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Visual angles subtended by 30 " and 50 " widescreen monitors at a viewing distance of 35 " .  

Visual angles subtended by 30 " and 50 " widescreen monitors at a viewing distance of 35 " .  

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Conference Paper
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Paradoxically, recent increases in the physical size and resolution of displays have introduced new challenges for interface design over a wide field of view. Since the visual system processes information very differently depending on whether it is presented in the central or in the peripheral regions of the visual field, the effectiveness of our a...

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... increases in physical size have led to larger hori- zontal visual angles. If we take 35 inches as a typical viewing distance from the user to the dis- play, a 30-inch monitor would subtend a horizon- tal visual angle of 41 o (Figure 1), compared to only 19 o for an older 15-inch monitor. Given that our high-resolution central vision only covers about 5 o visual angle [1], a much larger viewing area now lies outside the center of our visual field. ...

Citations

... Studies have found that the structure of information and the design of icons on a screen can impact information recall and task completion speed. Regarding the arrangement, information placed on the left periphery of the screen will receive more attention than on the right periphery [108], and subject expectations of where data should be located can impact the speed of the task completion [109,110]. In the case of icon design, it has been shown that the design of an icon can help guide the user's eyes to different parts of the screen, improving the task completion speed and accuracy [111]. ...
Article
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Designers perform early-stage formative usability tests with low-fidelity prototypes to improve the design of new products. This low-tech prototype style reduces the manufacturing resources but limits the functions that can be assessed. Recent advances in technology enable designers to create low-fidelity 3D models for users to engage in a virtual environment. Three-dimensional models communicate design concepts and are not often used in formative usability testing. The proposed method discusses how to create a virtual replica of a product by assessing key human interaction steps and addresses the limitations of translating those steps into a virtual environment. In addition, the paper will provide a framework to evaluate the usability of a product in a virtual setting, with a specific emphasis on low-resource online testing in the user population. A study was performed to pilot the subject’s experience with the proposed approach and determine how the virtual online simulation impacted the performance. The study outcomes demonstrated that subjects were able to successfully interact with the virtual replica and found the simulation realistic. This method can be followed to perform formative usability tests earlier and incorporate subject feedback into future iterations of their design, which can improve safety and product efficacy.
... The functional features of the user's sensorimotor systems had been proven to cause hand operational differences within upper and lower visual fields. More specifically, hand operation in the lower visual field is more efficient and precise than that in the upper visual field [30][31][32][33]. ...
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Hand motion sensing-based interaction, abbreviated as ‘free-hand interaction’, provides a natural and intuitive method for touch-less interaction on a large display. But due to inherent usability deficiencies of the unconventional size of the large display and the kinematic limitations of the user’s arm joint movement, a large display-based free-hand interaction is suspected to have different performance across the whole areas of the large display. To verify this, a multi-directional target pointing and selection experiment was designed and conducted based on the ISO 9241-9 evaluation criteria. Results show that (1) free-hand interaction in display areas close to the center of the body had a higher accuracy than that in peripheral-body areas; (2) free-hand interaction was asymmetric at the left side and the right side of the body. More specifically, left-hand interaction in the left-sided display area was more efficient and accurate than in the right-sided display area. For the right-hand interaction, the result was converse; moreover, (3) the dominant hand generated a higher interaction accuracy than the non-dominant hand. Lessons and strategies are discussed for designing user-friendly natural user interfaces in large displays-based interactive applications.
... Playing games with others in the same physical space can offer several benefits such as increased levels of communication between players and even foster sociability and collaboration between unacquainted individuals (Machaj et al, 2009;Fischer & Hornecker, 2012). However, in large-display and floor-based games in which an immersive environment is created, specific problems can arise, such as the inability to distribute attention over such a wide field of view (Feng & Spence, 2010). The presence of other players in the same space can also easily block the view, distract or otherwise frustrate other players, severely inhibiting cooperative gameplay (Diephuis et al, 2013). ...
Conference Paper
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The Game Changer Suite is a collection of multiplayer game prototypes developed to explore cooperative and competitive gameplay in a co-located setting. In particular, the game mechanics employed by each of the Game Changer prototypes utilize the respective proximity of players to encourage them either to work together or compete against each other in different scenarios. Although preliminary gameplay analysis suggests that the utilization of player proximity is effective in fostering player awareness and safety in a co-located game, unintended player behavior was also observed that may require further measures.
... Recent increases in the physical size and resolution of computer displays have presented a growing challenge to interface design (Czerwinski, Horvitz & Wilhite, 2004;Czerwinski et al., 2003;Robertson et al., 2005;Tan, Czerwinski & Robertson, 2006). Understanding how attention is distributed across the visual field will help in the design of information displays, suggesting which information should be presented in which location, and at what time, for the participant to make the most efficient use of it (Feng & Spence, 2010). For example, the results of Experiment 3 on biases in the spatial distribution of attention suggest a hypothesis for the spatial arrangement of information on a large display. ...