1,418 research outputs found

    UX evaluation of VR locomotion & virtual object interaction mechanics

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    Virtual Reality (VR) Interactions like in Ready Player One? Locomotion (LOC) and Virtual Object Interaction (VOI) are two key areas of concern, when designing and developing VR games and other VR applications. This paper describes a study of three interaction modes and their underlying VOI and LOC mechanics, using a range of consumer-oriented VR input setups, spanning from gamepad, over Spatially Tracked Hand Controllers, to Controllerless Hand Tracking and Omnidirectional Treadmill. All corresponding mechanics were implemented in the specifically developed, optimized and polished “real-world” game Gooze, to test them in a real-world scenario with corresponding challenges in gaming and human computer interaction. A within-subjects experiment with 89 participants using qualitative and quantitative analysis methods was conducted. The interaction modes and their mechanics were evaluated based on the four User Experience aspects: Player Enjoyment, Support of Gameplay, Simulator Sickness and Presence, with the latter being subdivided into the four sub-parameters: General Presence, Spatial Presence, Involvement and Experienced Realism, according to the igroup Presence Questionnaire. The paper concludes with summarizing the individual advantages and disadvantages of the assessed interaction modes

    “VRification”: applying virtual reality to digital games

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    In the following, we discuss the process of applying virtual reality to digital games. We named this process “VRification” and will elaborate on some of its opportunities and issues. Based on a literature survey and professional practice, this work covers several examples of VR games, which were intended as such from the beginning (Job Simulator and Lucky’s Tale) and others, which were ported to VR after their initial release (DOOM VR and LizzE). We conclude that, for VR games, it is essential to be optimized for the full potential of targeted interface technologies. Furthermore, porting former-non-VR games to VR can create successful user experiences, when aiming for the same high standard of optimization, especially regarding simulator sickness

    Local multiplayer immersion affected by 3D stereoscopy

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    In this paper, we describe an experimental study, which evaluates how 3D stereoscopy affects player immersion in a possibly very distracting local multiplayer game. The game “Nicely Dicely” was specifically developed for this purpose, with 3D stereoscopy in mind, right from the beginning. Groups of participants were competitively playing the game in non-3D monoscopic and 3D stereoscopic presentations via a 3D compatible projector and corresponding active shutter glasses. In the following, we elaborate on the game and our quantitative and qualitative hybrid experiment design and methodology. An analysis of the resulting data will show that, indeed 3D stereoscopy significantly increases spatial presence, involvement and player immersion, even in a local multiplayer situation. Furthermore, some guiding insights relating the game’s design will be illustrated

    An experiment design: investigating VR locomotion & virtual object interaction mechanics

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    In this paper, we describe an experiment outline on investigating design and user experience related aspects of several virtual reality locomotion and virtual object interaction mechanics. These mechanics will be based on consumer hardware like a common game controllers, an infrared hand and finger tracking device, VR hand controllers and an omnidirectional treadmill. Corresponding related work will contextualize and motivate this research. The projected experimental study will be based on user test sessions with a specifically developed 1st person VR puzzle horror game, called Gooze. A hybrid approach of self-assessment, in-game parameter tracking and session observations will be proposed for the investigation. Statistical analysis methods will be suggested to evaluate results. Furthermore, this paper will give an overview of the game and elaborate on design, gameplay and user experience related insights of already conducted informal pre-studies with it

    Integration of geographic information system and RADARSAT synthetic aperture radar data using a self-organizing map network as compensation for realtime ground data in automatic image classification

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    The paper presents results of using advanced techniques such as Self-Organizing feature Map (SOM) to incorporate a GIS data layer to compensate for the limited amount of real-time ground-truth data available for land-use and land-cover mapping in wet-season conditions in Bangladesh based on multi-temporal RADARSAT-1 SAR images. The experimental results were compared with those of traditional statistical classifiers such as Maximum Likelihood, Mahalanobis Distance, and Minimum Distance, which are not suitable for incorporating low-level GIS data in the image classification process. The performances of the classifiers were evaluated in terms of the classification accuracy with respect to the collected real-time ground truth data. The SOM neural network provided the highest overall accuracy when a GIS layer of land type classification with respect to the depth and duration of regular flooding was used in the network. Using this method, the overall accuracy was around 15% higher than the previously mentioned traditional classifiers at 79.6% where the training data covered only 0.53% of the total image. It also achieved higher accuracies for more classes in comparison to the other classifiers

    Genetic sequences: tracing the mutations of a disease.

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    The entry is to address the mini challenge 3 in the IEEE VAST Challenge 2010. A patient, identified by Interpol as Nicolai Kuryakin, is admitted to a hospital in Paris after being removed from a flight to Moscow due to illness. The patient, now deceased, was admitted with an unidentified illness and later developed symptoms consistent with Drafa Fever. An autopsy confirmed the presence of the Drafa virus in the patient’s bloodstream. Visual analytics methods are applied to help to understand the evolution of the current Drafa virus outbreak, as it may shed some light on Nicolai’s contacts

    Virtual Reality 3rd person camera behavior modes

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    We describe and evaluate five different level design independent modes of handling camera behavior in the 3rd person game LizzE – And the Light of Dreams in Virtual Reality. The behavior of the different modes will each be illustrated in detail. To evaluate the modes A: Fast circling, B: Lazy Circling, C: No Circling, D: Blink circling and E: Buffered pulling, an experimental study with 33 subjects was conducted. An analysis of the resulting data will show why Buffered pulling seems to be the most promising of the examined modes. We elaborate on the quantitative and qualitative hybrid experiment design and methodology. Eventually the advantages and disadvantages of the five tested modes are discussed in terms of supporting the gameplay, player enjoyment, in game performance and the tendency to induce nausea

    How analysts think: think-steps as a tool for structuring sensemaking in criminal intelligence analysis

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    Sensemaking has been described as a process involving information structuring. However, there are few detailed accounts of how this manifests in practice, particularly in relation to the creation and use of external representations such as data visualisations, and how such structuring aids sensemaking. To explore these questions in depth, we present an interview study of police crime analysts from which a model of their analysis process is developed. We describe the model focusing on the notion of 'think-steps', which for the analysts acted as a primary structuring concept. We describe how 'think-steps' propagate throughout the analysis process captured in the model. For the analysts, 'think-steps' are extensible templates that decompose a case into elements, provide a way of storing and visually structuring data, support generation of requests for information, focus research, simulate a case, and shape reporting. We reflect on the implications that our findings might have for design, including the possibility of a repertoire of evolving, sharable and reusable templates for sensemaking within a community of practice

    360 Cinematic literacy: a case study

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    360 degree film making necessitates a new language for storytelling. We investigate this issue from the point of view of the user, inferring 360 literacy from what users say about their viewing experiences. The case study is based on material from two user studies on a 360 video profile of an artist. Interviews were analysed using thematic analysis to understand how users made sense of the video. The sense of presence had a strong impact on the experience, while the ability to look around meant new skills had to be developed to try to make sense of 360 video. Viewers had most to say about a few particular shots, and some themes of note emerge: such as being in unusual places, certainty about what should be attended to and focus points, switches between first and third person views, and close-ups and interest

    A user study on curved edges in graph visualization

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    Recently there has been increasing research interest in displaying graphs with curved edges to produce more readable visualizations. While there are several automatic techniques, little has been done to evaluate their effectiveness empirically. In this paper we present two experiments studying the impact of edge curvature on graph readability. The goal is to understand the advantages and disadvantages of using curved edges for common graph tasks compared to straight line segments, which are the conventional choice for showing edges in node-link diagrams. We included several edge variations: straight edges, edges with different curvature levels, and mixed straight and curved edges. During the experiments, participants were asked to complete network tasks including determination of connectivity, shortest path, node degree, and common neighbors. We also asked the participants to provide subjective ratings of the aesthetics of different edge types. The results show significant performance differences between the straight and curved edges and clear distinctions between variations of curved edges
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