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Analyzing autostereoscopic environment configurations for the design of videogames
dc.contributor.author | Martínez Sotoca, José | |
dc.contributor.author | Chover, Miguel | |
dc.contributor.author | Remolar, Inmaculada | |
dc.contributor.author | Loreto, Ricardo | |
dc.date.accessioned | 2019-07-10T09:08:03Z | |
dc.date.available | 2019-07-10T09:08:03Z | |
dc.date.issued | 2019 | |
dc.identifier.citation | Sotoca, J.M., Chover, M., Remolar, I. et al. Multimedia Systems (2019). https://doi.org/10.1007/s00530-019-00621-z | ca_CA |
dc.identifier.issn | 0942-4962 | |
dc.identifier.issn | 1432-1882 | |
dc.identifier.uri | http://hdl.handle.net/10234/183160 | |
dc.description.abstract | Stereoscopic devices are becoming more popular every day. The 3D visualization that these displays ofer is being used by videogame designers to enhance the user’s game experience. Autostereoscopic monitors ofer the possibility of obtaining this 3D visualization without the need for extra device. This fact makes them more attractive to videogame developers. However, the confguration of the cameras that make it possible to obtain an immersive 3D visualization inside the game is still an open problem. In this paper, some system confgurations that create autostereoscopic visualization in a 3D game engine were evaluated to obtain a good accommodation of the user experience with the game. To achieve this, user tests that take into account the movement of the player were carried out to evaluate diferent camera confgurations, namely, dynamic and static converging optical axis and parallel optical axis. The purpose of these tests is to evaluate the user experience regarding visual discomfort resulting from the movement of the objects, with the purpose of assessing the preference for one confguration or the other. The results show that the users tend to have a preference trend for the parallel optical axis confguration set. This confguration seems to be optimal because the area where the moving objects are focused is deeper than in the other confgurations. | ca_CA |
dc.format.extent | 20 p. | ca_CA |
dc.format.mimetype | application/pdf | ca_CA |
dc.language.iso | eng | ca_CA |
dc.publisher | Springer Verlag | ca_CA |
dc.relation.isPartOf | Multimedia Systems. First Online: 28 May 2019 | ca_CA |
dc.rights | © Springer-Verlag GmbH Germany, part of Springer Nature 2019 “This is a post-peer-review, pre-copyedit version of an article published in Multimedia Systems. The final authenticated version is available online at: https://doi.org/10.1007/s00530-019-00621-z”. | ca_CA |
dc.rights.uri | http://rightsstatements.org/vocab/InC/1.0/ | * |
dc.subject | Autostereoscopic displays | ca_CA |
dc.subject | Three-dimensional displays | ca_CA |
dc.subject | Videogames | ca_CA |
dc.subject | Multi-view display | ca_CA |
dc.title | Analyzing autostereoscopic environment configurations for the design of videogames | ca_CA |
dc.type | info:eu-repo/semantics/article | ca_CA |
dc.identifier.doi | https://doi.org/10.1007/s00530-019-00621-z | |
dc.relation.projectID | TIN2016-75866-C3-1-R ; UJI-B2018-56 | ca_CA |
dc.rights.accessRights | info:eu-repo/semantics/openAccess | ca_CA |
dc.relation.publisherVersion | https://link.springer.com/article/10.1007/s00530-019-00621-z | ca_CA |
dc.date.embargoEndDate | 2020-05-28 | |
dc.type.version | info:eu-repo/semantics/acceptedVersion | ca_CA |
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