IGAME- Immersive Game and Full Avatar Embodiment
This project is already completed.

Background
This group project aims at developing and evaluating novel type of gaming experience.
The overall objective is to develop a platform combining: Digital gaming, Virtual Reality (VR) and Avatar Embodiment (i.e.the physical process that employs the VR hardware and software to substitute a person’s body with a virtual one)
Current VR games are only using partial (or no) avatar embodiment. For instance, only the player’s hands (positions and orientations) are represented in the virtual environment. When players look down to their body, they usually see nothing.
Including full avatar embodiment requests full and accurate body tracking. Therefore, it requires the development and integration of addtional module to current game engine features. Consequently, it is not a trivial task, even if certain of theses features have been already developed at our chair (For instance: the Unreal Me Framework).
At the same time, avatar embodiment will provide new game experience and game play perspectives. The presence of a virtual body seen in a first-person perspective, and which movements are synchronized with player’s body movements, should produce interesting effects:
- Body Perception: having a body, rather than being a ghost, should eliciti a more natural representation, that can be used it as reference frame for spatial representation
- Virtual Body-Enviroment Interaction: able to naturally interact with virtual objects directly with virtual body parts, no joystick or command
- Diegetic Interface:meaning interface that is included in the game world – i.e., it can be seen and heard by the game characters - In opposition to more classic Head-up Display (HUD) element, which are renderd outside the game workd
- Illusion of virtual body ownership (IVBO): the acceptance of the displayed avatar to be a digital representation of one’s self.
- Proteus Effect : the change of the behavior of an individual as caused by changes of the visual and behavioral characteristics of their avatars as digital representation of their bodily appearance in a virtual environment.
Therefore, we believe that avatar embodiment should provide a stronger emotional response to virtual event and environment, as well as new affordances for interaction and game mechanics. The expected end-effects on user experience should be a significant increase of player’s enjoyement, engagement, and immersion.
Tasks
In collaboration with our partners and supervisors, students will design and development a immersive game focusing on the new possibilities provided by avatar embodiment to provide a new gaming experience
The development is divided into 7 main topics and teams
- Game Design and Logic (Concepts, Gameplay, Rules, Mechanics, Data)
- Virtual Environments (Rooms, Objects, Exterior Modelling)
- Virtual Characters (Agent Models and AI)
- Player Avatar (Avatar Embodiment, Interaction, Interface, Customisation)
- Game Interface (Menu, Head-Up display, Diegetic Interface)
- Integration, Test and Evaluation (heuristic, formative, qualitative and user evaluation)
- Project Website and Community
Prerequisites
- OO-Programming (Java, C++ or C#),
- Web Development (Javascript, HTML, CSS, Database)
- 3D Graphics , Optional: Artificial Intelligence,
- Optional: Game Engine Experience
Contact Persons at the University Würzburg
Jean-Luc Lugrin (Primary Contact Person)Mensch-Computer-Interaktion, Universität Würzburg
jean-luc.lugrin@uni-wuerzburg.de