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Annotated Bibliography

Student Name: Miao Ziheng

Selected Topic: Virtual Reality and Augmented Reality Games

Selected Citation Style: IEEE

Source 1
Title:
From visual simulation to virtual reality to games
Author(s): Michael Zyda
Type of academic text: Tertiary Source
Key words/Index terms: • Virtual reality,
• Games,
• Art,
• Computer aided instruction,
• Toy industry,
• Research and development,
• Industrial training,
• Government,
• Humans,
• Buildings

Publishing details: Publisher: IEEE, 19 September 2005


In-text citation: [1]
End-of-text citation: [1] M. Zyda, "From visual simulation to virtual reality to games," in
Computer, vol. 38, no. 9, pp. 25-32, Sept. 2005, doi:
10.1109/MC.2005.297.
Pages included in summary: 25-26

Summary:

The VR community has used previous work in 3D graphics and simulation to advance the field and
increase the number of people working in VR. With the influence of the video game industry, VR is
now expanding its reach and impact. To stay relevant, researchers should focus on game
development, particularly serious games that combine education and entertainment. Close
collaboration between design and engineering teams ensures effective integration of educational
elements. The positive effects of serious games, like America's Army, highlight the need for a science
of games and a research agenda addressing infrastructure, cognitive game design, and immersive
experiences. Overcoming challenges in game production requires transforming the process with
open-source engines, streaming advancements, and cognitive approaches. Through research and
development, the VR community can shape the future of serious and entertainment games, driving
innovation in diverse domains. (138words)
Source 2
Title:
Using Unity 3D to facilitate mobile augmented reality game

development
Author(s):
Sung Lae Kim,Hae Jung Suk,Jeong Hwa Kang,Jun Mo Jung,Teemu H.

Laine,Joonas Westlin

Type of academic text: Primary Source


Key words/Index terms: • Games,
• Three-dimensional displays,
• Weapons,
• Augmented reality,
• Prototypes,
• Mobile communication,
• Engines

Publishing details: Published in: 2014 IEEE World Forum on Internet of Things (WF-
IoT), Publisher: IEEE, 24 April 2014
In-text citation: [2]
End-of-text citation: [2] S. L. Kim, H. J. Suk, J. H. Kang, J. M. Jung, T. H. Laine and J.
Westlin, "Using Unity 3D to facilitate mobile augmented reality
game development," 2014 IEEE World Forum on Internet of Things
(WF-IoT), Seoul, Korea (South), 2014, pp. 21-26, doi: 10.1109/WF-
IoT.2014.6803110.
Pages included in summary: 21

Summary:

Ubiquitous technologies, like smartphones, are rapidly spreading. Phone calls have become
secondary as smartphones offer sophisticated computing, context sensing, and diverse apps.
Augmented reality (AR) enriches human-context interaction by overlaying virtual content on camera
views. Hundreds of AR apps exist, spanning tourism, shopping, education, and entertainment. Mobile
AR, enabled by smartphones, gathers contextual information seamlessly. Developed countries face
rising obesity and declining physical activity. To tackle this, smartphones and mobile AR create fun
exercise games (exergames). This paper focuses on mobile exergames like G eoBoids, Walk2Build, and
SmartRabbit. It explores experiences in developing Calory Battle AR, presenting two prototypes with
and without Unity 3D game engine. Usability studies and findings of Calory Battle AR are discussed.
(115words)

Source 3
Title: Brain-Computer Interface Control in a Virtual Reality Environment
and Applications for the Internet of Things
Author(s): Christopher G. Coogan, Bin He
Type of academic text: Primary Source
Key words/Index terms: Task analysis,
Games,
Graphical user interfaces,
Internet of Things,
Brain-computer interfaces,
Virtual reality,
Electroencephalography
Publishing details: Published in: IEEE Access ,26 February 2018. Publisher: IEEE
In-text citation: [3]
End-of-text citation: [3] C. G. Coogan and B. He, "Brain-Computer Interface Control in a
Virtual Reality Environment and Applications for the Internet of
Things," in IEEE Access, vol. 6, pp. 10840-10849, 2018, doi:
10.1109/ACCESS.2018.2809453.
Pages included in summary: 10840-10841

Summary:

Brain-computer interfaces (BCIs) decode brain activity to control virtual or physical objects. BCIs have
applications in gaming, virtual experiences, and controlling home devices. They benefit both healthy
and clinical populations, with potential uses in rehabilitation and assistive devices.
Neurophysiological signals can be recorded using methods like electroencephalogram (EEG) or
electrocorticography (ECoG). Various neurological control techniques, such as sensorimotor rhythms
(SMR) and visual evoked potentials (VEP), can be incorporated into BCIs. Game engines, APIs, and
virtual/augmented reality libraries enable the creation of user-friendly BCI applications for research
and personal use. (89 words)
Note: The total word count of the summaries should be ca. 400 words.

Reflections on your literature search process and the reading

For my research, I utilized strategies like searching relevant keywords to find sources.
[1] by Michael Zyda, I used IEEE and key words “virtual reality” and “simulation” to find this
source, the total results are 276, then I chose “Sort by Relevance”, then I found this source easily.
This source provides historical context and insights into potential applications.
[2] by Sung Lae Kim et al., I used IEEE and key words “Unity” and “Augmented Reality” to find this
source, the total results are 276, then I chose “Sort by Relevance”, then I easily found this source.
This source directly supports my project's emphasis on mobile AR game development and offers
technical insights.
[3] by Christopher G. Coogan and Bin He, I used IEEE and key words “Virtual reality” and
“Application” to find this source, the total results are 15602, I chose “Sort by Relevance”, then I
found this source easily. This source aligns with my project's exploration of BCIs in the context of
virtual reality and the Internet of Things.
Overall, these three sources meet academic criteria, providing relevant and scholarly insights. They
can guide the development process and addressing research questions related to Virtual Reality and
Augmented Reality Games.(200words)

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