ABSTRACT
Based on an analysis of 49 popular contemporary video games, we develop a descriptive framework of visual interaction cues in video games. These cues are used to inform players what can be interacted with, where to look, and where to go within the game world. These cues vary along three dimensions: the purpose of the cue, the visual design of the cue, and the circumstances under which the cue is shown. We demonstrate that this framework can also be used to describe interaction cues for augmented reality applications. Beyond this, we show how the framework can be used to generatively derive new design ideas for visual interaction cues in augmented reality experiences.
Supplemental Material
Available for Download
- B. Avery, C. Sandor, and B. H. Thomas. 2009. Improving Spatial Perception for Augmented Reality X-Ray Vision. In 2009 IEEE Virtual Reality Conference, 79--82.Google Scholar
- Benjamin Avery, Bruce H. Thomas, and Wayne Piekarski. 2008. User Evaluation of See-through Vision for Mobile Outdoor Augmented Reality. In Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality (ISMAR '08), 69--72. Google ScholarDigital Library
- R. Bane and T. Hollerer. 2004. Interactive tools for virtual x-ray vision in mobile augmented reality. In Third IEEE and ACM International Symposium on Mixed and Augmented Reality, 231--239. Google ScholarDigital Library
- Shaowen Bardzell. 2008. Systems of Signs and Affordances: Interaction Cues in 3D Games. EnLeino, O: 191--209.Google Scholar
- Mark Billinghurst, Adrian Clark, Gun Lee, and others. 201 A survey of augmented reality. Foundations and Trends® in Human-Computer Interaction 8, 2--3: 73--272. Google ScholarDigital Library
- Detroit Institute of Arts. Lumin. Lumin. Retrieved September 18, 2017 from https://www.dia.org/about/press/media-kits/luminGoogle Scholar
- Georgia Tech Research Corporation. argon.js. Retrieved September 18, 2017 from https://www.argonjs.io/Google Scholar
- James J. Gibson. 1977. The Theory of Affordances. In Perceiving, acting, and knowing: Toward an ecological psychology, Robert Shaw and John Bransford (eds.). Lawrence Erlbaum Associates, Hillsdale, NJ, USA, 67--82.Google Scholar
- Raphael Grasset, Alessandro Mulloni, Mark Billinghurst, and Dieter Schmalstieg. 2011. Navigation Techniques in Augmented and Mixed Reality: Crossing the Virtuality Continuum. In Handbook of Augmented Reality. Springer, New York, NY, 379--407.Google Scholar
- Ioanna Iacovides, Anna Cox, Richard Kennedy, Paul Cairns, and Charlene Jennett. 2015. Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '15), 13--22. Google ScholarDigital Library
- 1Kristine Jørgensen. 2010. Time for new terminology. Diegetic and nondiegetic sounds in computer games revisited. Teoksessa Grimshaw, Mark (toim.): Game Sound Technology and Player Interaction: Concepts and Developments. Hershey, PA: Information Science Reference: 78--97.Google ScholarCross Ref
- Kristine Jørgensen. 20 Between the Game System and the Fictional World: A Study of Computer Game Interfaces. Games and Culture 7, 2: 142--163.Google Scholar
- Mark A. Livingston, J. Edward Swan II, Joseph L. Gabbard, Tobias H. Höllerer, Deborah Hix, Simon J. Julier, Yohan Baillot, and Dennis Brown. 2003. Resolving Multiple Occluded Layers in Augmented Reality. In Proceedings of the 2Nd IEEE/ACM International Symposium on Mixed and Augmented Reality (ISMAR '03), 56--. Retrieved September 17, 2017 from http://dl.acm.org/citation.cfm?id=946248.946796 Google ScholarDigital Library
- Lowe's. In-Store Navigation. Lowe's Innovation Labs. Retrieved September 18, 2017 from http://www.lowesinnovationlabs.com/instorenavigation/Google Scholar
- Donald A. Norman. 1988. The psychology of everyday things.(The design of everyday things). Basic Books.Google Scholar
- M. Peacocke, R. J. Teather, J. Carette, and I. S. MacKenzie. 2015. Evaluating the effectiveness of HUDs and diegetic ammo displays in first-person shooter games. In 2015 IEEE Games Entertainment Media Conference (GEM), 1--8.Google Scholar
- Gerhard Reitmayr and Dieter Schmalstieg. 2004. Scalable techniques for collaborative outdoor augmented reality. In 3rd IEEE and ACM international symposium on mixed and augmented reality (ISMAR'04), Arlington. Retrieved September 18, 2017 from https://www.ims.tuwien.ac.at/publications/tr-1882-02e.pdfGoogle Scholar
- P. Salomoni, C. Prandi, M. Roccetti, L. Casanova, and L. Marchetti. 2016. Assessing the efficacy of a diegetic game interface with Oculus Rift. In 2016 13th IEEE Annual Consumer Communications Networking Conference (CCNC), 387--392.Google Scholar
- C. Sandor, A. Dey, A. Cunningham, S. Barbier, U. Eck, D. Urquhart, M. R. Marner, G. Jarvis, and S. Rhee. 2010. Egocentric space-distorting visualizations for rapid environment exploration in mobile mixed reality. In 2010 IEEE Virtual Reality Conference (VR), 47--50. Google ScholarDigital Library
- Jesse Schell. 2014. The Art of Game Design: A Book of Lenses, Second Edition. CRC Press. Google Scholar
- LUDOGRAPHYGoogle Scholar
- 2K Boston and 2K Australia. (2007). Bioshock. Game. {Windows}. (21 August 2007). 2K Games. Novato, CA, USAGoogle Scholar
- Bethesda Game Studios. (2011). The Elder Scrolls V: Skyrim. Game. (11 November 2011). Bethesda Softworks. Rockville, MD, USAGoogle Scholar
- BioWare Edmonton. (2014). Dragon Age: Inquisition. Game. {PlayStation 4}. (18 November 2014). Electronic Arts. Redwood City, CA, USAGoogle Scholar
- Blizzard Entertainment. (2004). World of Warcraft. Game. {Windows}. (23 November 2004). Blizzard Entertainment. Irvine, CA, USAGoogle Scholar
- Blizzard Entertainment. (2016). Overwatch. Game. {Windows}. (24 May 2016). Blizzard Entertainment. Irvine, CA, USAGoogle Scholar
- CD Projekt. (2015). The Witcher 3: Wild Hunt. Game. {Windows}. (19 May 2015). CD Projekt RED. Warsaw, PolandGoogle Scholar
- Eidos Montreal. (2014) Thief. Game. {Windows}. (February 25, 2014). Square Enix. Tokyo JapanGoogle Scholar
- Guerilla Games. (2017). Horizon Zero Dawn. Game. {Playstation 4}. (February 28, 2017). Sony Interactive Entertainment. Tokyo, JapanGoogle Scholar
- Halfbrick Studios. (2011). Jetpack Joyride. Game. {iOS}. (September 1, 2011). Halfbrick Studios. Brisbane, AustraliaGoogle Scholar
- id Software. (1993). Doom. Game. {MS-DOS}. (10 December 1993). GT Interactive. New York City, NY, USAGoogle Scholar
- 1id Software. (2016). Doom. Game. {Windows}. (13 May 2016). Bethesda Softworks.Rockville, MD, USAGoogle Scholar
- SUPERHOT Team. (2016). Superhot. Game. {Windows}. (25 February 2016). SUPERHOT Team. Łódž, PolandGoogle Scholar
- Team Ico. (2005), Shadow of the Colossus. Game. {PlayStation 2}. (18 October 2005). Sony Computer Entertainment. Tokyo, JapanGoogle Scholar
- Terrible Toybox. (2017). Thimbleweed Park. Game. {Windows}. (30 March 2017). Terrible Toybox. Seattle, WA, USAGoogle Scholar
- Ubisoft Annecy. (2016). Steep. Game. {Windows}. (2 December 2016). Ubisoft. Rennes, FranceGoogle Scholar
- Ubisoft Quebec. (2015. Assassin's Creed Syndicate. Game. {Windows}. (19 November 2015). Ubisoft. Rennes, FranceGoogle Scholar
- Valve Corporation. (2009). Left 4 Dead 2. Game. {Windows}. (November 17, 2009). Valve Corporation. Bellevue, WA, USGoogle Scholar
- Visceral Games. (2013). Dead Space 3. Game. {Windows}. (5 February 2013). Electronic Arts. Redwood City, CA, USAGoogle Scholar
Index Terms
- A Visual Interaction Cue Framework from Video Game Environments for Augmented Reality
Recommendations
Extending Virtual Reality Display Wall Environments Using Augmented Reality
SUI '19: Symposium on Spatial User InteractionTwo major form factors for virtual reality are head-mounted displays and large display environments such as CAVE®and the LCD-based successor CAVE2®. Each of these has distinct advantages and limitations based on how they’re used. This work explores ...
Developing an augmented reality racing game
INTETAIN '08: Proceedings of the 2nd international conference on INtelligent TEchnologies for interactive enterTAINmentAugmented reality (AR) makes it possible to create games in which virtual objects are overlaid on the real world, and real objects are tracked and used to control virtual ones. We describe the development of an AR racing game created by modifying an ...
Haptics in Augmented Reality
ICMCS '99: Proceedings of the IEEE International Conference on Multimedia Computing and Systems - Volume 2An augmented reality system merges synthetic sensory information into a user's perception of a three-dimensional environment. An important performance goal for an augmented reality system is that the user perceives a single seamless environment. In most ...
Comments