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dc.contributor.authorSaling, F.en_US
dc.contributor.authorBernhardt, D.en_US
dc.contributor.authorLysek, A.en_US
dc.contributor.authorSmekal, M.en_US
dc.contributor.editorMaiero, Jens and Weier, Martin and Zielasko, Danielen_US
dc.date.accessioned2021-09-07T13:40:07Z
dc.date.available2021-09-07T13:40:07Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-159-5
dc.identifier.issn1727-530X
dc.identifier.urihttps://doi.org/10.2312/egve.20211333
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egve20211333
dc.description.abstractGraphical 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.publisherThe Eurographics Associationen_US
dc.subjectHuman centered computing
dc.subjectVirtual reality
dc.subjectGraphical user interfaces
dc.subjectUser studies
dc.titleDiegetic vs. Non-Diegetic GUIs: What do Virtual Reality Players Prefer?en_US
dc.description.seriesinformationICAT-EGVE 2021 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos
dc.description.sectionheadersPosters
dc.identifier.doi10.2312/egve.20211333
dc.identifier.pages1-2


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