Abstract
Stereoscopic devices are becoming more popular every day. The 3D visualization that these displays offer is being used by videogame designers to enhance the user’s game experience. Autostereoscopic monitors offer the possibility of obtaining this 3D visualization without the need for extra device. This fact makes them more attractive to videogame developers. However, the configuration 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 configurations 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 different camera configurations, 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 configuration or the other. The results show that the users tend to have a preference trend for the parallel optical axis configuration set. This configuration seems to be optimal because the area where the moving objects are focused is deeper than in the other configurations.
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Acknowledgements
This work was supported by the Spanish Ministry of Science and Technology (Project TIN2016-75866-C3-1-R) and the Universitat Jaume I research project (UJI-B2018-56).
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Communicated by A. Mauthe.
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Sotoca, J.M., Chover, M., Remolar, I. et al. Analyzing autostereoscopic environment configurations for the design of videogames. Multimedia Systems 25, 709–722 (2019). https://doi.org/10.1007/s00530-019-00621-z
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DOI: https://doi.org/10.1007/s00530-019-00621-z