Project GROPEHaptic displays for scientific visualization
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Cognitive issues in virtual reality
Virtual environments and advanced interface design
The design of virtual environments
The design of virtual environments
Readings in information visualization
Automating the design of graphical presentations of relational information
Readings in information visualization
Constructing sonified haptic line graphs for the blind student: first steps
Assets '00 Proceedings of the fourth international ACM conference on Assistive technologies
A Discipline for Software Engineering
A Discipline for Software Engineering
Using force feedback for multi-sensory display
AUIC '01 Proceedings of the 2nd Australasian conference on User interface
Beyond Interaction Design: Beyond Human-Computer Interaction
Beyond Interaction Design: Beyond Human-Computer Interaction
Visual Data Mining: Techniques and Tools for Data Visualization and Mining
Visual Data Mining: Techniques and Tools for Data Visualization and Mining
The structure of the information visualization design space
INFOVIS '97 Proceedings of the 1997 IEEE Symposium on Information Visualization (InfoVis '97)
Finding Trading Patterns in Stock Market Data
IEEE Computer Graphics and Applications
Human-Computer Interaction (3rd Edition)
Human-Computer Interaction (3rd Edition)
The tiresias effect: feedforward using light versus temperature in a tangible user interface
CHI '10 Extended Abstracts on Human Factors in Computing Systems
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
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Players of computer games tend to be discerning about game quality. So, to be successful, game designers need to ensure that players receive the best possible experience. A growing trend in the design of game interfaces is the use of multi-sensory (visual, auditory and haptic) interfaces to broaden the experience for players. The assumption is that, by displaying different information to different senses, it is possible to increase the amount of information available to players and so assist their performance. To test this assumption, the first-person shooter game, "Quake 3: Arena", was evaluated in four modes: with only visual cues; with both visual and auditory cues; with both visual and haptic cues; and with visual, auditory and haptic cues. Players reported improved 'immersion', 'confidence' and 'satisfaction' when additional sensory cues were included, the multisensory game interface seemed to improve the player's experience, but there was no statistically significant improvement in their performance. We suspect that a better design of the information being displayed for each sense may be required if multi-sensory displays are to significantly improve the player's performance on specific game tasks.