Shruti Swami Sabbani,
Ritvik Mahendra Babre,
Hitesh Ramesh Behera,
Swapnil Jagdishprasad Yadav,
Punam Bagul,
- Student, Department of Information Technology, K.C. College of Engineering & Management Studies & Research, Thane, Maharashtra, India
- Student, Department of Information Technology, K.C. College of Engineering & Management Studies & Research, Thane, Maharashtra, India
- Student, Department of Information Technology, K.C. College of Engineering & Management Studies & Research, Thane, Maharashtra, India
- Student, Department of Information Technology, K.C. College of Engineering & Management Studies & Research, Thane, Maharashtra, India
- Assistant Professor, Department of Information Technology, K.C. College of Engineering & Management Studies & Research, Thane, Maharashtra, India
Abstract
Virtual reality (VR) provides a distinctive and immersive experience, enabling users to engage in digital environments in an exceptionally realistic manner. It offers a sense of presence and immersion, making users feel as though they are physically present within a virtual world. Games can be single-player or multiplayer, and they often involve challenges, objectives, or narratives for players to engage with. Gaming is a powerful tool for promoting VR technology because, through VR gaming, users can experience firsthand the sense of presence and immersion that VR offers, leading to greater interest and enthusiasm for technology. The horror genre has established popularity among gamers which makes it a strategic choice for promoting VR, as it attracts a dedicated fan base eager to explore new and thrilling experiences. VR horror games provide an unmatched immersive experience through their first-person perspective, lifelike graphics, and interactive gameplay. Through immersive environments, we aim to showcase the transformative potential of interactive computing. Players experience the game world from the protagonist’s perspective, which enhances their sense of presence and amplifies the horror experience. This VR horror game offers an approachable entry point into the immersive world of VR. The VR horror game is built on the Unity Game Engine, where we utilize 3D models for environments, AI enemies, and objects. These models are animated to add movement and life to the game world, including character animations, object interactions, and environmental effects. The enemies will have advanced behaviors such as patrolling, chasing, and attacking the player, adding to the challenge and tension of the game. We are implementing a system to dynamically spawn items and objects throughout the game world. This includes tools, keys, and other essential items needed to progress through the game and overcome obstacles. The game contains a variety of sound effects and environmental sounds to enhance immersion and atmosphere. This includes footsteps, distant screams, environmental sounds, and other auditory cues to heighten tension and suspense. We are implementing a quest system to provide players with objectives and goals to complete throughout the game. These quests may involve finding key items and surviving encounters with enemies. Victory conditions are defined based on completing all quests and achieving the ultimate goal of survival.
Keywords: Virtual reality horror gaming experience, stereoscopic view, AI behavior, virtual terror, VR horror quest, virtual reality, VR, horror game, immersive experience, first-person perspective, immersive, jump scares, atmospheric environment, narrative storytelling
[This article belongs to Journal of Multimedia Technology & Recent Advancements ]
Shruti Swami Sabbani, Ritvik Mahendra Babre, Hitesh Ramesh Behera, Swapnil Jagdishprasad Yadav, Punam Bagul. Virtual Reality Horror Chronicles: Exploring Fear in Virtual Reality. Journal of Multimedia Technology & Recent Advancements. 2024; 11(03):32-43.
Shruti Swami Sabbani, Ritvik Mahendra Babre, Hitesh Ramesh Behera, Swapnil Jagdishprasad Yadav, Punam Bagul. Virtual Reality Horror Chronicles: Exploring Fear in Virtual Reality. Journal of Multimedia Technology & Recent Advancements. 2024; 11(03):32-43. Available from: https://journals.stmjournals.com/jomtra/article=2024/view=172044
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Journal of Multimedia Technology & Recent Advancements
| Volume | 11 |
| Issue | 03 |
| Received | 29/06/2024 |
| Accepted | 12/08/2024 |
| Published | 14/09/2024 |
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