Publication:
Implementing immersive virtual reality: Lessons learned and experience using open source game engine

dc.citedby5
dc.contributor.authorZainudin A.R.R.en_US
dc.contributor.authorYusof A.M.en_US
dc.contributor.authorRusli M.E.en_US
dc.contributor.authorYusof M.Z.M.en_US
dc.contributor.authorMahalil I.en_US
dc.contributor.authorid56582066200en_US
dc.contributor.authorid16246856300en_US
dc.contributor.authorid16246214600en_US
dc.contributor.authorid57195320319en_US
dc.contributor.authorid56582302800en_US
dc.date.accessioned2023-05-16T02:46:07Z
dc.date.available2023-05-16T02:46:07Z
dc.date.issued2014
dc.description.abstractThis paper share in details the experiences gained during the development of a Virtual Reality application for a stress treatment. Throughout the twelve months development period, authors have faced numerous challenges and difficulties. Those challenges are encountered while setting up an open source game development platform called Cryengine and while integrating this engine with VR gadgets such as Kinect, audio system, Razer hydra, and Head Mount Display (HMD). This paper also discusses the solution for each of this problem. Note that a stress treatment will not be included because it is outside the scope of this paper. © 2014 IEEE.en_US
dc.description.natureFinalen_US
dc.identifier.ArtNo7042638
dc.identifier.doi10.1109/ICOS.2014.7042638
dc.identifier.epage111
dc.identifier.scopus2-s2.0-84946531119
dc.identifier.spage105
dc.identifier.urihttps://www.scopus.com/inward/record.uri?eid=2-s2.0-84946531119&doi=10.1109%2fICOS.2014.7042638&partnerID=40&md5=240e160c6c74ba3aac0f63333b0465a9
dc.identifier.urihttps://irepository.uniten.edu.my/handle/123456789/21930
dc.publisherInstitute of Electrical and Electronics Engineers Inc.en_US
dc.sourceScopus
dc.sourcetitleICOS 2014 - 2014 IEEE Conference on Open Systems
dc.titleImplementing immersive virtual reality: Lessons learned and experience using open source game engineen_US
dc.typeConference Paperen_US
dspace.entity.typePublication
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