skip to main content
10.1145/2470654.2470678acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

Creating and analyzing stereoscopic 3D graphical user interfaces in digital games

Published:27 April 2013Publication History

ABSTRACT

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.

References

  1. Adams, E. Fundamentals of Game Design (2nd Edition). New Riders Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Benyon, D., Turner, P., and Turner, S. Designing Interactive Systems: People, Activities, Contexts, Technologies. Addison Wesley, 2005.Google ScholarGoogle Scholar
  3. Buxton, W. Sketching User Experiences: Getting the Design Right and the Right Design. Morgan Kaufmann, 2007. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Fagerholt, E. and Lorentzon, M. Beyond the HUD User Interfaces for Increased Player Immersion in FPS Games. 2009.Google ScholarGoogle Scholar
  5. Galloway, A.R. Gaming: Essays On Algorithmic Culture. Univ Of Minnesota Press, 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Hoffman, D., Girshick, A., Akeley, K., and Banks, M.S. Vergence--accommodation conflicts hinder visual performance and cause visual fatigue. Journal of Vision 8, 3 (2008), 1--30.Google ScholarGoogle ScholarCross RefCross Ref
  7. Hubona, G.S., Wheeler, P.N., Shirah, G.W., and Brandt, M. The relative contributions of stereo, lighting, and background scenes in promoting 3D depth visualization. ACM Transactions on Computer-Human Interaction 6, 3 (1999), 214--242. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Hutarew, G., Moser, K., and Dietze, O. Comparison of an auto-stereoscopic display and polarized stereoscopic projection for macroscopic pathology. Journal of telemedicine and telecare 10, 4 (2004), 206--13.Google ScholarGoogle Scholar
  9. Häkkinen, J., Kawai, T., Takatalo, J., Leisti, T., Radun, J., and Hirsaho, A. Measuring Stereoscopic Image Quality Experience with Interpretation Based Quality Methodology. System 6808, January (2008), 27--31.Google ScholarGoogle Scholar
  10. Häkkinen, J., Kawai, T., Takatalo, J., Mitsuya, R., and Nyman, G. What do people look at when they watch stereoscopic movies? Displays 7524, (2010).Google ScholarGoogle Scholar
  11. IJsselsteijn, W., Ridder, H. de, Freeman, J., Avons, S.E.E., and Bouwhuis, D. Effects of Stereoscopic Presentation, Image Motion, and Screen Size on Subjective and Objective Corroborative Measures of Presence. Presence: Teleoperators & Virtual Environments 10, 3 (2001), 298--311. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Kim, N., Kim, G.J., Park, C., Lee, I., and Lim, S.H. Multimodal Menu Presentation and Selection in Immersive Virtual Environments. Science And Technology, (2000), 1--8.Google ScholarGoogle Scholar
  13. Kulshreshth, A., Schild, J., and LaViola, J.J. Evaluating user performance in 3D stereo and motion enabled video games. Proceedings of the International Conference on the Foundations of Digital Games FDG '12, ACM Press (2012), 33. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Lambooij, M., IJsselsteijn, W., Bouwhuis, D.G., and Heynderickx, I. Evaluation of Stereoscopic Images: Beyond 2D Quality. IEEE Transactions on Broadcasting 57, 2 (2011), 432--444.Google ScholarGoogle ScholarCross RefCross Ref
  15. Lambooij, M.T.M., IJsselsteijn, W.A., and Heynderickx, I. Visual discomfort in stereoscopic displays: a review. Proceedings of SPIE 6490, May 2010 (2007), 64900I-- 64900I--13.Google ScholarGoogle Scholar
  16. Mahoney, N., Oikonomou, A., and Wilson, D. Stereoscopic 3D in video games: A review of current design practices and challenges. 2011 16th International Conference on Computer Games (CGAMES), IEEE (2011), 148--155. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Marcoux, L. AREA Autodesk. Stereoscopy in 3ds Max with StereoCam Modifier, 2009. http://area.autodesk.com/blogs/louis/stereoscopy_in_3ds _max_with_stereocam_modifier/.Google ScholarGoogle Scholar
  18. Meesters, L.M.J., IJsselsteijn, W. a., and Seuntiens, P.J.H. A Survey of Perceptual Evaluations and Requirements of Three-Dimensional TV. IEEE Transactions on Circuits and Systems for Video Technology 14, 3 (2004), 381--391. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Obrist, M., Wurhofer, D., Förster, F., et al. Perceived 3DTV Viewing in the Public : Insights from a ThreeDay Field Evaluation Study. Human Factors, (2011), 167--176. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Saunders, K. and Novak, J. Game Dev. Essentials Game Interface Design. Cengage Learning, 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. Schertenleib, S. (SCCE). Optimization for Making Stereoscopic 3D Games on PlayStation. 2011.Google ScholarGoogle Scholar
  22. Schild, J., LaViola, J., and Masuch, M. Understanding User Experience in Stereoscopic 3D Games. Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems -- CHI '12, ACM (2012), 89--99. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Schild, J. and Masuch, M. Designing Stereoscopic Information Visualization for 3D-TV: What can we learn from S3D Gaming ? Proc of SPIE Vol. 8288: Stereoscopic displays and applications XXIII, (2012).Google ScholarGoogle ScholarCross RefCross Ref
  24. Shibata, T., Kim, J., Hoffman, D.M., and Banks, M.S. The zone of comfort: Predicting visual discomfort with stereo displays. Journal of vision 11, 8 (2011), 1--29.Google ScholarGoogle Scholar
  25. Stuerzlinger, W. and Wingrave, C. The Value of Constraints for 3D User Interfaces. In Virtual Realities: Dagstuhl Seminar 2008. Springer, 2011, 203--224.Google ScholarGoogle Scholar
  26. Taylor, P., Kennedy, R.S., Lane, N.E., Berbaum, K.S., and Lilienthal, M.G. Simulator Sickness Questionnaire : An Enhanced Method for Quantifying Simulator Sickness Simulator Sickness Questionnaire : An Enhanced Method for Quantifying Simulator Sickness. International Journal, 912873516 (2010).Google ScholarGoogle Scholar
  27. Ware, C. and Mitchell, P. Reevaluating stereo and motion cues for visualizing graphs in three dimensions. Proceedings of the 2nd symposium on Applied perception in graphics and visualization - APGV '05, ACM Press (2005), 51. Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Wirth, W., Schramm, H., Böcking, S., et al. Entwicklung und Validierung eines Fragebogens zur Entstehung von räumlichem Präsenzerleben. Halem, 2008, 70--95.Google ScholarGoogle Scholar
  29. You, J., Jiang, G., Xing, L., and Perkis, A. Quality of Visual Experience for 3D Presentation -- Stereoscopic Image. In M. Mrak, M. Grgic and M. Kunt, eds., HighQuality Visual Experience. Springer Berlin Heidelberg, Berlin, Heidelberg, 2010, 51--77.Google ScholarGoogle Scholar

Index Terms

  1. Creating and analyzing stereoscopic 3D graphical user interfaces in digital games

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      CHI '13: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
      April 2013
      3550 pages
      ISBN:9781450318990
      DOI:10.1145/2470654

      Copyright © 2013 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 27 April 2013

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      CHI '13 Paper Acceptance Rate392of1,963submissions,20%Overall Acceptance Rate6,199of26,314submissions,24%

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader