Jumphair: Improving Jumping Performance in First-Person Video Games through Visual Assistance

Research output: Chapter in book/report/conference proceedingConference contributionResearchpeer review

Authors

  • Sebastian Misztal
  • Guillermo Carbonell
  • Lysann Zander
  • Jonas Schild

Research Organisations

External Research Organisations

  • University of Applied Sciences and Arts Hannover (HsH)
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Details

Original languageEnglish
Title of host publicationProceedings of the 15th International Conference on the Foundations of Digital Games, FDG 2020
EditorsGeorgios N. Yannakakis, Antonios Liapis, Kyburz Penny, Vanessa Volz, Foaad Khosmood, Phil Lopes
Place of PublicationNew York
Number of pages12
ISBN (electronic)9781450388078
Publication statusPublished - 15 Sept 2020
Event15th International Conference on the Foundations of Digital Games, FDG 2020 - Bugibba, Malta
Duration: 15 Sept 202018 Sept 2020

Publication series

NamePervasiveHealth: Pervasive Computing Technologies for Healthcare
ISSN (Print)2153-1633

Abstract

Performing jumps in 3D video games from first-person perspective can be excessively challenging because of the difficulty of estimating distances and lack of precision. To address this problem, we created a jumping assistance tool called jumphair that dynamically visualizes distances between the player character and forthcoming edges before performing a jump. Our aim was to create a jumping assistance that helps players to enhance their distance perception for performing their jumps more successfully without being distracted by the tool. We integrated the jumphair into a self-developed video game called Couch Jumper and evaluated user performance and user experience in comparison to using a static icon in two user studies (each N = 30) on a 2D display and a 3D head-mounted display (HMD), respectively. On a 2D output device, results show that the jumphair can improve jumping performances without distracting players. The jumphair is also rated helpful and can be considered an accepted game element. When used on a 3D HMD, the jumphair did not yield advantages in terms of jumping performances in its current implementation but significantly reduced simulator sickness. Our studies have implications for game research and for interface design in first-person video games with jumping mechanics.

Keywords

    distance estimation, first-person video games, graphical user interface, head-mounted display, jumping, virtual reality, visual assistance

ASJC Scopus subject areas

Cite this

Jumphair: Improving Jumping Performance in First-Person Video Games through Visual Assistance. / Misztal, Sebastian; Carbonell, Guillermo; Zander, Lysann et al.
Proceedings of the 15th International Conference on the Foundations of Digital Games, FDG 2020. ed. / Georgios N. Yannakakis; Antonios Liapis; Kyburz Penny; Vanessa Volz; Foaad Khosmood; Phil Lopes. New York, 2020. 50 (PervasiveHealth: Pervasive Computing Technologies for Healthcare).

Research output: Chapter in book/report/conference proceedingConference contributionResearchpeer review

Misztal, S, Carbonell, G, Zander, L & Schild, J 2020, Jumphair: Improving Jumping Performance in First-Person Video Games through Visual Assistance. in GN Yannakakis, A Liapis, K Penny, V Volz, F Khosmood & P Lopes (eds), Proceedings of the 15th International Conference on the Foundations of Digital Games, FDG 2020., 50, PervasiveHealth: Pervasive Computing Technologies for Healthcare, New York, 15th International Conference on the Foundations of Digital Games, FDG 2020, Bugibba, Malta, 15 Sept 2020. https://doi.org/10.1145/3402942.3403020
Misztal, S., Carbonell, G., Zander, L., & Schild, J. (2020). Jumphair: Improving Jumping Performance in First-Person Video Games through Visual Assistance. In G. N. Yannakakis, A. Liapis, K. Penny, V. Volz, F. Khosmood, & P. Lopes (Eds.), Proceedings of the 15th International Conference on the Foundations of Digital Games, FDG 2020 Article 50 (PervasiveHealth: Pervasive Computing Technologies for Healthcare).. https://doi.org/10.1145/3402942.3403020
Misztal S, Carbonell G, Zander L, Schild J. Jumphair: Improving Jumping Performance in First-Person Video Games through Visual Assistance. In Yannakakis GN, Liapis A, Penny K, Volz V, Khosmood F, Lopes P, editors, Proceedings of the 15th International Conference on the Foundations of Digital Games, FDG 2020. New York. 2020. 50. (PervasiveHealth: Pervasive Computing Technologies for Healthcare). doi: 10.1145/3402942.3403020
Misztal, Sebastian ; Carbonell, Guillermo ; Zander, Lysann et al. / Jumphair : Improving Jumping Performance in First-Person Video Games through Visual Assistance. Proceedings of the 15th International Conference on the Foundations of Digital Games, FDG 2020. editor / Georgios N. Yannakakis ; Antonios Liapis ; Kyburz Penny ; Vanessa Volz ; Foaad Khosmood ; Phil Lopes. New York, 2020. (PervasiveHealth: Pervasive Computing Technologies for Healthcare).
Download
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abstract = "Performing jumps in 3D video games from first-person perspective can be excessively challenging because of the difficulty of estimating distances and lack of precision. To address this problem, we created a jumping assistance tool called jumphair that dynamically visualizes distances between the player character and forthcoming edges before performing a jump. Our aim was to create a jumping assistance that helps players to enhance their distance perception for performing their jumps more successfully without being distracted by the tool. We integrated the jumphair into a self-developed video game called Couch Jumper and evaluated user performance and user experience in comparison to using a static icon in two user studies (each N = 30) on a 2D display and a 3D head-mounted display (HMD), respectively. On a 2D output device, results show that the jumphair can improve jumping performances without distracting players. The jumphair is also rated helpful and can be considered an accepted game element. When used on a 3D HMD, the jumphair did not yield advantages in terms of jumping performances in its current implementation but significantly reduced simulator sickness. Our studies have implications for game research and for interface design in first-person video games with jumping mechanics.",
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