abstract: "Creating graphical user interfaces (GUI) for stereoscopic 3D (S3D) games is a difficult choice between visual comfort and effect. We present a S3D Game GUI Design Space and a list of S3D-specific attributes that emphasizes integrating visually comfortable interfaces into the game world, story and S3D view. To showcase our approach, we created two GUI concepts and evaluated them with 32 users. Our results show quality improvements for a combination of bottom position and visual attachment for a menu. In a referencing interface, placing the reference near to the target depth significantly improved perceived quality, game integration, and increased presence. These results confirm the need to create S3D GUIs with perceptual constraints in mind, demonstrating the potential to extend the user experience. Additionally, our design space offers a formal and flexible way to create new effects in S3D GUIs."
Abstract: "ideo games and other applications using off
-
the
-
shelf tracking
devices often take a simple approach to gesture and pose
recognition:
a recognized gesture is always mapped to the same
action
. This approach
basically turns a gesture into a binary button
pre
ss and
misses much of the nuance implicit in natural gestures.
In this paper we explore
,
in a game design setting
,
the use of
continuous 3D gesture sequences where
in
attributes of individual
gestures, such as speed, direction,
etc., combine to influence th
e
r
esult of the sequence as a whole
.
We present Pixelbending, a
game demo
built using the Microsoft Kinect and Unreal
Developers Kit (UDK)
in which the player performs Tai Chi
inspired movements to control water. Designed with the goal
of
creating a fun an
d engaging 3D game experience built
on a
nuanced gesture set, the demo was well received by many players
of different ages and sizes. Through the development process we
encountered challenges to working with off
-
the
-
shelf devices."