TY - GEN
T1 - GazeCues: exploring the effects of gaze-based visual cues in virtual reality exploration games
AU - Lankes, Michael
AU - Ramirez Gomez, Argenis
PY - 2022/10/31
Y1 - 2022/10/31
N2 - This paper examines different gaze-based cue visualization techniques in a Virtual Reality (VR) exploration game. It is argued that gaze could be a valuable design tool for providing cues to players. However, little is known about how these elements could be visually presented and integrated to inform players and fit into the game world. An exploratory study was carried out to investigate four different design approaches (subtle, overlaid-virtual, integrated, emphasized) and their effects on aspects such as clarity, usefulness, and curiosity. In general, the visualizations led to different player impressions on all scales. While players perceived the subtle and emphasized variants as more aesthetically appealing, integrated and virtual-overlaid solutions received more positive ratings regarding tool-related aspects such as ease of extraction and accurateness. We anticipate future work could employ gaze-based cues in various application contexts based on their utility as eye input in VR games continues developing.
AB - This paper examines different gaze-based cue visualization techniques in a Virtual Reality (VR) exploration game. It is argued that gaze could be a valuable design tool for providing cues to players. However, little is known about how these elements could be visually presented and integrated to inform players and fit into the game world. An exploratory study was carried out to investigate four different design approaches (subtle, overlaid-virtual, integrated, emphasized) and their effects on aspects such as clarity, usefulness, and curiosity. In general, the visualizations led to different player impressions on all scales. While players perceived the subtle and emphasized variants as more aesthetically appealing, integrated and virtual-overlaid solutions received more positive ratings regarding tool-related aspects such as ease of extraction and accurateness. We anticipate future work could employ gaze-based cues in various application contexts based on their utility as eye input in VR games continues developing.
KW - gaze-based cues
KW - Virtual Reality
KW - feedback visualization
UR - https://chiplay.acm.org/2022/
U2 - 10.1145/3549500
DO - 10.1145/3549500
M3 - Conference contribution
VL - 6
T3 - Proceedings of the ACM on Human-Computer Interaction
BT - Proceedings of the ACM on Human-Computer Interaction
A2 - Nichols, Jeff
PB - Association for Computing Machinery
T2 - CHI Play 2022
Y2 - 2 November 2022 through 5 November 2022
ER -