Latest Posts

Virtual Reality Game Design. Part 5: Summary

July 14, 2017 | No Comments

In this article series we presented a game design analysis for virtual reality game developers by investigating certain game aspects of a virtual reality game Tribocalypse VR. The given analysis was made possible due to the prior development of Tribocalypse VR by the author and the development team for 6 months. The aspects analysed were level […]

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Virtual Reality Game Design. Part 4: Items

July 12, 2017 | No Comments

In this article we explore the design choices for different weapons in Tribocalypse VR. We discuss the relation of weapons in regular PC games to weapons in VR games. Again we use immersion and clarity to analyze the different design choices. Items that the player can pick up in TVR are spears, bombs, the bow and […]

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Virtual Reality Game Design. Part 3: Graphical User Interface

July 10, 2017 | No Comments

In this third part we go through the different interface designs we tried in Tribocalypse VR (TVR) and explain the different levels of immersion and clarity in each of them. The graphical user interface (GUI) in computer games usually consists of informative or interactable elements such as menu screens, score tables, buttons and levers in the […]

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Virtual Reality Game Design. Part 2: Environment and Level Design

July 7, 2017 | No Comments

In this part we discuss the environment and level design principles. We bring out the rationale game developers should consider when building their levels and positioning the player. The players must feel as if they are part of the created world. Game developers and artists work hard to provoke this feeling in the players. HTC […]

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Virtual Reality Game Design. Part 1: Introduction

July 5, 2017 | No Comments

Welcome, reader! This is the first part of a series of articles, which delve into game design for VR platforms. We focus on the HTC Vive platform and room-scale VR. Many of the concepts also apply to other VR platforms and the critical analysis of different game design elements is transferable to other areas as […]

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Invisible hands, disco boxes and spinning worlds in VR

June 11, 2017 | No Comments

As another academic year draws to an end, it’s high time to recap some of the hard work our people have been doing in the lab. From the computational neuroscience side of things, this spring we had a total of three students defending their thesis under our guidance. The extended team of students and supervisors for this […]

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Studying active inference with VR

March 4, 2017 | No Comments

Our researchers recently published an article titled “Attention is withdrawn from the area of the visual field where the own hand is currently moving“. What follows is an human readable summary of the exciting work. The core question is simple: how does the brain work in terms of computation? One theory that has been gaining […]

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ICS Day of 2016

September 17, 2016 | No Comments

On the ICS Day 2016 of the University of Tartu we introduced the computer graphics and virtual reality lab to the students. An overview of people we have in the field and different projects our students have been working on.

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Recap: VECTOR workshop 2016 in Tübingen

August 14, 2016 | No Comments

By Madis Vasser   June 27th-29th saw the first VECTOR (Virtual Environments: Current TOpics in psychological Research) workshop in Tübingen, Germany. I had the great opportunity to take part in the event, give some presentations and hear some interesting ideas. Here is what happened in three days dedicated to virtual reality, psychology, medicine and computer science: […]

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On VREX, change blindness, & ethics in VR

September 15, 2015 | No Comments

Our very own Madis Vasser was featured in today’s Voices of VR podcast with Kent Bye, giving a brief interview about our lab’s work and the future of VR. The talk was recorded back in march at IEEE VR 2015, where we were giving a research demo on change blindness in VR, made with our […]

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