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Enhancing spatial perception and user experience in video games with volumetric shadows

Published: 25 November 2013 Publication History

Abstract

In this paper, we investigate the use of volumetric shadows for enhancing three-dimensional perception and action in third-person motion games. They offer an alternative to previously studied cues and visual guides. Our preliminary survey revealed that from the games that require Kinect, 37% rely primarily on a third-person view and 9% on a first-person view. We conducted a user study where 30 participants performed object reaching, interception, and aiming tasks in six different graphical modes of a video game that was controlled using a Kinect sensor and PlayStation Move controllers. The study results indicate that different volumetric shadow cues can affect both the user experience and the gameplay performance positively or negatively, depending on the lighting setup. Qualitative user experience analysis shows that playing was found to be most easy and fluent in a typical virtual reality setting with stereo rendering and flat surface shadows.

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Cited By

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  • (2021)Design and analysis of depth cues on depth perception in interactive mixed reality simulation systemsJournal of the Society for Information Display10.1002/jsid.107430:2(87-102)Online publication date: 12-Aug-2021
  • (2020)3PP-R: Enabling Natural Movement in 3rd Person Virtual RealityProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414239(438-449)Online publication date: 2-Nov-2020
  • (2019)Depth perception in shuffleboard: Depth cues effect on depth perception in virtual and augmented reality systemJournal of the Society for Information Display10.1002/jsid.84028:2(164-176)Online publication date: 15-Sep-2019
  • Show More Cited By

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    OzCHI '13: Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
    November 2013
    549 pages
    ISBN:9781450325257
    DOI:10.1145/2541016
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Published: 25 November 2013

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    Author Tags

    1. 3D user interface
    2. depth cues
    3. depth perception
    4. game experience
    5. games
    6. stereoscopy
    7. volumetric shadows

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    OzCHI '13
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    • Human Factors & Ergonomics Soc

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    OzCHI '13 Paper Acceptance Rate 34 of 70 submissions, 49%;
    Overall Acceptance Rate 362 of 729 submissions, 50%

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    Cited By

    View all
    • (2021)Design and analysis of depth cues on depth perception in interactive mixed reality simulation systemsJournal of the Society for Information Display10.1002/jsid.107430:2(87-102)Online publication date: 12-Aug-2021
    • (2020)3PP-R: Enabling Natural Movement in 3rd Person Virtual RealityProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414239(438-449)Online publication date: 2-Nov-2020
    • (2019)Depth perception in shuffleboard: Depth cues effect on depth perception in virtual and augmented reality systemJournal of the Society for Information Display10.1002/jsid.84028:2(164-176)Online publication date: 15-Sep-2019
    • (2016)Virtual ball catching performance in different camera viewsProceedings of the 20th International Academic Mindtrek Conference10.1145/2994310.2994335(104-112)Online publication date: 17-Oct-2016

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