Sword fighting in virtual reality: Where are we and how do we make it real

dc.contributor.advisorGerhard, David
dc.contributor.authorPitura, Philip Remo Stanley
dc.contributor.committeememberHamilton, Howard
dc.contributor.externalexaminerDorsch, Kim
dc.date.accessioned2023-12-18T18:04:58Z
dc.date.available2023-12-18T18:04:58Z
dc.date.issued2023-03
dc.descriptionA Thesis Submitted to the Faculty of Graduate Studies and Research In Partial Fulfillment of the Requirements for the Degree of Master of Science in Computer Science, University of Regina. ix, 98 p.en_US
dc.description.abstractVirtual Reality has historically been a research space concerned with recreating the natural world around us. It is currently best known for its role in gaming and escapism. A number of different mediums have used virtual reality for its strengths in training. It is particularly useful for its ability to recreate real world locations and situations while still having full control over the environment. One area where it has failed in this realism is in its portrayal of fencing. Fencing, also known as sword fighting, is a common interaction in virtual reality gaming. Virtual reality fencing is plagued by a lack of features that are necessary to achieve realistic fencing. In this thesis I present eleven features gathered through observations of seven games. Weapon weight, parries, edge detection, edge alignment, point detection, weapon flex, blade tracking, response to physical locomotion, quality of expected movements, and weapon interaction with the environment are identified as necessary features in a realistic fencing experience. These features are explored with respect to their appearance in games as well as with regard to the current issues surrounding their implementation. It is found that all eleven features are necessary for the creation of a realistic fencing experience and they will require a physics based approach to their implementation and interactions.en_US
dc.description.authorstatusStudenten
dc.description.peerreviewyesen
dc.identifier.tcnumberTC-SRU-16198
dc.identifier.thesisurlhttps://ourspace.uregina.ca/bitstreams/b5cac66d-55a6-42d4-873b-d0382a2eaebe/download
dc.identifier.urihttps://hdl.handle.net/10294/16198
dc.language.isoenen_US
dc.publisherFaculty of Graduate Studies and Research, University of Reginaen_US
dc.titleSword fighting in virtual reality: Where are we and how do we make it realen_US
dc.typeThesisen_US
thesis.degree.departmentDepartment of Computer Scienceen_US
thesis.degree.disciplineComputer Scienceen_US
thesis.degree.grantorUniversity of Reginaen
thesis.degree.levelMaster'sen
thesis.degree.nameMaster of Science (MSc)en_US
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