Water lamp and pinwheels: ambient projection of digital information into architectural space
CHI 98 Cconference Summary on Human Factors in Computing Systems
Tradeoffs in displaying peripheral information
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
User performance with gaze contingent multiresolutional displays
ETRA '00 Proceedings of the 2000 symposium on Eye tracking research & applications
Heuristic evaluation of ambient displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploring the design and use of peripheral displays of awareness information
CHI '04 Extended Abstracts on Human Factors in Computing Systems
An intrusive evaluation of peripheral display
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
AuraOrb: using social awareness cues in the design of progressive notification appliances
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
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The human eye can perceive visual information with high acuity within a narrow foveal view; outside the foveal view (in the periphery), vision has progressively less resolution, and ability to perceive colour is reduced. In this paper, we argue that game displays can be improved by accounting for the part of the visual field in which information is displayed. We present two games in which information is visually encoded for presentation in the periphery. We conclude that the use of peripheral displays may be an interesting way of improving the challenge and entertainment of games involving rich informational displays.