ACM Transactions on Computer-Human Interaction (TOCHI)
Reevaluating stereo and motion cues for visualizing graphs in three dimensions
APGV '05 Proceedings of the 2nd symposium on Applied perception in graphics and visualization
Gaming: Essays On Algorithmic Culture (Electronic Mediations)
Gaming: Essays On Algorithmic Culture (Electronic Mediations)
Game Development Essentials: Game Interface Design
Game Development Essentials: Game Interface Design
Presence: Teleoperators and Virtual Environments
Sketching User Experiences: Getting the Design Right and the Right Design
Sketching User Experiences: Getting the Design Right and the Right Design
Fundamentals of Game Design
Perceived 3DTV viewing in the public: insights from a three-day field evaluation study
Proceddings of the 9th international interactive conference on Interactive television
Stereoscopic 3D in video games: A review of current design practices and challenges
CGAMES '11 Proceedings of the 2011 16th International Conference on Computer Games
Understanding user experience in stereoscopic 3D games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating user performance in 3D stereo and motion enabled video games
Proceedings of the International Conference on the Foundations of Digital Games
A survey of perceptual evaluations and requirements of three-dimensional TV
IEEE Transactions on Circuits and Systems for Video Technology
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Creating graphical user interfaces (GUI) for stereoscopic 3D (S3D) games is a difficult choice between visual comfort and effect. We present a S3D Game GUI Design Space and a list of S3D-specific attributes that emphasizes integrating visually comfortable interfaces into the game world, story and S3D view. To showcase our approach, we created two GUI concepts and evaluated them with 32 users. Our results show quality improvements for a combination of bottom position and visual attachment for a menu. In a referencing interface, placing the reference near to the target depth significantly improved perceived quality, game integration, and increased presence. These results confirm the need to create S3D GUIs with perceptual constraints in mind, demonstrating the potential to extend the user experience. Additionally, our design space offers a formal and flexible way to create new effects in S3D GUIs.