Effects of peripheral visual information on performance of video game with hemi-spherical immersive projection screen

Yasuhiro Seya*, Kotaro Sato, Yusuke Kimura, Akira Ookubo, Hitoshi Yamagata, Kazumi Kasahara, Hiroya Fujikake, Yuki Yamamoto, Hanako Ikeda, Katsumi Watanabe

*この研究の対応する著者

研究成果: Paper査読

1 被引用数 (Scopus)

抄録

The recent development of immersive displays with high resolution and a wide field of view (e.g., hemi-spherical projection screen) has made it possible to play video games with higher levels of presence. However, it is not yet clear how players utilize the visual and auditory information provided by such displays for game play. In this paper, we report three experiments on an arcade video game "Mobile Suit GUNDAM Senjyo no Kizuna" with a hemi-ellipsoidal panoramic optical display (POD). Highly trained participants (professional game debuggers) were employed. They played the game with various visual masks (Experiments 1 and 2) and sound conditions (with and without sound; Experiment 3). In all of the experiments, the game performance (i.e., game score) was recorded as well as ratings for enjoyment, sensation of presence, and visually induced motion sickness as the game was played. The results suggest that players have a certain size of "effective visual space" in which peripheral information can be utilized. Furthermore, the results suggest that auditory information, together with a wide range of visual information, would enhance a player's enjoyment and sensation of presence during game play.

本文言語English
出版ステータスPublished - 2009
外部発表はい
イベント4th Digital Games Research Association International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory, DiGRA 2009 - London, United Kingdom
継続期間: 2009 9月 12009 9月 4

Other

Other4th Digital Games Research Association International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory, DiGRA 2009
国/地域United Kingdom
CityLondon
Period09/9/109/9/4

ASJC Scopus subject areas

  • コンピュータ グラフィックスおよびコンピュータ支援設計
  • 人間とコンピュータの相互作用
  • ソフトウェア

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