{"title":"“我就知道要出事了!”玩家体验和头戴显示器之间的眼动追踪互动:扩展摘要","authors":"Brandon C. Strubberg, J. Horn","doi":"10.1145/3380851.3416754","DOIUrl":null,"url":null,"abstract":"This study uses eye-tracking and other data to explore how video-game players experience the heads-up display (HUD) found in a popular video game. For this paper, we report initial findings from our study of HUD elements found in Destiny 2 and draw connections between effective HUD design and effective digital information design.","PeriodicalId":447848,"journal":{"name":"ACM International Conference on Design of Communication","volume":"15 4 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"\\\"I knew something was supposed to happen!\\\": Eye tracking the Interactions between Player Experience and Heads-up Displays: Extended Abstract\",\"authors\":\"Brandon C. Strubberg, J. Horn\",\"doi\":\"10.1145/3380851.3416754\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study uses eye-tracking and other data to explore how video-game players experience the heads-up display (HUD) found in a popular video game. For this paper, we report initial findings from our study of HUD elements found in Destiny 2 and draw connections between effective HUD design and effective digital information design.\",\"PeriodicalId\":447848,\"journal\":{\"name\":\"ACM International Conference on Design of Communication\",\"volume\":\"15 4 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-10-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM International Conference on Design of Communication\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3380851.3416754\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM International Conference on Design of Communication","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3380851.3416754","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
"I knew something was supposed to happen!": Eye tracking the Interactions between Player Experience and Heads-up Displays: Extended Abstract
This study uses eye-tracking and other data to explore how video-game players experience the heads-up display (HUD) found in a popular video game. For this paper, we report initial findings from our study of HUD elements found in Destiny 2 and draw connections between effective HUD design and effective digital information design.