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Alex Lim

dblp:247/3802 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2019
—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.

Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 44% Games and playful interaction · 44% Haptics and multimodal interaction · 13%

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

TopicWeightPapersLastEvidence papers
Collaborative and social computing › collaborative virtual environments
collaborative virtual reality
0.412019
A Collaborative Virtual Reality Escape Room with Passive Haptics · VR 2019
Games and playful interaction › game genre
escape room
0.412019
A Collaborative Virtual Reality Escape Room with Passive Haptics · VR 2019
Haptics and multimodal interaction › haptic feedback
passive haptic feedback
0.112019
A Collaborative Virtual Reality Escape Room with Passive Haptics · VR 2019

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

networked VR · 0.4leap motion · 0.4HTC Vive · 0.4
YearPublicationVenuePosition
2019 A Collaborative Virtual Reality Escape Room with Passive Haptics
abstract
Escape rooms have recently become a popular way to socialize and problem solve in an immersive environment. However, it can be difficult and expensive to create elaborate escape rooms with realistic props. Virtual reality (VR) technology allows developers to create and customize escape rooms more easily. However, to truly make the VR escape room immersive, physical and cooperative interactions are necessary. In this paper, the authors propose and demonstrate a two-player VR escape room developed for the HTC Vive. Physical interactions were made possible by using passive haptics in the form of simple props tracked using HTC Vive trackers and controllers. Additionally, the HTC Vives were networked, and players hands were tracked using the Leap Motion to provide head and hand position cues to teammates.
Austin Hanus, Mindy Hoover, Alex Lim, Jack Miller
VR3