2024 年 23 巻 1 号 p. 61-68
In playing video games from a third-person point of view, we sometimes lose sight of an avatar that is occluded by other foreground objects. This kind of occlusion is a problem that should be avoided in game systems. The two measures used to address this problem are to generate semi-transparent occluders (foreground objects) or “semi-transparent silhouettes” of vanished occluders. In this study, we analyzed the differences between the properties of these two measures, thereby demonstrating that semi-transparent silhouettes enhance the overall impression, thereby improving visibility, reducing fatigue and number of blinks. These effects are most noticeable when the moving speeds of the avatar and camera are slow, enhancing the visibility improvement effect of the generated semi-transparent silhouettes compared with the semi-transparent occluders, at the expense of a reduced sense of intensity.