The human-computer interaction handbook
Filtering and brushing with motion
Information Visualization
Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics
Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics
Analysis of level design 'push & pull' within 21 games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Simple motion textures for ambient affect
Proceedings of the International Symposium on Computational Aesthetics in Graphics, Visualization, and Imaging
Toolset to explore visual motion designs in a video game
CHI '12 Extended Abstracts on Human Factors in Computing Systems
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Games are a popular form of digital entertainment and one elusive question is how complex visual designs affect the player experience. We address one aspect of this topic in terms of similarity of visual features, explored both as an organizing principle in Gestalt psychology and as a theory in visual attention. To address this issue, we developed a 3D railed shooter game with adjustable visual features of size, speed, and density of targets and non-targets. Based on these features we evaluate 105 player's performance in 4 visual conditions. In addition, we employ a cognitive workload assessment as a means to understand the perceived demands on players. Results show effects of expertise on performance and cognitive workload, per visual condition. Our methods and implications on game design are discussed.