J. Shanghai University (03),342-352.
[19]. Xie, Z. (2020). The symmetries in film and television production areas based on virtual reality and internet of things technology. Symmetry, 12(8), 1377.
[20]. Tini & Zhou Wen. (2021) Research on User Experience of Virtual Reality Movies -- A comptive analysis based on physiological data. Multimodal Technologies and Interaction. (12),20-24.
[21]. Gao Meng & Zeng Zhigang, Some Problems in VR film production -- Thinking brought by free viewpoint and stereo vision. Advanced Motion Picture Technology. (03),37-42.
Cite this article
Wang,L. (2023). The Immersive and Interactive Experience in Virtual Reality Games and Films. Lecture Notes in Education Psychology and Public Media,5,491-500.
Data availability
The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.
Disclaimer/Publisher's Note
The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of EWA Publishing and/or the editor(s). EWA Publishing and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content.
About volume
Volume title: Proceedings of the International Conference on Interdisciplinary Humanities and Communication Studies (ICIHCS 2022), Part 4
© 2024 by the author(s). Licensee EWA Publishing, Oxford, UK. This article is an open access article distributed under the terms and
conditions of the Creative Commons Attribution (CC BY) license. Authors who
publish this series agree to the following terms:
1. Authors retain copyright and grant the series right of first publication with the work simultaneously licensed under a Creative Commons
Attribution License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this
series.
2. Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the series's published
version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial
publication in this series.
3. Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and
during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See
Open access policy for details).
References
[1]. Qian W J. (2021) Application and development of virtual reality technology in VR games in the era of 5G. New. Com. (14), 28-29.
[2]. Pinilla, A., Garcia, J., Raffe, W. (2021) Affective visualization in Virtual Reality: An integrative review. Frontiers in Virtual Reality, 2, 630731.
[3]. Chen Q, Zhong J. (2021) VR Technology and the development of China's game industry. Dongyue review (09), 93- 103+2+191-192.
[4]. Matias, L. (2022) Best VR headsets in 2022. Retrieved October 3, 2022, from https://sensoriumxr.com/articles/bestvr-headsets.
[5]. Ren Hongyan. (2019) Sound Effects in Immersive VR Games. Fash. Colo. (4), 68 + 70.
[6]. Hiramatsu, M., Amano, S., Takanashi, N., (2022) Virtual ALMA Tour in VRChat: A Whole New Experience. arXiv preprint arXiv:2208.10740.
[7]. Cruz-Neira, C., Fernández, M., & Portalés, C. (2018) Virtual reality and games. Multimodal Technologies and Interaction, 2(1), 8.
[8]. Granqvist, A., Takala, T., Takatalo, J., Hämäläinen, P. (2018) Exaggeration of avatar flexibility in virtual reality. Annual Symposium on Computer-Human Interaction in Play. 201-209.
[9]. Perttu Hämäläinen, Joe Marshall, Raine Kajastila, Richard Byrne, and Florian Floyd Mueller. (2015).Utilizing gravity in movement-based games and play. Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. 67–77
[10]. Shuman, S.(2017) The Scariest PS4 and PS VR Horror Games of 2017. Multimodal Technologies and Interaction. 43(6), 238.
[11]. Lin, J. H. T., Wu, D. Y., & Tao, C. C. (2018). So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game. New Media Society, 20(9), 3223-3242.
[12]. Lin, J.H.T. (2017) Fear in virtual reality (VR): fear elements, coping reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game. Computer-Human Interaction. 72, 350–361
[13]. Pallavicini, F., Ferrari, A., Pepe, A., Garcea, G., (2018). Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using Resident Evil 7: Biohazard. In International Conference on Universal Access in Human-Computer Interaction. 87-101.
[14]. Fröhlich, T., Alexandrovsky, D., Stabbert, T., Döring, T., & Malaka, R. (2018) Vrbox: A virtual reality augmented sandbox for immersive playfulness, creativity and exploration. Annual Symposium on Computer-Human Interaction in Play. 153-162.
[15]. Feng, Z., González, V. A., Amor, R., Spearpoint, M., Thomas, J., Sacks, R., & Cabrera-Guerrero, G. (2020). An immersive virtual reality serious game to enhance earthquake behavioral responses and post-earthquake evacuation preparedness in buildings. Advanced Engineering Informatics, 45, 101118.
[16]. Lovreglio, R., González, V.A., Feng, Z., Amor, R., Spearpoint, M., Thomas, J., Trotter, M., & Sacks, R. (2018). Prototyping Virtual Reality Serious Games for Building Earthquake Preparedness: The Auckland City Hospital Case Study. Advanced Engineering Informatics., 38, 670-682.
[17]. Makled, E., Yassien, A., Elagroudy, P., Magdy, M. (2019). PathoGenius VR: VR medical training. International Symposium on Pervasive Displays. 1-2.
[18]. Zhang Tingting, Tian Feng, Lv Wei, Wang Yihua (2017). A review of the application of VR in interactive film, television and games. J. Shanghai University (03),342-352.
[19]. Xie, Z. (2020). The symmetries in film and television production areas based on virtual reality and internet of things technology. Symmetry, 12(8), 1377.
[20]. Tini & Zhou Wen. (2021) Research on User Experience of Virtual Reality Movies -- A comptive analysis based on physiological data. Multimodal Technologies and Interaction. (12),20-24.
[21]. Gao Meng & Zeng Zhigang, Some Problems in VR film production -- Thinking brought by free viewpoint and stereo vision. Advanced Motion Picture Technology. (03),37-42.