no code implementations • 26 Feb 2018 • Ruggiero Lovreglio, Vicente Gonzalez, Zhenan Feng, Robert Amor, Michael Spearpoint, Jared Thomas, Margaret Trotter, Rafael Sacks
We explore key design components for developing a VR SG framework: (a) what features constitute an earthquake event, (b) which building types can be selected and represented within the VR environment, (c) how damage to the building can be determined and represented, (d) how non-player characters (NPC) can be designed, and (e) what level of interaction there can be between NPC and the human participants.