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REFERENCE
ID
GENERAL
TOPIC
MAIN ISSUES
AND
PROBLEMS
Can the real world be the same as the virtual world while
playing virtual table hockey opposed to the real game? Would
the same system be successfully applied to virtual room
simulations? Are these limited to physical or virtual and vice
versa?
CONCLUSION
The real game of table hockey verses the virtual one was proved
to be very similar in fact many users preferred the virtual game.
The same application was not so suitable for the virtual room
simulations as a time delay played a great part in the seamless
walkthrough giving a less real feel. In collaborative AR,
interactions are not limited to physical to virtual and vice versa
METHODOLO
GY
PERSPECTIVE
OF THE
AUTHOR
MIN. 6
KEYWORDS