The use of stereoscopic 3D vision affects how interactive entertainment has to be developed as well as how it is experienced by the audience. The large amount of possibly impacting factors and variety as well as a certain subtlety of measured effects on user experience make it difficult to grasp the overall potential of using S3D vision. In a comprehensive approach, we (a) present a development framework which summarizes possible variables in display technology, content creation and human factors, and (b) list a scheme of S3D user experience effects concerning initial fascination, emotions, performance, and behavior as well as negative feelings of discomfort and complexity. As a major contribution we propose a qualitative formalization which derives dependencies between development factors and user effects. The argumentation is based on several previously published user studies. We further show how to apply this formula to identify possible opportunities and threats in content creation as well as how to pursue future steps for a possible quantification.
KEYWORDS: Visualization, Information visualization, Chemical elements, Glasses, Human-machine interfaces, 3D vision, Reticles, Weapons, Neodymium, Video
This paper explores graphical design and spatial alignment of visual information and graphical elements into
stereoscopically filmed content, e.g. captions, subtitles, and especially more complex elements in 3D-TV productions.
The method used is a descriptive analysis of existing computer- and video games that have been adapted for stereoscopic
display using semi-automatic rendering techniques (e.g. Nvidia 3D Vision) or games which have been specifically
designed for stereoscopic vision. Digital games often feature compelling visual interfaces that combine high usability
with creative visual design. We explore selected examples of game interfaces in stereoscopic vision regarding their
stereoscopic characteristics, how they draw attention, how we judge effect and comfort and where the interfaces fail. As
a result, we propose a list of five aspects which should be considered when designing stereoscopic visual information:
explicit information, implicit information, spatial reference, drawing attention, and vertical alignment. We discuss
possible consequences, opportunities and challenges for integrating visual information elements into 3D-TV content.
This work shall further help to improve current editing systems and identifies a need for future editing systems for 3DTV,
e.g., live editing and real-time alignment of visual information into 3D footage.
Along with the success of the digitally revived stereoscopic cinema, events beyond 3D movies become attractive for
movie theater operators, i.e. interactive 3D games. In this paper, we present a case that explores possible challenges and
solutions for interactive 3D games to be played by a movie theater audience. We analyze the setting and showcase
current issues related to lighting and interaction. Our second focus is to provide gameplay mechanics that make special
use of stereoscopy, especially depth-based game design. Based on these results, we present YouDash3D, a game
prototype that explores public stereoscopic gameplay in a reduced kiosk setup. It features live 3D HD video stream of a
professional stereo camera rig rendered in a real-time game scene. We use the effect to place the stereoscopic effigies of
players into the digital game. The game showcases how stereoscopic vision can provide for a novel depth-based game
mechanic. Projected trigger zones and distributed clusters of the audience video allow for easy adaptation to larger
audiences and 3D movie theater gaming.
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