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dc.contributor.authorMartínez Sotoca, José
dc.contributor.authorChover, Miguel
dc.contributor.authorRemolar, Inmaculada
dc.contributor.authorLoreto, Ricardo
dc.date.accessioned2019-07-10T09:08:03Z
dc.date.available2019-07-10T09:08:03Z
dc.date.issued2019
dc.identifier.citationSotoca, J.M., Chover, M., Remolar, I. et al. Multimedia Systems (2019). https://doi.org/10.1007/s00530-019-00621-zca_CA
dc.identifier.issn0942-4962
dc.identifier.issn1432-1882
dc.identifier.urihttp://hdl.handle.net/10234/183160
dc.description.abstractStereoscopic 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.extent20 p.ca_CA
dc.format.mimetypeapplication/pdfca_CA
dc.language.isoengca_CA
dc.publisherSpringer Verlagca_CA
dc.relation.isPartOfMultimedia Systems. First Online: 28 May 2019ca_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.urihttp://rightsstatements.org/vocab/InC/1.0/*
dc.subjectAutostereoscopic displaysca_CA
dc.subjectThree-dimensional displaysca_CA
dc.subjectVideogamesca_CA
dc.subjectMulti-view displayca_CA
dc.titleAnalyzing autostereoscopic environment configurations for the design of videogamesca_CA
dc.typeinfo:eu-repo/semantics/articleca_CA
dc.identifier.doihttps://doi.org/10.1007/s00530-019-00621-z
dc.relation.projectIDTIN2016-75866-C3-1-R ; UJI-B2018-56ca_CA
dc.rights.accessRightsinfo:eu-repo/semantics/openAccessca_CA
dc.relation.publisherVersionhttps://link.springer.com/article/10.1007/s00530-019-00621-zca_CA
dc.date.embargoEndDate2020-05-28
dc.type.versioninfo:eu-repo/semantics/acceptedVersionca_CA


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