SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Evaluating 3D task performance for fish tank virtual worlds
ACM Transactions on Information Systems (TOIS)
Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A study of interactive 3D point location in a computer simulated virtual environment
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
ACM Transactions on Computer-Human Interaction (TOCHI)
Perceiving Spatial Relationships in Computer-Generated Images
IEEE Computer Graphics and Applications
Automating Lighting Design for Interactive Entertainment
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Motion-capture-based avatar control framework in third-person view virtual environments
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Presence: Teleoperators and Virtual Environments
Components of human experience in virtual environments
Computers in Human Behavior
Enhancing Depth-Perception with Flexible Volumetric Halos
IEEE Transactions on Visualization and Computer Graphics
Guidelines for 3D positioning techniques
Future Play '07 Proceedings of the 2007 conference on Future Play
Reality-based User Interface System (RUIS)
3DUI '11 Proceedings of the 2011 IEEE Symposium on 3D User Interfaces
The effects of cast shadows and stereopsis on performing computer-generated spatial tasks
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
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In this paper, we investigate the use of volumetric shadows for enhancing three-dimensional perception and action in third-person motion games. They offer an alternative to previously studied cues and visual guides. Our preliminary survey revealed that from the games that require Kinect, 37% rely primarily on a third-person view and 9% on a first-person view. We conducted a user study where 30 participants performed object reaching, interception, and aiming tasks in six different graphical modes of a video game that was controlled using a Kinect sensor and PlayStation Move controllers. The study results indicate that different volumetric shadow cues can affect both the user experience and the gameplay performance positively or negatively, depending on the lighting setup. Qualitative user experience analysis shows that playing was found to be most easy and fluent in a typical virtual reality setting with stereo rendering and flat surface shadows.