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ASCENT: a first person mountain climbing game on the oculus rift

Published: 19 October 2014 Publication History

Abstract

ASCENT is a first person mountain climbing game on the Oculus Rift (PC). The player attempts to ascend the highest peaks of each continent. Equipped with two ice axes, he challenges the breathtaking slopes of mountaineering legends such as the Eiger, Denali and Mount Everest. His ascents are captured by his GoPro and watched by millions on the web. Thanks to his sponsors and his fans, the player will be able to test himself on new mountains and upgrade his equipment.

Cited By

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  • (2024)Measuring Virtual Embodiment: A Psychometric Investigation of a Standardised Questionnaire for the Psychological SciencesComputers in Human Behavior Reports10.1016/j.chbr.2024.100422(100422)Online publication date: Apr-2024
  • (2020)Designing Digital Vertigo ExperiencesACM Transactions on Computer-Human Interaction10.1145/338716727:3(1-30)Online publication date: 31-May-2020
  • (2018)AR FighterProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play10.1145/3242671.3242689(45-57)Online publication date: 23-Oct-2018
  • Show More Cited By

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  1. ASCENT: a first person mountain climbing game on the oculus rift

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    Published In

    cover image ACM Conferences
    CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
    October 2014
    492 pages
    ISBN:9781450330145
    DOI:10.1145/2658537
    Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 19 October 2014

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    Author Tags

    1. oculus rift
    2. student game
    3. virtual reality

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    CHI PLAY '14
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    Acceptance Rates

    CHI PLAY '14 Paper Acceptance Rate 30 of 104 submissions, 29%;
    Overall Acceptance Rate 421 of 1,386 submissions, 30%

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    Cited By

    View all
    • (2024)Measuring Virtual Embodiment: A Psychometric Investigation of a Standardised Questionnaire for the Psychological SciencesComputers in Human Behavior Reports10.1016/j.chbr.2024.100422(100422)Online publication date: Apr-2024
    • (2020)Designing Digital Vertigo ExperiencesACM Transactions on Computer-Human Interaction10.1145/338716727:3(1-30)Online publication date: 31-May-2020
    • (2018)AR FighterProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play10.1145/3242671.3242689(45-57)Online publication date: 23-Oct-2018
    • (2016)Inner disturbanceProceedings of the 28th Australian Conference on Computer-Human Interaction10.1145/3010915.3010999(551-556)Online publication date: 29-Nov-2016
    • (2016)Balance NinjaProceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play10.1145/2967934.2968080(159-170)Online publication date: 16-Oct-2016
    • (2016)Designing the Vertigo ExperienceProceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/2839462.2839465(296-303)Online publication date: 14-Feb-2016
    • (2015)Skiing in a blended virtualityProceedings of the 19th International Academic Mindtrek Conference10.1145/2818187.2818288(89-91)Online publication date: 22-Sep-2015
    • (2015)Vertigo as a Design Resource for Bodily PlayProceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play10.1145/2793107.2810280(399-402)Online publication date: 5-Oct-2015

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