{"id":{"repo_id":"malta","oai_identifier":"oai:www.um.edu.mt:123456789/120509"},"canonical_url":"https://search.dev.ndltd.org/etd/malta/oai:www.um.edu.mt:123456789/120509","repository":{"repo_id":"malta","name":"University of Malta","base_url":"https://www.um.edu.mt/library/oar/oai/request"},"display":{"title":"The utilisation of context clues within an interactive VR environment","abstract":"This research revolves around the development of a virtual reality puzzle game. The level is themed as a megalithic temple, and the focus is on providing the player with subtle contextual clues within the surrounding environment on how to solve the puzzles. This is done by exploiting the inworld physics and interactions enabled through the medium of Virtual Reality. Through this, the differences between more traditional games (displayed on a 2D monitor) and virtual reality games can be highlighted, consequently outlining the strengths of the VR medium and how its potential can be utilised. The term “immersion” will also be questioned, with the researcher trying to see how this has become such an intrinsic term within the game development industry and why it is so broadly used. These questions are being tackled because virtual reality is a relatively new medium which is still full of untapped potential. Through this research, the strengths of the medium can be elaborated upon and, potentially, shed a clearer light on what makes virtual reality such a unique medium for interactive experiences. A personal impact is also present in this project. New skills will be obtained since the entire game development process will be tackled from scratch. Through having this experience with this project from beginning to end, important knowledge and insight will be gained that will help with career opportunities after this project.","abstract_html":"This research revolves around the development of a virtual reality puzzle game. The level is themed as a megalithic temple, and the focus is on providing the player with subtle contextual clues within the surrounding environment on how to solve the puzzles. This is done by exploiting the inworld physics and interactions enabled through the medium of Virtual Reality. Through this, the differences between more traditional games (displayed on a 2D monitor) and virtual reality games can be highlighted, consequently outlining the strengths of the VR medium and how its potential can be utilised. The term “immersion” will also be questioned, with the researcher trying to see how this has become such an intrinsic term within the game development industry and why it is so broadly used. These questions are being tackled because virtual reality is a relatively new medium which is still full of untapped potential. Through this research, the strengths of the medium can be elaborated upon and, potentially, shed a clearer light on what makes virtual reality such a unique medium for interactive experiences. A personal impact is also present in this project. New skills will be obtained since the entire game development process will be tackled from scratch. Through having this experience with this project from beginning to end, important knowledge and insight will be gained that will help with career opportunities after this project.","abstract_has_math":false,"creators":[],"institution":"University of Malta","degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2023,"date_issued":"2023","date_published":"2023","updated_at":"2026-07-27T20:11:32Z","subjects":["Puzzles","Video games","Virtual reality"],"languages":["en"],"rights":["info:eu-repo/semantics/restrictedAccess"],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://www.um.edu.mt/library/oar/handle/123456789/120509","outbound_label":"Repository record","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2024-04-08T09:59:07Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2024-04-08T09:59:07Z"]},{"key":"dc:date.issued","label":"Date","values":["2023"]},{"key":"dc:publisher.department","label":"Dc Publisher Department","values":["Faculty of Media and Knowledge Sciences. 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The level is themed as a megalithic temple, and the focus is on providing the player with subtle contextual clues within the surrounding environment on how to solve the puzzles. This is done by exploiting the inworld physics and interactions enabled through the medium of Virtual Reality. Through this, the differences between more traditional games (displayed on a 2D monitor) and virtual reality games can be highlighted, consequently outlining the strengths of the VR medium and how its potential can be utilised. The term “immersion” will also be questioned, with the researcher trying to see how this has become such an intrinsic term within the game development industry and why it is so broadly used. These questions are being tackled because virtual reality is a relatively new medium which is still full of untapped potential. Through this research, the strengths of the medium can be elaborated upon and, potentially, shed a clearer light on what makes virtual reality such a unique medium for interactive experiences. A personal impact is also present in this project. New skills will be obtained since the entire game development process will be tackled from scratch. Through having this experience with this project from beginning to end, important knowledge and insight will be gained that will help with career opportunities after this project."]},{"key":"dc:title","label":"Title","values":["The utilisation of context clues within an interactive VR environment"]}]}],"canonical_facts":{"dc:date.accessioned":["2024-04-08T09:59:07Z"],"dc:date.available":["2024-04-08T09:59:07Z"],"dc:date.issued":["2023"],"dc:description":["(BFA) (Hons)(Melit.) in Digital Arts"],"dc:description.abstract":["This research revolves around the development of a virtual reality puzzle game. The level is themed as a megalithic temple, and the focus is on providing the player with subtle contextual clues within the surrounding environment on how to solve the puzzles. This is done by exploiting the inworld physics and interactions enabled through the medium of Virtual Reality. Through this, the differences between more traditional games (displayed on a 2D monitor) and virtual reality games can be highlighted, consequently outlining the strengths of the VR medium and how its potential can be utilised. The term “immersion” will also be questioned, with the researcher trying to see how this has become such an intrinsic term within the game development industry and why it is so broadly used. These questions are being tackled because virtual reality is a relatively new medium which is still full of untapped potential. Through this research, the strengths of the medium can be elaborated upon and, potentially, shed a clearer light on what makes virtual reality such a unique medium for interactive experiences. A personal impact is also present in this project. New skills will be obtained since the entire game development process will be tackled from scratch. Through having this experience with this project from beginning to end, important knowledge and insight will be gained that will help with career opportunities after this project."],"dc:identifier.uri":["https://www.um.edu.mt/library/oar/handle/123456789/120509"],"dc:language.iso":["en"],"dc:publisher.department":["Faculty of Media and Knowledge Sciences. Department of Digital Arts"],"dc:publisher.institution":["University of Malta"],"dc:rights":["info:eu-repo/semantics/restrictedAccess"],"dc:subject":["Puzzles","Video games","Virtual reality"],"dc:title":["The utilisation of context clues within an interactive VR environment"],"dc:type":["bachelorThesis"]},"updated_at":"2026-07-27T20:11:32Z"}