{"id":{"repo_id":"regina","oai_identifier":"oai:uregina.scholaris.ca:10294/16198"},"canonical_url":"https://search.dev.ndltd.org/etd/regina/oai:uregina.scholaris.ca:10294/16198","repository":{"repo_id":"regina","name":"University of Regina","base_url":"https://uregina.scholaris.ca/server/oai/request"},"display":{"title":"Sword fighting in virtual reality: Where are we and how do we make it real","abstract":"Virtual Reality has historically been a research space concerned with recreating the natural world around us. It is currently best known for its role in gaming and escapism. A number of different mediums have used virtual reality for its strengths in training. It is particularly useful for its ability to recreate real world locations and situations while still having full control over the environment. One area where it has failed in this realism is in its portrayal of fencing. Fencing, also known as sword fighting, is a common interaction in virtual reality gaming. Virtual reality fencing is plagued by a lack of features that are necessary to achieve realistic fencing. In this thesis I present eleven features gathered through observations of seven games. Weapon weight, parries, edge detection, edge alignment, point detection, weapon flex, blade tracking, response to physical locomotion, quality of expected movements, and weapon interaction with the environment are identified as necessary features in a realistic fencing experience. These features are explored with respect to their appearance in games as well as with regard to the current issues surrounding their implementation. It is found that all eleven features are necessary for the creation of a realistic fencing experience and they will require a physics based approach to their implementation and interactions.","abstract_html":"Virtual Reality has historically been a research space concerned with recreating the natural world around us. It is currently best known for its role in gaming and escapism. A number of different mediums have used virtual reality for its strengths in training. It is particularly useful for its ability to recreate real world locations and situations while still having full control over the environment. One area where it has failed in this realism is in its portrayal of fencing. Fencing, also known as sword fighting, is a common interaction in virtual reality gaming. Virtual reality fencing is plagued by a lack of features that are necessary to achieve realistic fencing. In this thesis I present eleven features gathered through observations of seven games. Weapon weight, parries, edge detection, edge alignment, point detection, weapon flex, blade tracking, response to physical locomotion, quality of expected movements, and weapon interaction with the environment are identified as necessary features in a realistic fencing experience. These features are explored with respect to their appearance in games as well as with regard to the current issues surrounding their implementation. It is found that all eleven features are necessary for the creation of a realistic fencing experience and they will require a physics based approach to their implementation and interactions.","abstract_has_math":false,"creators":["Pitura, Philip Remo Stanley"],"institution":"Faculty of Graduate Studies and Research, University of Regina","degree_name":"Master of Science (MSc)","degree_level":"Master&apos;s","degree_discipline":"Computer Science","degree_department":null,"school":null,"contributors":[],"advisors":["Gerhard, David"],"committee_chairs":[],"committee_members":["Hamilton, Howard J."],"year":2023,"date_issued":"2023-03","date_published":"2023-03","updated_at":"2026-07-24T04:03:49Z","subjects":[],"languages":["en"],"rights":[],"rights_urls":[],"identifier_entries":[{"key":"dc:identifier.doi","label":"DOI","values":["https://doi.org/10.82465/5034"],"render_values":[{"text":"https://doi.org/10.82465/5034","href":"https://doi.org/10.82465/5034","code":true}]}]},"links":{"outbound_url":"https://hdl.handle.net/10294/16198","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.advisor","label":"Advisor","values":["Gerhard, David"]},{"key":"dc:contributor.committeemember","label":"Committee Member","values":["Hamilton, Howard J."]},{"key":"dc:creator","label":"Author","values":["Pitura, Philip Remo Stanley"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2023-12-18T18:04:58Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2023-12-18T18:04:58Z"]},{"key":"dc:date.issued","label":"Date","values":["2023-03"]},{"key":"dc:publisher","label":"Institution","values":["Faculty of Graduate Studies and Research, University of Regina"]},{"key":"dc:type","label":"Dc Type","values":["master thesis"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Computer Science"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Master&apos;s"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Master of Science (MSc)"]},{"key":"thesis:institution_name","label":"Thesis Institution Name","values":["Faculty of Graduate Studies and Research, University of Regina"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language.iso","label":"Language (ISO)","values":["en"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.doi","label":"DOI","values":["https://doi.org/10.82465/5034"]},{"key":"dc:identifier.uri","label":"Identifier URI","values":["https://hdl.handle.net/10294/16198"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description","label":"Description","values":["A Thesis Submitted to the Faculty of Graduate Studies and Research In Partial Fulfillment of the Requirements for the Degree of Master of Science in Computer Science, University of Regina. ix, 98 p."]},{"key":"dc:description.abstract","label":"Abstract","values":["Virtual Reality has historically been a research space concerned with recreating the natural world around us. It is currently best known for its role in gaming and escapism. A number of different mediums have used virtual reality for its strengths in training. It is particularly useful for its ability to recreate real world locations and situations while still having full control over the environment. One area where it has failed in this realism is in its portrayal of fencing. Fencing, also known as sword fighting, is a common interaction in virtual reality gaming. Virtual reality fencing is plagued by a lack of features that are necessary to achieve realistic fencing. In this thesis I present eleven features gathered through observations of seven games. Weapon weight, parries, edge detection, edge alignment, point detection, weapon flex, blade tracking, response to physical locomotion, quality of expected movements, and weapon interaction with the environment are identified as necessary features in a realistic fencing experience. These features are explored with respect to their appearance in games as well as with regard to the current issues surrounding their implementation. It is found that all eleven features are necessary for the creation of a realistic fencing experience and they will require a physics based approach to their implementation and interactions."]},{"key":"dc:title","label":"Title","values":["Sword fighting in virtual reality: Where are we and how do we make it real"]}]}],"canonical_facts":{"dc:contributor.advisor":["Gerhard, David"],"dc:contributor.committeemember":["Hamilton, Howard J."],"dc:creator":["Pitura, Philip Remo Stanley"],"dc:date.accessioned":["2023-12-18T18:04:58Z"],"dc:date.available":["2023-12-18T18:04:58Z"],"dc:date.issued":["2023-03"],"dc:description":["A Thesis Submitted to the Faculty of Graduate Studies and Research In Partial Fulfillment of the Requirements for the Degree of Master of Science in Computer Science, University of Regina. ix, 98 p."],"dc:description.abstract":["Virtual Reality has historically been a research space concerned with recreating the natural world around us. It is currently best known for its role in gaming and escapism. A number of different mediums have used virtual reality for its strengths in training. It is particularly useful for its ability to recreate real world locations and situations while still having full control over the environment. One area where it has failed in this realism is in its portrayal of fencing. Fencing, also known as sword fighting, is a common interaction in virtual reality gaming. Virtual reality fencing is plagued by a lack of features that are necessary to achieve realistic fencing. In this thesis I present eleven features gathered through observations of seven games. Weapon weight, parries, edge detection, edge alignment, point detection, weapon flex, blade tracking, response to physical locomotion, quality of expected movements, and weapon interaction with the environment are identified as necessary features in a realistic fencing experience. These features are explored with respect to their appearance in games as well as with regard to the current issues surrounding their implementation. It is found that all eleven features are necessary for the creation of a realistic fencing experience and they will require a physics based approach to their implementation and interactions."],"dc:identifier.doi":["https://doi.org/10.82465/5034"],"dc:identifier.uri":["https://hdl.handle.net/10294/16198"],"dc:language.iso":["en"],"dc:publisher":["Faculty of Graduate Studies and Research, University of Regina"],"dc:title":["Sword fighting in virtual reality: Where are we and how do we make it real"],"dc:type":["master thesis"],"thesis:degree_discipline":["Computer Science"],"thesis:degree_level":["Master&apos;s"],"thesis:degree_name":["Master of Science (MSc)"],"thesis:institution_name":["Faculty of Graduate Studies and Research, University of Regina"]},"updated_at":"2026-07-24T04:03:49Z"}