The Experts below are selected from a list of 4260 Experts worldwide ranked by ideXlab platform

Perry Tan - One of the best experts on this subject based on the ideXlab platform.

  • Similarity in Visual Designs: Effects on Workload and Performance in a Railed-Shooter Game
    2012
    Co-Authors: David Milam, Lyn Bartram, Bardia Aghabeigi, Mahmoud Nasr, Perry Tan
    Abstract:

    Games are a popular form of digital entertainment and one elusive question is how complex visual designs affect the player experience. We address one aspect of this topic in terms of similarity of visual features, explored both as an organizing principle in Gestalt psychology and as a theory in visual attention. To address this issue, we developed a 3D railed Shooter Game with adjustable visual features of size, speed, and density of targets and non-targets. Based on these features we evaluate 105 player’s performance in 4 visual conditions. In addition, we employ a cognitive workload assessment as a means to understand the perceived demands on players. Results show effects of expertise on performance and cognitive workload, per visual condition. Our methods and implications on Game design are discussed.

  • ICEC - Similarity in visual designs: effects on workload and performance in a railed-Shooter Game
    Lecture Notes in Computer Science, 2012
    Co-Authors: David Milam, Lyn Bartram, Bardia Aghabeigi, Magy Seif El-nasr, Perry Tan
    Abstract:

    Games are a popular form of digital entertainment and one elusive question is how complex visual designs affect the player experience. We address one aspect of this topic in terms of similarity of visual features, explored both as an organizing principle in Gestalt psychology and as a theory in visual attention. To address this issue, we developed a 3D railed Shooter Game with adjustable visual features of size, speed, and density of targets and non-targets. Based on these features we evaluate 105 player's performance in 4 visual conditions. In addition, we employ a cognitive workload assessment as a means to understand the perceived demands on players. Results show effects of expertise on performance and cognitive workload, per visual condition. Our methods and implications on Game design are discussed.

David Milam - One of the best experts on this subject based on the ideXlab platform.

  • FDG - Visual motion in a railed Shooter Game: A designer study.
    2013
    Co-Authors: David Milam, Lyn Bartram, Magy Seif El-nasr, Bardia Aghabeigi
    Abstract:

    Visual design in Games is a complex, but important, area of study, as it affects the player’s experience. Previous Games research applied knowledge in visual attention to understand visual designs, for instance through cues and lighting to influence players’ behaviors and feelings. However, these approaches overlook how the visual design changes over time. In this paper, we focus on visual motion as an unexplored aspect of visual design, defined by a theory of visual perception as features associated with Game elements. In particular, we consider the speed, size, and density of Game elements in motion. Towards this goal, we developed a simple railed Shooter Game with a tool that allowed 8 expert Game designers to manipulate perceptual features over time. Based on analysis of results collected through designers using this tool, as well as qualitative reviews, we present several perception-based design principles, stated as formulae of intended perceptual effects.

  • visual motion in a railed Shooter Game a designer study
    Foundations of Digital Games, 2013
    Co-Authors: David Milam, Lyn Bartram, Magy Seif Elnasr, Bardia Aghabeigi
    Abstract:

    Visual design in Games is a complex, but important, area of study, as it affects the player’s experience. Previous Games research applied knowledge in visual attention to understand visual designs, for instance through cues and lighting to influence players’ behaviors and feelings. However, these approaches overlook how the visual design changes over time. In this paper, we focus on visual motion as an unexplored aspect of visual design, defined by a theory of visual perception as features associated with Game elements. In particular, we consider the speed, size, and density of Game elements in motion. Towards this goal, we developed a simple railed Shooter Game with a tool that allowed 8 expert Game designers to manipulate perceptual features over time. Based on analysis of results collected through designers using this tool, as well as qualitative reviews, we present several perception-based design principles, stated as formulae of intended perceptual effects.

  • Similarity in Visual Designs: Effects on Workload and Performance in a Railed-Shooter Game
    2012
    Co-Authors: David Milam, Lyn Bartram, Bardia Aghabeigi, Mahmoud Nasr, Perry Tan
    Abstract:

    Games are a popular form of digital entertainment and one elusive question is how complex visual designs affect the player experience. We address one aspect of this topic in terms of similarity of visual features, explored both as an organizing principle in Gestalt psychology and as a theory in visual attention. To address this issue, we developed a 3D railed Shooter Game with adjustable visual features of size, speed, and density of targets and non-targets. Based on these features we evaluate 105 player’s performance in 4 visual conditions. In addition, we employ a cognitive workload assessment as a means to understand the perceived demands on players. Results show effects of expertise on performance and cognitive workload, per visual condition. Our methods and implications on Game design are discussed.

  • ICEC - Similarity in visual designs: effects on workload and performance in a railed-Shooter Game
    Lecture Notes in Computer Science, 2012
    Co-Authors: David Milam, Lyn Bartram, Bardia Aghabeigi, Magy Seif El-nasr, Perry Tan
    Abstract:

    Games are a popular form of digital entertainment and one elusive question is how complex visual designs affect the player experience. We address one aspect of this topic in terms of similarity of visual features, explored both as an organizing principle in Gestalt psychology and as a theory in visual attention. To address this issue, we developed a 3D railed Shooter Game with adjustable visual features of size, speed, and density of targets and non-targets. Based on these features we evaluate 105 player's performance in 4 visual conditions. In addition, we employ a cognitive workload assessment as a means to understand the perceived demands on players. Results show effects of expertise on performance and cognitive workload, per visual condition. Our methods and implications on Game design are discussed.

Bardia Aghabeigi - One of the best experts on this subject based on the ideXlab platform.

  • FDG - Visual motion in a railed Shooter Game: A designer study.
    2013
    Co-Authors: David Milam, Lyn Bartram, Magy Seif El-nasr, Bardia Aghabeigi
    Abstract:

    Visual design in Games is a complex, but important, area of study, as it affects the player’s experience. Previous Games research applied knowledge in visual attention to understand visual designs, for instance through cues and lighting to influence players’ behaviors and feelings. However, these approaches overlook how the visual design changes over time. In this paper, we focus on visual motion as an unexplored aspect of visual design, defined by a theory of visual perception as features associated with Game elements. In particular, we consider the speed, size, and density of Game elements in motion. Towards this goal, we developed a simple railed Shooter Game with a tool that allowed 8 expert Game designers to manipulate perceptual features over time. Based on analysis of results collected through designers using this tool, as well as qualitative reviews, we present several perception-based design principles, stated as formulae of intended perceptual effects.

  • visual motion in a railed Shooter Game a designer study
    Foundations of Digital Games, 2013
    Co-Authors: David Milam, Lyn Bartram, Magy Seif Elnasr, Bardia Aghabeigi
    Abstract:

    Visual design in Games is a complex, but important, area of study, as it affects the player’s experience. Previous Games research applied knowledge in visual attention to understand visual designs, for instance through cues and lighting to influence players’ behaviors and feelings. However, these approaches overlook how the visual design changes over time. In this paper, we focus on visual motion as an unexplored aspect of visual design, defined by a theory of visual perception as features associated with Game elements. In particular, we consider the speed, size, and density of Game elements in motion. Towards this goal, we developed a simple railed Shooter Game with a tool that allowed 8 expert Game designers to manipulate perceptual features over time. Based on analysis of results collected through designers using this tool, as well as qualitative reviews, we present several perception-based design principles, stated as formulae of intended perceptual effects.

  • Similarity in Visual Designs: Effects on Workload and Performance in a Railed-Shooter Game
    2012
    Co-Authors: David Milam, Lyn Bartram, Bardia Aghabeigi, Mahmoud Nasr, Perry Tan
    Abstract:

    Games are a popular form of digital entertainment and one elusive question is how complex visual designs affect the player experience. We address one aspect of this topic in terms of similarity of visual features, explored both as an organizing principle in Gestalt psychology and as a theory in visual attention. To address this issue, we developed a 3D railed Shooter Game with adjustable visual features of size, speed, and density of targets and non-targets. Based on these features we evaluate 105 player’s performance in 4 visual conditions. In addition, we employ a cognitive workload assessment as a means to understand the perceived demands on players. Results show effects of expertise on performance and cognitive workload, per visual condition. Our methods and implications on Game design are discussed.

  • ICEC - Similarity in visual designs: effects on workload and performance in a railed-Shooter Game
    Lecture Notes in Computer Science, 2012
    Co-Authors: David Milam, Lyn Bartram, Bardia Aghabeigi, Magy Seif El-nasr, Perry Tan
    Abstract:

    Games are a popular form of digital entertainment and one elusive question is how complex visual designs affect the player experience. We address one aspect of this topic in terms of similarity of visual features, explored both as an organizing principle in Gestalt psychology and as a theory in visual attention. To address this issue, we developed a 3D railed Shooter Game with adjustable visual features of size, speed, and density of targets and non-targets. Based on these features we evaluate 105 player's performance in 4 visual conditions. In addition, we employ a cognitive workload assessment as a means to understand the perceived demands on players. Results show effects of expertise on performance and cognitive workload, per visual condition. Our methods and implications on Game design are discussed.

Lyn Bartram - One of the best experts on this subject based on the ideXlab platform.

  • FDG - Visual motion in a railed Shooter Game: A designer study.
    2013
    Co-Authors: David Milam, Lyn Bartram, Magy Seif El-nasr, Bardia Aghabeigi
    Abstract:

    Visual design in Games is a complex, but important, area of study, as it affects the player’s experience. Previous Games research applied knowledge in visual attention to understand visual designs, for instance through cues and lighting to influence players’ behaviors and feelings. However, these approaches overlook how the visual design changes over time. In this paper, we focus on visual motion as an unexplored aspect of visual design, defined by a theory of visual perception as features associated with Game elements. In particular, we consider the speed, size, and density of Game elements in motion. Towards this goal, we developed a simple railed Shooter Game with a tool that allowed 8 expert Game designers to manipulate perceptual features over time. Based on analysis of results collected through designers using this tool, as well as qualitative reviews, we present several perception-based design principles, stated as formulae of intended perceptual effects.

  • visual motion in a railed Shooter Game a designer study
    Foundations of Digital Games, 2013
    Co-Authors: David Milam, Lyn Bartram, Magy Seif Elnasr, Bardia Aghabeigi
    Abstract:

    Visual design in Games is a complex, but important, area of study, as it affects the player’s experience. Previous Games research applied knowledge in visual attention to understand visual designs, for instance through cues and lighting to influence players’ behaviors and feelings. However, these approaches overlook how the visual design changes over time. In this paper, we focus on visual motion as an unexplored aspect of visual design, defined by a theory of visual perception as features associated with Game elements. In particular, we consider the speed, size, and density of Game elements in motion. Towards this goal, we developed a simple railed Shooter Game with a tool that allowed 8 expert Game designers to manipulate perceptual features over time. Based on analysis of results collected through designers using this tool, as well as qualitative reviews, we present several perception-based design principles, stated as formulae of intended perceptual effects.

  • Similarity in Visual Designs: Effects on Workload and Performance in a Railed-Shooter Game
    2012
    Co-Authors: David Milam, Lyn Bartram, Bardia Aghabeigi, Mahmoud Nasr, Perry Tan
    Abstract:

    Games are a popular form of digital entertainment and one elusive question is how complex visual designs affect the player experience. We address one aspect of this topic in terms of similarity of visual features, explored both as an organizing principle in Gestalt psychology and as a theory in visual attention. To address this issue, we developed a 3D railed Shooter Game with adjustable visual features of size, speed, and density of targets and non-targets. Based on these features we evaluate 105 player’s performance in 4 visual conditions. In addition, we employ a cognitive workload assessment as a means to understand the perceived demands on players. Results show effects of expertise on performance and cognitive workload, per visual condition. Our methods and implications on Game design are discussed.

  • ICEC - Similarity in visual designs: effects on workload and performance in a railed-Shooter Game
    Lecture Notes in Computer Science, 2012
    Co-Authors: David Milam, Lyn Bartram, Bardia Aghabeigi, Magy Seif El-nasr, Perry Tan
    Abstract:

    Games are a popular form of digital entertainment and one elusive question is how complex visual designs affect the player experience. We address one aspect of this topic in terms of similarity of visual features, explored both as an organizing principle in Gestalt psychology and as a theory in visual attention. To address this issue, we developed a 3D railed Shooter Game with adjustable visual features of size, speed, and density of targets and non-targets. Based on these features we evaluate 105 player's performance in 4 visual conditions. In addition, we employ a cognitive workload assessment as a means to understand the perceived demands on players. Results show effects of expertise on performance and cognitive workload, per visual condition. Our methods and implications on Game design are discussed.

Mohamed Abbadi - One of the best experts on this subject based on the ideXlab platform.

  • Writing Real-Time .Net Games in Casanova
    2012
    Co-Authors: Giuseppe Maggiore, Pieter Spronck, Renzo Orsini, Michele Bugliesi, Enrico Steffinlongo, Mohamed Abbadi
    Abstract:

    In this paper we show the Casanova language (and its accompanying design pattern, Rule-Script-Draw) in action by building a series of Games with it. In particular we discuss how Casanova is suitable for making Games regardless of their genre: the Game of Life, a Shooter Game, an adventure Game and a strategy Game. We also discuss the difference between Casanova and existing frameworks.

  • ICEC - Writing real-time .net Games in casanova
    Lecture Notes in Computer Science, 2012
    Co-Authors: Giuseppe Maggiore, Pieter Spronck, Renzo Orsini, Michele Bugliesi, Enrico Steffinlongo, Mohamed Abbadi
    Abstract:

    In this paper we show the Casanova language (and its accompanying design pattern, Rule-Script-Draw) in action by building a series of Games with it. In particular we discuss how Casanova is suitable for making Games regardless of their genre: the Game of Life, a Shooter Game, an adventure Game and a strategy Game. We also discuss the difference between Casanova and existing frameworks.