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Wesley Wang

dblp:186/0346 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · unresolved

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 50% Design research and methods · 50%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › locomotion techniques
impossible spaces
0.312017
Designing intentional impossible spaces in virtual reality narratives: A case study · VR 2017
Virtual and augmented reality
virtual reality
0.312017
Designing intentional impossible spaces in virtual reality narratives: A case study · VR 2017
Immersive interaction
virtual reality locomotion
0.112017
Designing intentional impossible spaces in virtual reality narratives: A case study · VR 2017

Methods — techniques the papers use, named apart from their topics

user study · 0.6
YearPublicationVenuePosition
2017 Designing intentional impossible spaces in virtual reality narratives: A case study
abstract
Natural movement and locomotion in Virtual Environments (VE) is constrained by the user's immediate physical space. To overcome this obstacle, researchers have established the use of impossible spaces. This work illustrates how impossible spaces can be utilized to enhance the aesthetics of, and presence within, an interactive narrative. This is done by creating impossible spaces with a narrative intent. First, locomotion and impossible spaces in VR are surveyed; second, the benefits of using intentional impossible spaces from a narrative design perspective is presented; third, a VR narrative called Ares is put forth as a prototype; and fourth, a user study is explored. Impossible spaces with a narrative intent intertwines narratology with the world's aesthetics to enhance dramatic agency.
Joshua A. Fisher, Karan Pratap Singh, Wesley Wang
VR4