Effects of Interior Bezel Size and Configuration on Gaming Performance with Large Tiled Displays

We present two experiments on large tiled displays used for fast-action gaming. Using a simulated tiled display, we assess the effects of interior bezel size, and configuration in a top-down arcade style space shooter game with many moving objects. Our experiments also investigate the effect of bezel compensation. The first experiment examines bezel size independent of configuration, using simulated bezel...

Effectively Communicating Critical Status Information in First-Person Shooter Games

First-person shooter video games are wildly popular, with developers recently trying to make their games more “immersive” by communicating feedback within the game rather than on the heads-up display (HUD). This makes this genre of games an interesting platform for research into the effectiveness of different methods of communicating critical game information. This thesis presents four user studies. Each experiment...

[Poster] Differences in Perspective and Software Scaling

We present a study comparing differences in visual scale due to perspective (distance) and software scaling. The software scaling method corrected for quantization of the input device and resolution to ensure equivalency in the scaling methods. Results indicate that while perspective yields consistent performance across different scale factors, software scaling did not.

[Poster] Effects of Bezel Size in Large Tiled Display Gaming

Many spatial UI systems (e.g., VR) rely on large displays. One method of building large high-resolution displays is to use multiple HD monitors as tiles in a single large display. The downside is the presence of monitor borders – bezels – between each tile in such a display. We present a study looking at the impact of bezel width on...

INSPECT: Extending plane-casting for 6-DOF control

INSPECT is a novel interaction technique for 3D object manipulation using a rotation-only tracked touch panel. Motivated by the applicability of the technique on smartphones, we explore this design space by introducing a way to map the available degrees of freedom and discuss the design decisions that were made. We subjected INSPECT to a formal user study against a baseline...

Implementing a Family of Tower Defense Games

This project is about developing a family of Tower Defense games. It aims to implement a family of games that serves for studying the influence of different screen sizes and resolutions on players’ performance. The games can fit various screen resolutions automatically, and the data of each experiment will be collected and saved to files. According to different selections of...