Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems 2018
DOI: 10.1145/3173574.3173714
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A Visual Interaction Cue Framework from Video Game Environments for Augmented Reality

Abstract: Based on an analysis of 49 popular contemporary video games, I 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. I demonstrate that this framework can also be used to describe interaction cues for augmented reality applicat… Show more

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Cited by 43 publications
(6 citation statements)
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“…In order to satisfy the signalling guideline, which we identified as lacking from the Guilty Gear Strive tutorial, we incorporated visual cues into our tutorial design. To do this, we followed the visual cues design framework set out by Dillman et al [7]. This framework describes visual cues along three dimensions: purpose, markedness, and trigger source.…”
Section: Modification: Visual Cuesmentioning
confidence: 99%
“…In order to satisfy the signalling guideline, which we identified as lacking from the Guilty Gear Strive tutorial, we incorporated visual cues into our tutorial design. To do this, we followed the visual cues design framework set out by Dillman et al [7]. This framework describes visual cues along three dimensions: purpose, markedness, and trigger source.…”
Section: Modification: Visual Cuesmentioning
confidence: 99%
“…Similarly, expression vision might analyze facial micro-expressions for hundreds of faces at once, allowing an observer in a public space to evaluate public sentiment and highlighting faces meeting some predefined criteria, such as extreme joy or fear. Such attention-oriented approaches could extend highlighting techniques in existing visualization systems [80] or video games [30]. Alternatively, tools could also act implicitly to address viewers' attention biases by identifying when viewers disproportionately fixate on a subset of objects or values (one brand but not others, short/tall people but not average ones, etc.)…”
Section: New Directions For "Empowering" Visualizationsmentioning
confidence: 99%
“…Aultman et al [1] provided design heuristics for AR game UIs, including the placement of UI elements next to real objects, making the UI distinct from the real world, and matching the UI to the user's viewing angle. Dillman et al [4] describe a framework for designing AR visual cues to inform game players about objects or locations of interest, recommending approaches such as object-aligned visual highlights as well as arrows or maps.…”
Section: Gamification Of Armentioning
confidence: 99%