dc.contributor.author | Saling, F. | en_US |
dc.contributor.author | Bernhardt, D. | en_US |
dc.contributor.author | Lysek, A. | en_US |
dc.contributor.author | Smekal, M. | en_US |
dc.contributor.editor | Maiero, Jens and Weier, Martin and Zielasko, Daniel | en_US |
dc.date.accessioned | 2021-09-07T13:40:07Z | |
dc.date.available | 2021-09-07T13:40:07Z | |
dc.date.issued | 2021 | |
dc.identifier.isbn | 978-3-03868-159-5 | |
dc.identifier.issn | 1727-530X | |
dc.identifier.uri | https://doi.org/10.2312/egve.20211333 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/egve20211333 | |
dc.description.abstract | Graphical user interfaces should not be a limiting factor when it comes to designing immersive virtual reality games. In this work we evaluate two different GUI designs for VR games: A non-diegetic HUD and a diegetic GUI, utilizing objects in the virtual environment to convey information. A pilot study was conducted to measure the players presence in VR and their GUI preference. Our results indicate that players prefer the diegetic GUI over the non-diegetic one. However the results lack statistical significance and thus further studies are necessary to identify the factors leading to the this preference. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Human centered computing | |
dc.subject | Virtual reality | |
dc.subject | Graphical user interfaces | |
dc.subject | User studies | |
dc.title | Diegetic vs. Non-Diegetic GUIs: What do Virtual Reality Players Prefer? | en_US |
dc.description.seriesinformation | ICAT-EGVE 2021 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos | |
dc.description.sectionheaders | Posters | |
dc.identifier.doi | 10.2312/egve.20211333 | |
dc.identifier.pages | 1-2 | |