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Taking space literally: reconceptualizing the effects of stereoscopic representation on user experience

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(March 2013)

Abstract

Recently, entertainment media has undergone a rapid evolution towards stereoscopic representation with industry claims of enriched user experiences (UX). These developments resulted in increased research on stereoscopic representation and its effects on UX. However, studies reported mostly negative and little to no beneficial effects of stereoscopic technology. In this paper, we argue that previous research on games primarily concentrated on direct effects of stereoscopic representation without considering interaction processes between input and output modalities. For stereoscopy to positively affect UX, the additional information this technology provides, i.e. binocular spatial depth cues, has to be relevant to the gaming experience and link the input and the output spaces the player interacts in. Based on the concept of mental models, we present a theory of interaction models that assumes a meaningful spatial mapping of game content, input, and output information channels.

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