The human-computer interaction handbook
Filtering and brushing with motion
Information Visualization
Visual attention in 3D video games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Analyzing spatial user behavior in computer games using geographic information systems
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
System for automated interactive lighting
System for automated interactive lighting
Effect of camera and object motion on visual load in 3d games
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Similarity in visual designs: effects on workload and performance in a railed-shooter game
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Design patterns of focused attention
Proceedings of the First Workshop on Design Patterns in Games
Hi-index | 0.00 |
We describe a research toolset to explore visual designs in a video game. We focus specifically on visual motion, defined by attributes of motion, and their effect on accessibility, which may lead to a diminished experience for novice players. Eight expert game designers evaluated the tool embedded into a simple point and click game. Specifically they controlled attributes of speed, size of game elements, and amount of elements on screen associated to game targets, distractions, and feedback. The tool allowed experts to define difficulty settings and expose patterns, which they verified. As a game, we then investigated the effect of visual motion on accessibility in a formal user study comprised of 105 participants. As a follow-up to this work, we expanded the toolset to include 8 additional attributes of motion.