VR设备应用于电子游戏的前景


    
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    项目名称:VR设备应电子游戏前景

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    委托日期:2018年4月13日

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    中文:VR设备应电子游戏前景
    英文:The prospect of VR devices applied to video games
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    VR设备传统电子设备着前未改变相应游戏开发技术求游戏类型设计思路产生变化项目拟研究VR游戏开发具体思路
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    密切相关文献中文20篇英文10篇容:

    1虚拟现实技术VR游戏 杨晨源 科技传播 Public Communication of Science & Technology 2018年02期 8990+131
    摘:着类社会发展生活体验求越越高虚拟现实技术生现技术已实质性突破虚拟现实技术着沉浸感强体验真实构想丰富等特点虚拟现实技术领域应目前言应游戏领域文介绍虚拟现实技术基概念特征原理VR游戏现状问题解决方法前景

    2浅谈VR虚拟现实国现状发展趋势 蔡璐璐 现代交际 Modern Communication 2017年16期 197
    摘:VR虚拟现实技术目前新兴发展热门技术年国VR虚拟现实技术发展迅速领域广泛应VR行业发展潜力巨文章浅谈VR虚拟现实国发展现状展行业发展趋势

    3野蛮生长VR体验店缘烈士墙 亢樱青 商学院Business Management Review 2017年05期 4041
    摘:<正>风口快家堵死阵风吹剩满狼藉VR体验店炮长(网名)众VR体验店创业者中员2016年冬天店面连设备全部转手炮长VR体验店开杭州流密集商场巅峰时期置办10套手机头盔加体感枪两套HTC vive三套蛋椅开店初期节假日流较乐观进店流日均500左右时会出现排队情况进门越越少

    4虚拟or现实——浅谈未游戏中虚拟现实技术 孙瑀 阳苏晴 延边学黑龙江科技信息Heilongjiang Science and Technology Information 2017年02期 192
    摘:着类技术断开发想象断延伸VR技术逐渐走进生活通VR设备类进入想象空间虚拟世界文讲述VR设备类型VR游戏产业结合现阶段VR面问题瓶颈

    5增强现实技术互动娱乐中应研究 伍静文 广东工业学 67
    摘:年跨领域研究已成二十世纪科技发展潮流机交互作门交叉性边缘性综合性学科孤立学科出发设计出

    效交互系统作机交互中新兴发展起增强现实技术更成时炙手热股风潮已逐步影响着生活方方面面手机应游戏应GPS定位应等方面应外界透露出门技术广阔前景顾名思义增强现实技术计算机生成虚拟物体关真实物体非信息叠加真实世界场景实现真实世界增强机器联系虚拟技术连接起达种机交互非体验娱乐类永远需求着支配收入闲暇时间增加娱乐需求渴更加旺盛背景文针前机交互新动态增强现实技术体感交互技术应娱乐体验中鉴增强现实技术娱乐方面然已相关研究技术普程度较低国外关增强现实互动娱乐体验游戏应案例文增强现实技术应互动娱乐体验方面做出益探讨旅游业升级改造提供益建议思路文通海洋题公园游客出行需求行模式分析利游客海洋题公园寻求知识增长渴体验新奇趣追寻时尚前心理特性进行研究提出海洋题公园作导线表演剧场里驯养师进行角色模仿结合现机交互技术进行互动娱乐游戏设计设计款增强现实互动娱乐体验游戏游客提供寓教乐游览感受研究着眼点海洋题公园设置基增强现实技术互动娱乐体验游戏装置游客带种全新互动体验增强现实技术认识带家娱乐时感受科技魅力

    6虚拟现实技术游戏娱乐中应发展分析 黄骏雄 黑龙江科技信息 Heilongjiang Science and Technology Information 2016年29期 2324
    摘:着计算机机交互手段发展虚拟现实技术应正逐步渗透航天军事通信医疗教育艺术娱乐建筑商业等领域文首先全球关虚拟现实技术应类专利申请进行简分析然重点关注虚拟现实技术游戏娱乐中应专利文献角度发展脉络进行全面统计分析分析结果中益结

    7虚拟现实技术游戏电影领域差异性研究 邢艳群信息技术信息化 Information Technology and Informatization 2017年08期 122124
    摘:文虚拟现实领域两容板块游戏电影研究领域虚拟现实两者影响切入点分艺术形式表达诉求交互程度未趋势四角度虚拟现实技术游戏电影领域应差异性进行较总结希份分析整产业健康发展具建设性意义

    8沉浸式虚拟现实心理放松游戏设计体验研究 余艾琪 哈尔滨工业学 硕士
    摘:年全球掀起股虚拟现实热潮国外公司机构相继展开虚拟现实研究虚拟现实时代已次虚拟现实真正走入众生活虚拟现实游戏军事建筑旅游教育医疗等诸领域均巨应价值早世纪末虚拟现实应心理治疗国外专家应虚拟现实技术治疗恐怖症注意缺陷障碍创伤应激障碍等心理疾病取良效果研究象针床意义诊断种心理疾病患者缺乏针普通众研究处济转型时期生活节奏快存焦虑安心烦意乱等心理亚健

    康状态众讳疾忌医心理治疗机构水参差起心理问题解决研究存焦虑紧张等亚健康状态普通众作研究象采文献研究法实证研究法跨学科研究方法探究结合沉浸式虚拟现实心理放松游戏方式普通众提供种助式便捷方法帮助缓解焦虑等负面情绪学放松训练加强注重心理健康意识研究假设沉浸式虚拟现实环境中获取心理放松效果传统非沉浸式环境中首先探究相关理述心理放松原理方法剖析游戏积极作应游戏获放松性探究沉浸式虚拟现实中感(Presence)具身认知理虚拟现实中感觉器官提出种通传感器控制器虚拟世界方式实现虚拟现实进行感官维互动理念接着述沉浸式虚拟现实心理放松游戏设计实现分析虚拟现实游戏作心理放松提出针普通众虚拟现实放松方法框架模型设计出款作心理放松虚拟现实游戏述游戏玩性容目标操作方式游戏界面场景关卡设计交互元素分析游戏涉设备系统整体架构关键性技术实现调查问卷沉浸式虚拟现实心理放松游戏做实证研究运游戏体验问卷分析影响游戏体验素运感调查问卷研究获取感影响素感素占重运状态焦虑问卷测试沉浸式虚拟现实游戏放松效果验证研究假设综文重点研究虚拟现实中观体验文创新提出感官维互动理念实现方式虚拟现实放松方法研究结果表明沉浸式虚拟现实游戏取良心理放松效果心理放松效果沉浸式虚拟现实环境存高度相关沉浸环境放松效果非沉浸环境更环境越沉浸感越强放松效果越

    9虚拟现实混合现实技术电影游戏等娱乐科技方面应 电脑电信 Computer & Telecommunication 2016年05期 12
    摘:<正>(201635蒙特利尔2)AR Interactive documentaryAR系统衍生出手机应软件通博物馆者移动端载软件帮助户更解文化历史风土情通AR系统虚拟画面现实画面手机应中时展现出时通扫描特定建筑图片商标标展示出更信息视频图应中开手机镜头拍摄出虚拟世界中画面现实世界中风景紧密

    10虚拟现实 游戏衡系统失灵 忧二 计算机网络 Computer & Network 2015年20期 1820
    摘:<正>明年时候会种虚拟现实(VR)游戏系统供消费者选择索尼Playstation VR已宣布2016年半年问世Facebook虚拟现实眼镜计划2016年第季度完成虚拟现实系统面玩家户需求项技术更广泛应公司意发展虚拟旅行训练娱乐等方面应程序体验新虚拟现实系统户热情高涨厌倦年数次宣告事件评员激动新技术样虚拟现实存潜问

    11站着游戏玩 傅冬 21世纪商业评21st Century Business Review
    2013年12期 80

    摘:<正>接气虚拟现实游戏机Omni玩游戏变成健康生活方式数眼中爱玩游戏总健康形象手握鼠标手敲键盘成天端坐电脑前宅男然虚拟现实游戏机Omni出现改变种形象仅接气虚拟现实游戏机兼容目前市面计算机游戏更特玩游戏变成健康生活方式事实Wii(天堂游戏机)

    12体验虚拟现实游戏 电脑爱者 2015年21期 36
    摘:<正>果说天堂3DSStreet Pass通信功够传统游戏带全新玩法话目前火热虚拟现实游戏玩家间互动做极致中代表作Ingress越越手游着方努力进化宅男救星Ingress传统游戏坐着玩款游戏需玩家户外断移动Ingress游戏容然虚拟全部基物理定位(图1)

    13虚拟现实技术电子游戏中应 张扬 国家知识产权局专利局 电脑知识技术Computer Knowledge and Technology2012年07期 16241625
    摘:虚拟现实年发展起项新技术已广泛应许领域特游戏领域简分析虚拟现实技术技术特性详细介绍虚拟现实技术电子游戏中具体应

    14数字游戏艺术沉浸体验 柴秋霞 海学数码艺术学院南京艺术学院学报(美术设计版) Journal of Nanjing Arts Institute(Fine Arts & Design) 2011年05期 119123
    摘:数字游戏艺术2 0世纪末艺术设计添道奇特风景线通层层深入环环相扣吸引数痴醉进入营造虚拟空间步步着设定程序深入牢牢游戏情节控制数字游戏真实感精致画面创制美轮美奂视听奇观独特叙事方式游戏者带愉悦交互式设置游戏者获取置身中参感感官设计游戏者获综合性身心体验激发游戏者身份想象种想象投射游戏程中数字游戏审美体验游戏者游戏间沟通种精神活动游戏者正种精神活动沉浸性体验程中获满足超越

    15互联网时代虚拟现实游戏审美教育价值探究 霍美辰李贺 东北师范学传媒科学学院东北师范学美术学院 传媒 Media 2017年12期 8284
    摘:着互联网技术深入发展虚拟现实游戏高度现实体验感实时互动参感受越越关注传统媒介观察者视野中网络游戏巨商业利益青少年网络成瘾相关联文通梳理引荐国外媒介教育沉浸感理新实证案例研究阐释虚拟现实游戏蕴含审美意识建构价值尝试正引导视角互联网语境媒介审美教育开拓潜实践空间

    16VR技术现状应领域研究 张良杰 朱丽敏 钟石根 游陈盛 厦门南洋学院传感器世界 Sensor World 2017年05期 2631
    摘:分析VR技术发展现状存技术瓶颈深入分析预测VR技术

    购物台游戏事件直播医疗保健房产军事旅游电影工程教育十领域应通典型案例介绍应场景介绍VR技术游产业链供企业转型升级找准定位

    17虚拟现实五方面改变传统教育游戏带创造力 工业设计 Industrial Design 2017年07期 1516
    摘:<正>教育技术相互连接两者间协作够改变处世界矛盾然技术教育中早期应体制惯性种种原教育晚技术彻底改造领域教学方法应技术方面教育已年没发生改变——教育领域富创造力新点子千禧代惯进行线教育利互联网做研究观摩You Tube教学视频基视频技术远程教学显然接登

    18VR科技游戏艺术融合发展 白英伯 北京印刷学院新媒体学院 北京数字科普协会 会议文集 153157
    摘:2016年VR虚拟现实成爆发年中国低成规模制造力成全球虚拟现实市场发展中心着虚拟现实硬件软件市场快速发展未虚拟现实容吸引力产业首先VR技术应直接游戏产业未VR游戏迎爆发时游戏产业会反促进VR技术产业发展VR体情景虚拟三维立体场景容作VR互动容组成部分通动作捕捉装置传感装置

    19场景沉浸式虚拟现实游戏中室定位技术研究 范张群 重庆邮电学 78
    摘:着越越穿戴设备广泛应沉浸式虚拟现实头戴式显示器成受关注穿戴设备然沉浸式虚拟现实建筑旅游游戏等种行业定应头戴式显示器功限制导致类行走位移交互等行虚拟效果意文基单目视觉室定位技术头戴式显示器意图虚拟空间现实空间中实现良位移步效果文研究ARToolKit库定位基础提高定位精度降低刷新耗时重点定位算法进行改进完善满足实现虚实位移步交互求工作包括第针定位标识布局中标识导致刷新耗时升问题提出种定位标识布局方法该方法首先单目视觉室定位中定位标识布局进行设计然根室场景参数摄机参数沉浸式虚拟现实漫游系统中少定位标识实现场景室定位理分析实验结果证明该方法正确性效降低刷新耗时第二针ARToolKit库桌面扩展场景室定位系统标识图中占面积减少导致算法角点检测定位精准问题提出解决方案角点检测问题提出基动态角点响应模板定位标识角点检测算法ARToolKit角点检测基础进行进步亚素检测角点检测精度提高摄头光轴垂直标识面时产生较误差现象提出结合Oculus Rift2角度数定位算法定位结果极提升利高斯滤波定位数进行噪文改进室定位算法场景虚拟现实场景中实现厘米级精度满足实现虚实位移步求第三述研究基础设计完成具位移步交互功场景沉浸式虚拟现实该实验台

    ARToolKit库基础开发视觉室定位模块Oculus SDK基础开发虚拟渲染模块Oculus Rift2头戴式显示器显示

    20新数字媒体技术游戏发展创新研究 赵堃宇 海交通学 72
    摘:1问题游戏发展着科技社会文化进步时前进步硬件更新技术水越越成熟游戏体验感越越逼真玩家游戏苛求更高游戏研发游戏相关数字媒体技术必须相应提升然种情况种高端高品质画面游戏渐渐开始普游戏市场硬件更新换代水均衡游戏玩家硬件高端游戏运行需运算力高端游戏研发中通专门研究数字媒体技术控制游戏效达水计算机运行够达较令满意画面效果说高端高画质游戏较低耗运行达理想画面效果游戏开发团队面现实问题互联网兴起网络游戏更赖文针问题展开研究2解决问题思路首先通游戏市场发展新数字媒体技术高端游戏中应分析解决低耗运行高端品质游戏问题明确研究重点方应该说研究高端游戏运行中消耗计算机运算效技术解决问题关键文章第三章开始针需节省耗网络游戏中夜晚游戏场景光制作技术进行研究夜晚游戏场景受光局限性影响原制作夜晚游戏场景光技术会量消耗计算机效文章通研究总结出套适合夜晚光特点低耗水表现出高品质游戏画面技术通结合数字媒体技术真实网络游戏开发标准实际制作出游戏项目需夜晚场景通实际制作达理结合实践验证研究游戏夜晚场景中光制作技术数字媒体技术应方式解决游戏品质运算效方面行性效性够实实低耗游戏画面品质探讨新数字媒体技术游戏发展创新3完成工作1)游戏诞生发展分类进行系统总结纳续研究提供方实际研究背景参考2)数字媒体技术游戏软件开发领域应方式种数字媒体技术发展普进行深入研究通种举例说明实际证探讨新数字媒体技术游戏领域创新思维实现数字媒体技术发展游戏领域应形式游戏产业巨改变进行系统研究分析3)总结出解决问题关键高耗游戏场景光制作技术针需节省耗网络游戏中夜晚游戏场景光制作技术进行研究研究出套节省效表现出高端游戏品质夜晚场景光制作技术4)配合数字媒体技术制作款实际项目需求游戏场景理联系实践验证研究课题行性实性

    21A framework for physiological indicators of flow in VR games construction and preliminary evaluation
    Yulong Bian Chenglei Yang Fengqiang Gao Huiyu Li Shisheng Zhou Hanchao Li Xiaowen Sun Xiangxu Meng
    Personal and Ubiquitous Computing October 2016 Volume 20 Issue 5 pp 821–832
    Abstract
    Flow experience is often considered as an important standard of ideal user

    experience (UX) Till now flow is mainly measured via selfreport questionnaires which cannot evaluate flow immediately and objectively In this paper we constructed a physiological evaluation model to evaluate flow in virtual reality (VR) game The evaluation model consists of five firstlevel indicators and their respective secondlevel indicators Then we conducted an empirical experiment to test the effectiveness of partial indicators to predict flow experience Most results supported the model and revealed that heart rate interbeat interval heart rate variability (HRV) lowfrequency HRV (LFHRV) highfrequency HRV (HFHRV) and respiratory rate are all effective indicators in predicting flow experience Further research should be conducted to improve the evaluation model and conclude practical implications in UX and VR game design

    22Using immersive gamebased virtual reality to teach firesafety skills to children
    Shana Smith Email author Emily Ericson
    Virtual Reality June 2009 Volume 13 Issue 2 pp 87–99
    Abstract
    Virtual reality (VR) has been used both to simulate situations that are too dangerous to practice in real life and as a tool to help children learn This study was conducted as part of a larger more comprehensive longterm research project which aims to combine the two techniques and demonstrate a novel application of the result using immersive VR to help children learn about fire hazards and practice escape techniques In the current study a CAVE was used to immerse participants in a fire scene To improve the children’s motivation for learning over prior VR firesafety training methods gamelike interface interaction techniques were used and students were encouraged to explore the virtual world Rather than being passive viewers as in prior related studies the children were given full control to navigate through the virtual environment and to interact with virtual objects using a game pad and a 6DOF wand Students identified home fire hazards with a partner and then practiced escaping from a simulated fire in the virtual environment To test for improved motivation a user study was completed Results indicate that students were more engaged by the new gamelike learning environment and that they reported that they found the experience fun and intriguing Their enhanced enthusiasm for what is relatively standard firesafety information demonstrates the promise of using gamebased virtual environments for vital but otherwise tedious firesafety skills training for children


    23Personalised elearning through an educational virtual reality game using Web services
    George Katsionis Maria Virvou
    Multimedia Tools and Applications
    August 2008 Volume 39 Issue 1 pp 47–71
    Abstract
    This paper describes how a personalised educational game architecture has been used in conjunction with Web services to provide remote access to the system The educational game is a virtual reality adventure game that performs affective user modelling by measuring emotional characteristics of users Virtual reality (VR) games are so popular among children and adolescents that can be used for the purposes of educational software to render it more attractive and motivating The benefits of such an application can be maximised if it is available over the Web Software applications that operate over the Web are targeted to a wide range of users Hence they need a high degree of adaptivity and dynamic individualisation to each user that interacts with the application This should include the students’ emotional state that affects their learning However the environment of a Webbased VRgame that performs user modelling is so demanding that the technology of Web services is necessary for its effective operation and interoperability Moreover reusability may be achieved for the user modelling component

    24ARbased serious game framework for poststroke rehabilitation
    M Shamim Hossain Sandro Hardy Atif Alamri Abdulhameed Alelaiwi Verena Hardy Christoph Wilhelm
    Multimedia Systems
    November 2016 Volume 22 Issue 6 pp 659–674
    Abstract
    Stroke is considered one of the main causes of death around the world Survivors often suffer different kinds of disabilities in terms of their cognitive and motor capabilities and are therefore unable to perform their daytoday activities To regain some of their cognitive as well as motor abilities they require rehabilitation To this end we present a serious game framework based on augmented reality technology that may motivate the patients’ involvement in the rehabilitation exercise Additionally we analyze the requirements for such a framework and describe the concept and implementation of the proposed approach Furthermore we designed a wireless vibrotactile output device that is attached to a tangible object The tangible object that is connected to the framework can give haptic as well as audiovisual feedback to the patient in a more motivating and entertaining environment for rehabilitation exercises The suitability and utility of the proposed framework was evaluated with real stroke patients and compared against the performance of a healthy control g

    roup thus facilitating occupational therapists in assessing a patient’s progress Our evaluations show that the serious games with vibrotactile feedback are well accepted by patients

    25Virtual reality using games for improving physical functioning in older adults a systematic review
    Karina Iglesia Molina Natalia Aquaroni Ricci Suzana Albuquerque de Moraes Monica Rodrigues Perracini
    Journal of NeuroEngineering and Rehabilitation
    December 2014 11156
    Abstract
    The use of virtual reality through exergames or active video game ie a new form of interactive gaming as a complementary tool in rehabilitation has been a frequent focus in research and clinical practice in the last few years However evidence of their effectiveness is scarce in the older population This review aim to provide a summary of the effects of exergames in improving physical functioning in older adults A search for randomized controlled trials was performed in the databases EMBASE MEDLINE PsyInfo Cochrane data base PEDro and ISI Web of Knowledge Results from the included studies were analyzed through a critical review and methodological quality by the PEDro scale Thirteen studies were included in the review The most common apparatus for exergames intervention was the Nintendo Wii gaming console (8 studies) followed by computers games Dance video game with pad (two studies each) and only one study with the Balance Rehabilitation Unit The Timed Up and Go was the most frequently used instrument to assess physical functioning (7 studies) According to the PEDro scale most of the studies presented methodological problems with a high proportion of scores below 5 points (8 studies) The exergames protocols and their duration varied widely and the benefits for physical function in older people remain inconclusive However a consensus between studies is the positive motivational aspect that the use of exergames provides Further studies are needed in order to achieve better methodological quality external validity and provide stronger scientific evidence

    26Active video game head movement inputs
    Kristiina M Valter McConville Matija Milosevic
    Personal and Ubiquitous Computing
    January 2014 Volume 18 Issue 1 pp 253–257

    Abstract
    Virtual reality has been extensively studied for applications in rehabilitation With the development of active video games these commercial products can also be considered for inclusion in a patient’s rehabilitation program In this study the Sony EyeToy ® and PlayStation 2 ® were used with the AntiGrav™ game to evaluate the user’s head movement actions The game required lateral head body and arm movements Over the course of 9 sessions of game play average and maximum head excursions remained constant However the frequency of head movement increased over the sessions The results suggest that the video game could be used for postural balance rehabilitation through head movements and their effect on the vestibular system Future work will evaluate how such vestibular exercise and an increase in head movement frequency over training sessions can support postural balance improvements

    27Serious games virtual reality’s second coming
    Robert Stone
    Virtual Reality
    March 2009 Volume 13 Issue 1 pp 1–2
    Abstract
    The VR era also demonstrated that no matter how good the pedagogy—the science theory and practice of teaching—the capability of a simulationbased system to educate and train can be completely destroyed if content fidelity and interactive technologies are implemented inappropriately and without a sound Human Factors underpinning One of the most important if not the most important lesson to be learned from the Virtual Reality era of the 1990s is that input from Human Factors specialists must be given credible recognition throughout the entire design process underpinning a whole or parttask training simulation based on interactive 3D including serious games For example task analysis concept demonstrationspresentations the definition of learning outcomes and metrics pedagogy virtual environment content and usability design interactive technology assessment and evaluation—all demand a solid understanding of humancentred design issues

    28Editorial for special issue on interactive virtual environments for serious games
    Fotis Liarokapis Alun Evans
    Virtual Reality
    June 2018 Volume 22 Issue 2 pp 89–90
    Abstract

    Serious games are computer games that are not limited to the aim of providing entertainment that allow for collaborative use of 2D3D spaces but are also used for different purposes in a number of application domains By sharing the same technical infrastructure the stateoftheart in Serious Game technology is identical to that of the entertainment games technology Users’ engagement is crucial to serious games and this is the key factor that can provide positive effects

    29The development of VAG—a 3D virtual agribusiness environment and strategy game
    Kim P Bryceson
    Electronic Commerce Research June 2009 Volume 9 Issue 1–2 pp 27–47
    Abstract
    VAG—a prototype animated interactive threedimensional virtual environment model of a supply chain in the agribusiness sector has been developed as a CDbased game of strategy Users (players) have to both create their supply chain by choosing the components that make it up and then play the game in the role of the Manager of one of the components in it the goal being to maximise the success of that component Evaluation of the player’s business acumen and the health’ of the particular component in the supply chain are calculated based on the information use and decision making that transpires Animation and activated 3D graphics of decision making are trialled as a way of providing an immersive learning experience (the Know How rather than simply the Know What) This paper introduces VAG Version 1—the concept the issues and the workarounds required to create this first version as a demonstration tool to enhance agribusiness education and research A small sample qualitative evaluation of the demonstration model is included to provide some feedback to the future design and development of the concept The future developmental opportunity for extending VAG into a massive multiplayer online game in true virtual reality is also briefly discussed as a way of extending E learning scenarios

    30The Effects of Video Games on Cognition and Brain Structure Potential Implications for Neuropsychiatric Disorders
    Tahireh A Shams George Foussias John A Zawadzki Victoria S MarsheIshraq Siddiqui Daniel J Müller Albert H C Wong
    Current Psychiatry Reports
    September 2015 1771
    Abstract
    Video games are now a ubiquitous form of entertainment that has occasionally attracted negative attention Video games have also been used to test cognitive function as therapeutic

    interventions for neuropsychiatric disorders and to explore mechanisms of experiencedependent structural brain changes Here we review current research on video games published from January 2011 to April 2014 with a focus on studies relating to mental health cognition and brain imaging Overall there is evidence that specific types of video games can alter brain structure or improve certain aspects of cognitive functioning Video games can also be useful as neuropsychological assessment tools While research in this area is still at a very early stage there are interesting results that encourage further work in this field and hold promise for utilizing this technology as a powerful therapeutic and experimental tool

    六查新结

    综合分析检索国外相关文献委托项目查新点进行分析出结:
    关VR游戏开发思路相关文献报道关游戏容硬件配置伦道德等方面关联VR游戏传统游戏玩家交互式游戏模式前动传输游戏容模式法满足玩家需求游戏中容更偏玩家动探索硬件方面需解决眼AR眼镜适应感应注重相关配套体感设施开发玩家良沉浸式体验虚拟世界进步深入社会道德体系游戏中更明显提现游戏中玩家NPC互动玩家玩家互动研究
    该查新项目技术特点:
    游戏设计3C元素解决AR设备研发社会道德虚拟化表现


    检索相关文献分析结果表明:述国外公开发表中外文文献报道分涉该查新项目部分研究容未见该查新项目技术特点相符中外文文献报道

















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