Under the V-Must project, “Imago Bononiae” (2013) stands as a real example of how to build-up a reliable and efficient experimentation caring about the quality and effectiveness of a gesture-based Virtual Museum application in relation... more
Under the V-Must project, “Imago Bononiae” (2013) stands as a real example of how to build-up a reliable and efficient experimentation caring about the quality and effectiveness of a gesture-based Virtual Museum application in relation with game design patterns. This paper focuses indeed on the user-centric gesture design and progressive gestural skills (rewards) that user can acquire in order to gain an engaging experience and a massive comprehension of large urban contexts mediated by visual strategies, while enabling spatial and volumetric comparisons. Structured as a serious game, the project foresaw a user experience evaluation carried out in occasion of Digital Heritage Expo, held in Marseille in november 2013. During the event, “Imago Bononiae” was studied to understand more on the interaction’s aspects that take place between system and user. The visual design features that mostly connote the main interface and that, consequently, influence the behavior of users have been studied, like visibility, reliability and memorability. The affordance of the whole system has been then observed. Results presented show that “Imago Bononiae” has proved to be suitable for the large audience given its facilitated usability and the well-structured game strategy
Video games industry is the leader of the virtual reality (VR) market. Along as any VR reality application they used 3D User Interfaces (3DUIs) for the interaction with the user. Even that several games nowadays have very impressive... more
Video games industry is the leader of the virtual reality (VR) market. Along as any VR reality application they used 3D User Interfaces (3DUIs) for the interaction with the user. Even that several games nowadays have very impressive realism and innovative representations, this is not the case of 3DUIs. In this position paper we state that 3DUIs for any 3D application, including video games, should be revised in order to reduce the gap between the innovative representation of VR application and their 3DUIs.
A transformational method for developing tri-dimensional user interfaces of interactive information systems is presented that starts from a task model and a domain model to progressively derive a final user interface. This method con-... more
A transformational method for developing tri-dimensional user interfaces of interactive information systems is presented that starts from a task model and a domain model to progressively derive a final user interface. This method con- sists of three steps: deriving one or many abstract user interfaces from a task model and a domain model, deriving one or many concrete user interfaces from each abstract interface, and producing the code of the final user interfaces corresponding to each concrete interface. To ensure the two first steps, trans- formations are encoded as graph transformations performed on the involved models expressed in their graph equivalent. In addition, a graph grammar gathers relevant graph transformations for accomplishing the sub-steps in- volved in each step. Once a concrete user interface is resulting from these two first steps, it is converted in a development environment for 3D user interfaces where it can be edited for fine tuning and personalization. From this environ- ment, the user interface code is automatically generated. The method is de- fined by its steps, input/output, and exemplified on a case study. By expressing the steps of the method through transformations between models, the method adheres to Model-Driven Engineering paradigm where models and transforma- tions are explicitly defined and used.