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Cyclone Uppercut, a boxing game for an immersive environment

Published: 15 June 2005 Publication History

Abstract

Cyclone Uppercut is a Virtual Reality (VR) boxing game designed to run in a six sided CAVE-like projection system such as the C6 at Iowa State University. In this game, the player assumes the role of a young boxer fighting in the final match to be the Japanese Rookie Boxer Champion. In the C6's immersive environment, the player uses his/her body to interface with the game. The game play requires the player to dodge enemy's attacks, and to execute various punches to win the game. In this paper we discuss the challenges of creating interfaces to simulate a sport like boxing for an immersive space. We also discuss the philosophy that influences the game play, and followed by the detail of implementation. We argue that the unique design of the game make it an experience that can only be experienced in a fully immersive environment like the C6.

References

[1]
A. Bierbaum, C Just, P Hartling, K Meinert, A Baker, VR Juggler: A Virtual Platform for Virtual Reality Application Development, VR 2001, March 2001.
[2]
Audiere, http://audiere.sourceforge.net/home.php
[3]
C. Cruz-Neira, D. J. Sandin, T. A. DeFanti, "Surround-Screen Projection-Based Virtual Reality: The Design and Implementation of the CAVE," Computer Graphics (Proceedings of SIGGRAPH '93), ACM SIGGRAPH, pp. 135--142, August, 1993.
[4]
Dance Dance Revolution, http://www.ddrfreak.com/aboutddr.php
[5]
VRAC, http://www.vrac.iastate.edu/facilities.php
[6]
VJAvatar, http://www.vrac.iastate.edu/~jahare/professional/avatar

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  • (2023)"\"I consider VR Table Tennis to be my secret weapon!\": An Analysis of the VR Table Tennis Players' Experiences Outside the Lab"Proceedings of the 2023 ACM Symposium on Spatial User Interaction10.1145/3607822.3614539(1-12)Online publication date: 13-Oct-2023
  • (2022)AR boxing system for solo training of punching formパンチフォームの自主練習を目的としたARボクシングシステムThe Journal of the Society for Art and Science10.3756/artsci.21.121:1(1-10)Online publication date: 30-Mar-2022
  • (2014)Design sensitivities for interactive sport-training gamesProceedings of the 2014 conference on Designing interactive systems10.1145/2598510.2598560(685-694)Online publication date: 21-Jun-2014
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cover image ACM Other conferences
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
June 2005
511 pages
ISBN:1595931104
DOI:10.1145/1178477
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 June 2005

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2023)"\"I consider VR Table Tennis to be my secret weapon!\": An Analysis of the VR Table Tennis Players' Experiences Outside the Lab"Proceedings of the 2023 ACM Symposium on Spatial User Interaction10.1145/3607822.3614539(1-12)Online publication date: 13-Oct-2023
  • (2022)AR boxing system for solo training of punching formパンチフォームの自主練習を目的としたARボクシングシステムThe Journal of the Society for Art and Science10.3756/artsci.21.121:1(1-10)Online publication date: 30-Mar-2022
  • (2014)Design sensitivities for interactive sport-training gamesProceedings of the 2014 conference on Designing interactive systems10.1145/2598510.2598560(685-694)Online publication date: 21-Jun-2014
  • (2011)A Virtual Reality Dance Training System Using Motion Capture TechnologyIEEE Transactions on Learning Technologies10.1109/TLT.2010.274:2(187-195)Online publication date: 1-Apr-2011
  • (2009)I seek the nerves under your skinProceedings of the seventh ACM conference on Creativity and cognition10.1145/1640233.1640364(477-478)Online publication date: 26-Oct-2009
  • (2009)Human forces in hands free interaction: a new paradigm for immersive virtual environmentsRO-MAN 2009 - The 18th IEEE International Symposium on Robot and Human Interactive Communication10.1109/ROMAN.2009.5326318(1179-1185)Online publication date: Sep-2009
  • (2008)ConsigaloProceedings of the 2nd international conference on INtelligent TEchnologies for interactive enterTAINment10.5555/1363200.1363211(1-9)Online publication date: 8-Jan-2008
  • (2007)Measuring game-play performance and perceived immersion in a domed planetarium projection environmentProceedings of the 6th international conference on Entertainment Computing10.5555/2394259.2394264(22-27)Online publication date: 15-Sep-2007
  • (2007)Immersive performance training tools using motion capture technologyProceedings of the First International Conference on Immersive Telecommunications10.5555/1538981.1538991(1-6)Online publication date: 10-Oct-2007
  • (2007)Measuring Game-Play Performance and Perceived Immersion in a Domed Planetarium Projection EnvironmentEntertainment Computing – ICEC 200710.1007/978-3-540-74873-1_4(22-27)Online publication date: 2007

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