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VR Cave Dive

VR CaveDive is a prototype that was developed in the course of my scientific work for the Bachelor of Science and was primarily used to collect data for the validation of the underlying thesis. The aim was to develop a virtual environment that would allow the investigation of whether the degree of inclusion of realistic self-motion and motion control on the virtual avatar has a preventive influence on the emergence of Virtual Reality Sickness (Motion Sickness).

The participants were sent on a VR cave dive with a virtual diving scooter. Each tester had to cover the same path three times, each time with a different form of motion control:

  • fully automated dive: 360° camera, but without control over speed and direction of movement
  • Dive with gamepad: 360° camera, speed and direction control via gamepad
  • Dive with Motion Control: 360° camera, speed and direction control via Motion Control

Further information or an excerpt of the bachelor thesis can be requested by using the contact form.

VR Cave Dive
VR Vehicle: Dive Scooter
VR Cave Dive
Environment 01
VR Cave Dive
Environment 02
VR Cave Dive
Environment 03
VR Cave Dive
Path System 01
VR Cave Dive
Path System 02
VR Cave Dive
VR Hand
VR Cave Dive
Stalagmites Props
VR CaveDive – Gameplay

Responsibilities:

  • 3D Art
    • 3D Asset Creation: Dive Scooter, Hands, Underwater Cave Props
    • Design & Development: Underwater Cave
  • Technical Art
    • Rigging & Animation: Dive Scooter, Hands
    • Shader Development: Cave Rocks, Dive Scooter, Hands, Landscape, Stalagmites
    • VFX Development: Ambient Bubbles, Checkpoints, Dive Scooter Bubbles, God Rays, Water Distortion
  • Visual Scripting
    • 3D Sound Integration
    • Animation Systems
    • Checkpoint System
    • Gamepad Gameplay Recording for Camera Flight Movement Track
    • User Movement: Camera Flight, Gamepad, Motion Control
    • VFX Implementation: Ambient Bubbles, Checkpoints, Dive Scooter Bubbles, God Rays, Water Distortion

Additional Information:

  • Bachelor of Science
    • Development: February / March 2017
    • Execution: März 2017
    • Submission / Defence: April 2017
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