International audienceObjective. Two experiments were conducted to investigate elements of the spatial design of video game interfaces. Background. In most video games, both the objects and the background scene are moving. Players must pay attention to what appears in the background to anticipate events while looking at head-up displays. According to the proximity-compatibility principle, game-related information should be put as close as possible to the anticipation zone. Method. Participants played a video game where they had to anticipate the upward movement of obstacles. The score location was manipulated. The average vertical gaze position and dispersion were used to assess anticipation and extent of visual scanning, respectively. Resu...
Understanding players ’ visual attention patterns within an interactive 3D game environment is an im...
The authors investigated the effect of action gaming on the spatial distribution of attention. The a...
In this paper, we describe an experiment designed to evaluate the effectiveness of three interfaces ...
International audienceObjective. Two experiments were conducted to investigate elements of the spati...
International audienceIn user interface design, spatial proximity between areas of interest is consi...
Video games take an increasingly important place in our society. Nowadays, however, their design doe...
International audienceHead-up displays (HUD) are important parts of visual interfaces of virtual env...
Context. Video games usually have visual aids guiding the players in 3D-environments. The designers ...
Context. Eye tracking technology has been applied to video games, mainly, as an offline analysis too...
ABSTRACT—Playing action video games enhances several different aspects of visual processing; however...
This paper presents the findings of an investigation into the user ergonomics and performance for in...
As the game industry expresses a growing demand for effective evaluation methods, it is worth invest...
As the game industry expresses a growing demand for effective evaluation methods, it is worth invest...
Research into gameplay can contribute to more self-conscious approaches to design, allowing designer...
Context. Gaze based interaction in video games is still a developing field, and is mostly used as an...
Understanding players ’ visual attention patterns within an interactive 3D game environment is an im...
The authors investigated the effect of action gaming on the spatial distribution of attention. The a...
In this paper, we describe an experiment designed to evaluate the effectiveness of three interfaces ...
International audienceObjective. Two experiments were conducted to investigate elements of the spati...
International audienceIn user interface design, spatial proximity between areas of interest is consi...
Video games take an increasingly important place in our society. Nowadays, however, their design doe...
International audienceHead-up displays (HUD) are important parts of visual interfaces of virtual env...
Context. Video games usually have visual aids guiding the players in 3D-environments. The designers ...
Context. Eye tracking technology has been applied to video games, mainly, as an offline analysis too...
ABSTRACT—Playing action video games enhances several different aspects of visual processing; however...
This paper presents the findings of an investigation into the user ergonomics and performance for in...
As the game industry expresses a growing demand for effective evaluation methods, it is worth invest...
As the game industry expresses a growing demand for effective evaluation methods, it is worth invest...
Research into gameplay can contribute to more self-conscious approaches to design, allowing designer...
Context. Gaze based interaction in video games is still a developing field, and is mostly used as an...
Understanding players ’ visual attention patterns within an interactive 3D game environment is an im...
The authors investigated the effect of action gaming on the spatial distribution of attention. The a...
In this paper, we describe an experiment designed to evaluate the effectiveness of three interfaces ...