A visual interaction cue framework from video game environments for augmented reality
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:...
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sg-smu-ink.sis_research-89732023-08-15T01:37:04Z A visual interaction cue framework from video game environments for augmented reality DILLMAN, Kody R. MOK, Terrance Tin Hoi TANG, Anthony OEHLBERG, Lora MITCHELL, Alex 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. 2018-04-01T07:00:00Z text application/pdf https://ink.library.smu.edu.sg/sis_research/7970 info:doi/10.1145/3173574.3173714 https://ink.library.smu.edu.sg/context/sis_research/article/8973/viewcontent/3173574.3173714.pdf http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection School Of Computing and Information Systems eng Institutional Knowledge at Singapore Management University Augmented reality Game design Guidance Interaction cues Graphics and Human Computer Interfaces |
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Augmented reality Game design Guidance Interaction cues Graphics and Human Computer Interfaces DILLMAN, Kody R. MOK, Terrance Tin Hoi TANG, Anthony OEHLBERG, Lora MITCHELL, Alex A visual interaction cue framework from video game environments for augmented reality |
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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. |
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text |
author |
DILLMAN, Kody R. MOK, Terrance Tin Hoi TANG, Anthony OEHLBERG, Lora MITCHELL, Alex |
author_facet |
DILLMAN, Kody R. MOK, Terrance Tin Hoi TANG, Anthony OEHLBERG, Lora MITCHELL, Alex |
author_sort |
DILLMAN, Kody R. |
title |
A visual interaction cue framework from video game environments for augmented reality |
title_short |
A visual interaction cue framework from video game environments for augmented reality |
title_full |
A visual interaction cue framework from video game environments for augmented reality |
title_fullStr |
A visual interaction cue framework from video game environments for augmented reality |
title_full_unstemmed |
A visual interaction cue framework from video game environments for augmented reality |
title_sort |
visual interaction cue framework from video game environments for augmented reality |
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Institutional Knowledge at Singapore Management University |
publishDate |
2018 |
url |
https://ink.library.smu.edu.sg/sis_research/7970 https://ink.library.smu.edu.sg/context/sis_research/article/8973/viewcontent/3173574.3173714.pdf |
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1779156912810491904 |