In the thesis, I present the outlier searching game for two different environments – 2D or computer-based and 3D or Virtual Reality. The experiments were conducted with 30 participants, they were asked to play the game in both environments with different time limits – 10 or 15 minutes. The experiment consisted of 3 main phases 1) instruction period, where the goal of the experiment and game logic was explained, the GDPR form was signed and pen and paper attention test was conducted, 2) training part, where participants learned how to navigate in both environments 3) actual experiment part, where game stages with different setups had been done and different questionnaires (Big Five Inventory, Sense of Presence, User Experience forms and othe...
In serious games, in-game analytics is a major focus, as it is beneficial to see how a player is lea...
Digital educational games are increasingly being used in instruction. In the technological era, they...
Abstract—In this paper, we report on an experiment to determine the minimum field of view that permi...
Context. This thesis’ goal was to test whether or not perceptual elements which do not intrude on pl...
The objective of this study is to quantitatively incorporate user observation into usability evaluat...
Background. Eye tracking has been evaluated and tried in different 2D settings for research purposes...
The objective of this study is to quantitatively incorporate user observation into usability evaluat...
Understanding players’ visual attention patterns within an interactive 3D game environment is an imp...
Guiding a player through a 3D environment can be a difficult task, especially in a game with a choic...
Understanding players ’ visual attention patterns within an interactive 3D game environment is an im...
Abstract—The study and characterization of user behavior in the context of human computer interactio...
Virtual environments are synthetic 3D worlds typically viewed from a first-person point of view with...
Human performance and navigation activity in virtual environments can be measured and assessed with ...
The challenge of educational game design is to develop solutions that please as many players as poss...
Context. Video games usually have visual aids guiding the players in 3D-environments. The designers ...
In serious games, in-game analytics is a major focus, as it is beneficial to see how a player is lea...
Digital educational games are increasingly being used in instruction. In the technological era, they...
Abstract—In this paper, we report on an experiment to determine the minimum field of view that permi...
Context. This thesis’ goal was to test whether or not perceptual elements which do not intrude on pl...
The objective of this study is to quantitatively incorporate user observation into usability evaluat...
Background. Eye tracking has been evaluated and tried in different 2D settings for research purposes...
The objective of this study is to quantitatively incorporate user observation into usability evaluat...
Understanding players’ visual attention patterns within an interactive 3D game environment is an imp...
Guiding a player through a 3D environment can be a difficult task, especially in a game with a choic...
Understanding players ’ visual attention patterns within an interactive 3D game environment is an im...
Abstract—The study and characterization of user behavior in the context of human computer interactio...
Virtual environments are synthetic 3D worlds typically viewed from a first-person point of view with...
Human performance and navigation activity in virtual environments can be measured and assessed with ...
The challenge of educational game design is to develop solutions that please as many players as poss...
Context. Video games usually have visual aids guiding the players in 3D-environments. The designers ...
In serious games, in-game analytics is a major focus, as it is beneficial to see how a player is lea...
Digital educational games are increasingly being used in instruction. In the technological era, they...
Abstract—In this paper, we report on an experiment to determine the minimum field of view that permi...