3,587 research outputs found

    Effective Affective User Interface Design in Games

    Get PDF
    It is proposed that games, which are designed to generate positive affect, are most successful when they facilitate flow (Csikszentmihalyi 1992). Flow is a state of concentration, deep enjoyment, and total absorption in an activity. The study of games, and a resulting understanding of flow in games can inform the design of nonleisure software for positive affect. The paper considers the ways in which computer games contravene Nielsen’s guidelines for heuristic evaluation (Nielsen and Molich 1990) and how these contraventions impact on flow. The paper also explores the implications for research that stem from the differences between games played on a personal computer and games played on a dedicated console. This research takes important initial steps towards defining how flow in computer games can inform affective design

    In-Game, In-Room, In-World: Reconnecting Video Game Play to the Rest of Kids' Lives

    Get PDF
    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning The focus of this chapter is on how young people learn to play video games. We have approached this question ethnographically, studying young people playing in their own homes among friends and family. The primary data analyzed for the chapter are videorecordings of play from two perspectives -- in-game and in-room -- which we synchronized into a single side-by-side video record. By looking at in-room actions along with in-game actions, the chapter expands on a separate worlds view that holds video games as a world apart from the rest of kids' lives. Our case material shows instead how game play is quite tangled up with young people's lives, including relations with siblings and parents, patterns of learning at home and school, as well their own imagined futures. Our analysis also documents a remarkable diversity of what we call learning arrangements that young people create among themselves while playing together

    Is movement better? Comparing sedentary and motion-based game controls for older adults

    Get PDF
    Providing cognitive and physical stimulation for older adults is critical for their well-being. Video games offer the opportunity of engaging seniors, and research has shown a variety of positive effects of motion-based video games for older adults. However, little is known about the suitability of motion-based game controls for older adults and how their use is affected by age-related changes. In this paper, we present a study evaluating sedentary and motion-based game controls with a focus on differences between younger and older adults. Our results show that older adults can apply motion-based game controls efficiently, and that they enjoy motion-based interaction. We present design implications based on our study, and demonstrate how our findings can be applied both to motion-based game design and to general interaction design for older adults. Copyright held by authors

    How to present game difficulty choices? Exploring the impact on player experience

    Get PDF
    Matching game difficulty to player ability is a crucial step toward a rewarding player experience, yet making difficulty adjustments that are effective yet unobtrusive can be challenging. This paper examines the impact of automatic and player-initiated difficulty adjustment on player experience through two studies. In the first study, 40 participants played the casual game THYFTHYF either in motion-based or sedentary mode, using menu-based, embedded, or automatic difficulty adjustment. In the second study, we created an adapted version of the commercially available game fl0w to allow us to carry out a more focused study of sedentary casual play. Results from both studies demonstrate that the type of difficulty adjustment has an impact on perceived autonomy, but other player experience measures were not affected as expected. Our findings suggest that most players express a preference for manual difficulty choices, but that overall game experience was not notably impacted by automated difficulty adjustments

    Measuring user experience for virtual reality

    Get PDF
    In recent years, Virtual Reality (VR) and 3D User Interfaces (3DUI) have seen a drastic increase in popularity, especially in terms of consumer-ready hardware and software. These technologies have the potential to create new experiences that combine the advantages of reality and virtuality. While the technology for input as well as output devices is market ready, only a few solutions for everyday VR - online shopping, games, or movies - exist, and empirical knowledge about performance and user preferences is lacking. All this makes the development and design of human-centered user interfaces for VR a great challenge. This thesis investigates the evaluation and design of interactive VR experiences. We introduce the Virtual Reality User Experience (VRUX) model based on VR-specific external factors and evaluation metrics such as task performance and user preference. Based on our novel UX evaluation approach, we contribute by exploring the following directions: shopping in virtual environments, as well as text entry and menu control in the context of everyday VR. Along with this, we summarize our findings by design spaces and guidelines for choosing optimal interfaces and controls in VR.In den letzten Jahren haben Virtual Reality (VR) und 3D User Interfaces (3DUI) stark an Popularität gewonnen, insbesondere bei Hard- und Software im Konsumerbereich. Diese Technologien haben das Potenzial, neue Erfahrungen zu schaffen, die die Vorteile von Realität und Virtualität kombinieren. Während die Technologie sowohl für Eingabe- als auch für Ausgabegeräte marktreif ist, existieren nur wenige Lösungen für den Alltag in VR - wie Online-Shopping, Spiele oder Filme - und es fehlt an empirischem Wissen über Leistung und Benutzerpräferenzen. Dies macht die Entwicklung und Gestaltung von benutzerzentrierten Benutzeroberflächen für VR zu einer großen Herausforderung. Diese Arbeit beschäftigt sich mit der Evaluation und Gestaltung von interaktiven VR-Erfahrungen. Es wird das Virtual Reality User Experience (VRUX)- Modell eingeführt, das auf VR-spezifischen externen Faktoren und Bewertungskennzahlen wie Leistung und Benutzerpräferenz basiert. Basierend auf unserem neuartigen UX-Evaluierungsansatz leisten wir einen Beitrag, indem wir folgende interaktive Anwendungsbereiche untersuchen: Einkaufen in virtuellen Umgebungen sowie Texteingabe und Menüsteuerung im Kontext des täglichen VR. Die Ergebnisse werden außerdem mittels Richtlinien zur Auswahl optimaler Schnittstellen in VR zusammengefasst

    VRDoc: Gaze-based Interactions for VR Reading Experience

    Full text link
    Virtual reality (VR) offers the promise of an infinite office and remote collaboration, however, existing interactions in VR do not strongly support one of the most essential tasks for most knowledge workers, reading. This paper presents VRDoc, a set of gaze-based interaction methods designed to improve the reading experience in VR. We introduce three key components: Gaze Select-and-Snap for document selection, Gaze MagGlass for enhanced text legibility, and Gaze Scroll for ease of document traversal. We implemented each of these tools using a commodity VR headset with eye-tracking. In a series of user studies with 13 participants, we show that VRDoc makes VR reading both more efficient (p < 0.01 ) and less demanding (p < 0.01), and when given a choice, users preferred to use our tools over the current VR reading methods.Comment: 8 pages, 4 figures, ISMAR 202

    Interfaces for human-centered production and use of computer graphics assets

    Get PDF
    L'abstract è presente nell'allegato / the abstract is in the attachmen

    On the core elements of the experience of playing video games

    Get PDF
    This dissertation presents a multi-method approach to study the user experience of playing video games. The motivation is to devise an objective assessment of the concept of user experience. It is proposed that user experience is better understood when it is studied as a two fold phenomenon formed by a process and an outcome. This definition allows the combination of the subjective nature of experience together with the objectivity needed to propose an objective assessment of experience. An experience is personal in the achieved outcome, during the process of forming it there are elements specific to the type of experience common to all individuals. The thesis presents a series of studies to explore and understand the gaming experience as well as to identify the procedural elements of the experience. The outcome of the studies was the formulation of the theoretical framework that we called Core Elements of the Gaming Experience (CEGE), which focuses on the process of the experience. The metaphor of ”puppetry” is used to provide a link to the outcome of the experience. Based on the theorical framework, a questionnaire and model were developed. The model was validated using Structural Equation Modelling, which provided an adequate fit suggesting that the CEGE model is an accurate abstraction of the process of the gaming experience. Lastly, the framework was used to study different gaming experiences under different conditions. The results suggest that the CEGE theoretical framework can be used to assess this type of experience. The contributions of this dissertation are: the methodological approach used to study the user experience of playing video games, a novel approach to understand user experience as a falsifiable concept, a theoretical framework and metaphor to describe the gaming experience, a model that describes the gaming experience, and an instrument that can be used to assess and explore different gaming experiences
    corecore