Interaction Principles of 3D World Editors in Mobilephones with Focus on the User Experience

Total Page:16

File Type:pdf, Size:1020Kb

Interaction Principles of 3D World Editors in Mobilephones with Focus on the User Experience EXAMENSARBETE INOM DATALOGI OCH DATATEKNIK, AVANCERAD NIVÅ, 30 HP STOCKHOLM, SVERIGE 2020 Interaction Principles of 3D World Editors in MobilePhones with Focus on the User Experience VINCENT ERIK WONG KTH SKOLAN FÖR ELEKTROTEKNIK OCH DATAVETENSKAP Sammanfattning 3D v¨arldsredigerare anv¨ands omfattande i mobilapplikationer f¨or ma- nipulering av virtuella v¨arldar, men det finns ingen generell designram- verk f¨or de b¨asta interaktionprinciperna f¨or v¨arldsredigerare i mobiltele- foner. Genom att studera interaktionsprinciper, koncept, och funktioner som anv¨ands i konsumentbaserade v¨arldsredigerare, denna studies fokus ligger p˚autveckling och design av en prototyp, sedan evalueras inter- aktionsprinciperna, uppdelade i f¨oljande anv¨andaromr˚aden: urval, place- ring, manipulering. Resultatet fr˚an en heuristisk evaluering som st¨odjs av anv¨andartester visar p˚aatt det finns en majoritet som f¨oredrar f¨oljande kombination av interaktionsprinciper f¨or ett b¨attre anv¨andarupplevelse: en organiserad och simplifierad butiksgr¨ansnitt f¨or urval, rutn¨atssystem ¨over det friasystemet f¨or placering av virtuella objekt, och en kombina- tion av snabb- och l˚angsam tryck f¨or manipulering av virtuella objekt i 3D v¨arldsredigerar-prototypen f¨or mobiltelefoner skapad f¨or denna studie. 1 Interaction Principles of 3D World Editors in Mobile Phones with Focus on the User Experience Vincent Erik Wong [email protected] EECS School of Electrical Engineering and Computer Science KTH Royal Institute of Technology Stockholm, Sweden Abstract to overload the user interface, which is not an optimal solu- 3D world editors are widely used in mobile applications for tion in terms of UX especially for small touch-based screen manipulation of the virtual world, however, there are no devices (i.e. iPhones for this research). frameworks of design regarding the best practice interac- Broadly, the use-case scenario for 3D world editors is a tion principles for 3D world editors on mobile phones. By simplied version of the modeling softwares (e.g., AutoCAD, looking at methods, concepts, and functions used in general Maya, and Blender). world editors are not designed for users consumer world editors, this research focused on the devel- to invent something novel, but rather they are designed to opment and design of a prototype, which was then used to manipulate already existing items that are provided within evaluate the interactions principles divided in the following the software - to customize and decorate the virtual world use cases: selection, placement and manipulation. The results in an eortless and seamless way. from a heuristic evaluation backed up by user evaluations One main line of thought regarding 3D world editors: in- proved that there is in fact a majority that prefers the follow- corporate the virtual world with a grid-system.Agrid-system ing combination of interaction principles in terms of user in the context of 3D world editors acts as a guideline to assist experience: an organized and simplied shop interface for users by snapping virtual objects into the correct position selection, grid-system over the free-system for placement of in the virtual world. Grid-systems provide users a smaller virtual objects, and a combination of tap and hold to manip- window of error for placing objects as compared to when ulate virtual objects for the 3D world editor prototype for a free-system is utilized. On the other hand, a free-system mobile phones created in this research. provides more precision and less restriction for users. Both techniques certainly have their advantages and disadvan- tages. 1 Introduction For small screen devices, like the iPhone, simplifying inter- Virtual world editors, also known as world editors, are often actions and minimizing the degree of manipulation for the implemented both within the video game industry (e.g., in 3D world editor is very important. Many applications that the game genres of real-time strategy and real-life simula- use a 3D world editor employ a grid-system; however, there tion) and outside of the game world (e.g., interior-design ap- is not an agreed-upon standardized framework for 3D world plications). The purpose of using world editors is to provide editors. The purpose of this research is to compile a frame- the user with a simplied sense of control over customization work of interaction principles in regards to the user-journey in the virtual world. The simpler the interaction is - while and use cases for 3D world editor on mobile phones with maximizing degrees of customization - the better the user focus on the overall UX. Interaction principles includes the experience (UX) and the success rate are [1]. use cases: selection, placement and manipulation of virtual 1 2 3D modeling softwares such as Autodesk Maya and Blender object. require great levels of expertise that cannot be developed in This research is supported by a Swedish company called a short amount of time. These three software tools are most Friend Factory AB that is working to release a social-media commonly used to create 3D world scenarios and 3D models application called Frever. The Frever app is primarily devel- of the virtual world. The task of creating and modifying the oped towards Apple iPhone devices target towards teenagers, 3D virtual world can then be quite tedious, even the simplest which is why this research focuses on 3D world editors on tasks of translation and rotation can be hard to comprehend mobile phones. The resultant 3D world editor prototype, de- as they require immense background knowledge e.g., tech- veloped from this research, will become the foundation for nical jargon, key-combinations for dierent functions, and the Frever app’s world editor. mapping from 2D to 3D (from a 2D computer display to the 3D virtual world). Most of these modeling softwares tend 1https://www.autodesk.com/products/maya/ 2https://www.blender.org/ 2 Research Question to the navigation and orientation, selection, and manipula- What are the best practice interaction principles for 3D world tion of virtual objects within the virtual world, respectively. editors on mobile phones from a user experience perspec- Specically, the manipulation use case can be divided into tive? the subcategories of translation and rotation [15]. The nal use case system control, refers to the human-computer in- 3 Related Work teraction at the core of UX research. These four use cases makes up the user journey for world editors. While Mine’s This research has two main areas of focus: UX and develop- research focused on 3D world editors in virtual reality, the ment. The UX phase studies user interaction approaches of use case and user journey for 3D world editors on mobile 3D world editors on mobile phones. The development phase phones would essentially the same as it belongs to the same covers the research and principles of 3D world editors. involves the same concept and idea of manipulating virtual 3.1 User Experience world. UX research comes from the eld of Human-Computer In- 3.1.2 Heuristic Evaluation teraction where the focus moves beyond a traditional em- Nielsen and Molich introduced Heuristic Evaluation (HE) phasis on usability [11]. By examining usability, research as a method for identifying issues regarding the design and has focused primarily on eciency, satisfaction, error, mem- user experiences of UI designs [23, 26]. Nielsen later devel- orability, and learnability [24]. However, UX research also oped a set of ten heuristics [25] as a guideline of evaluation. studies users’ behavioral perceptions (e.g., visual, touch, and Evaluators of HE are often referred to as experts and typi- smell) and positive emotions (e.g., joy, fun, and pride) [12]. cally kept between three to ve [23, 26]. Thus, the ecacy The aforementioned UX principles of focus has previously of the HE is heavily dependent on the expertise of the cho- been researched on 3D world editors [1, 5, 13–15, 20, 22]. sen evaluators [19]. Huy and VanThanh created another set Ali et. al. studied UX in UI for The Sims 3 [1] where the of heuristics for the evaluation of mobile apps from three study was divided in three parts to measure dierent aspects dierent viewpoints: developer, user and service/content of the game and background information - namely, players provider’s viewpoint [5]. These heuristics were designed demographic information, game engagement, and UX on for the evaluation of mobile phones, as mobile phones are the UI (the latter two elements employed a questionnaire limited by smaller screens compared to other devices and using ve-point likert-scale). Towards the end of the study, often in conjunction with touch based interactions as men- overall thoughts and opinions of users were noted via a semi- tioned by Gomoz et. al. [29]. Gomez et. al. similar to Huy structured interview. In this format, participants are asked a and VanThanh created another set of heuristics for mobile series of questions that were prepared prior to the interview UI. [7]. 3.1.3 Empirical Evaluation 3.1.1 Dening User Journey Unlike heuristic evaluation, empirical evaluation focuses At the early stages of application creation, it is paramount on actual end users rather than experts [7]. While there that developers have a well dened user journey. Mapping are certain nancial advantages to conducting a heuristic out the user journey gives developers both a clear overview evaluation with a small sample (user) population, it is best of the use case of the app as well as a script to follow for that empirical evaluation utilizes a more representative, large development, according to Endmann and Keßner [8]. sample size. Merrick and Maher argued that virtual worlds, often seen Bowman et. al. utilized the empirical evaluation method in simulation games e.g. The Sims3, or virtual world applica- of testbed to study the dierence between a set of nine inter- tions, e.g.
Recommended publications
  • Chapter 2 3D User Interfaces: History and Roadmap
    30706 02 pp011-026 r1jm.ps 5/6/04 3:49 PM Page 11 CHAPTER 2 3D3D UserUser Interfaces:Interfaces: HistoryHistory andand RoadmapRoadmap Three-dimensional UI design is not a traditional field of research with well-defined boundaries. Like human–computer interaction (HCI), it draws from many disciplines and has links to a wide variety of topics. In this chapter, we briefly describe the history of 3D UIs to set the stage for the rest of the book. We also present a 3D UI “roadmap” that posi- tions the topics covered in this book relative to associated areas. After reading this chapter, you should have an understanding of the origins of 3D UIs and its relation to other fields, and you should know what types of information to expect from the remainder of this book. 2.1. History of 3D UIs The graphical user interfaces (GUIs) used in today’s personal computers have an interesting history. Prior to 1980, almost all interaction with com- puters was based on typing complicated commands using a keyboard. The display was used almost exclusively for text, and when graphics were used, they were typically noninteractive. But around 1980, several technologies, such as the mouse, inexpensive raster graphics displays, and reasonably priced personal computer parts, were all mature enough to enable the first GUIs (such as the Xerox Star). With the advent of GUIs, UI design and HCI in general became a much more important research area, since the research affected everyone using computers. HCI is an 11 30706 02 pp011-026 r1jm.ps 5/6/04 3:49 PM Page 12 12 Chapter 2 3D User Interfaces: History and Roadmap 1 interdisciplinary field that draws from existing knowledge in perception, 2 cognition, linguistics, human factors, ethnography, graphic design, and 3 other areas.
    [Show full text]
  • Correlating the Effects of Flow and Telepresence in Virtual Worlds: Enhancing Our Understanding of User Behavior in Game-Based Learning
    CITATION: Faiola, A., Newlon, C., Pfaff, M., & Smysolva, O. (2013) Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning. Computers in Human Behavior, 29, 1113-1121. (Elsevier) Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning Anthony Faiola a , Christine Newlon a, Mark Pfaff a, Olga Smyslova b a Indiana University, School of Informatics (IUPUI), Indianapolis, IN, USA b Kaiser Permanente, USA ABSTRACT Article history: Recent research on online learning suggests that virtual worlds are becoming an important environment Available online xxxx to observe the experience of flow. From these simulated spaces, researchers may gather a deeper under- standing of cognition in the context of game-based learning. Csikszentmihalyi (1997) describes flow as a Keywords: feeling of increased psychological immersion and energized focus, with outcomes that evoke disregard Flow for external pressures and the loss of time consciousness, issuing in a sense of pleasure. Past studies sug- Telepresence gest that flow is encountered in an array of activities and places, including those in virtual worlds. The Human–computer interaction authors’ posit that flow in virtual worlds, such as Second Life (SL), can be positively associated with Virtual worlds degrees of the cognitive phenomenon of immersion and telepresence. Flow may also contribute to a bet- Gaming Online learning ter attitude and behavior during virtual game-based learning. This study tested three hypotheses related to flow and telepresence, using SL. Findings suggest that both flow and telepresence are experienced in SL and that there is a significant correlation between them.
    [Show full text]
  • New Realities Risks in the Virtual World 2
    Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK.
    [Show full text]
  • Exploring Telepresence in Virtual Worlds
    Exploring Telepresence in Virtual Worlds Dan Zhang z3378568 A thesis in fulfillment of the requirements for the degree of Doctor of Philosophy School of Information Systems and Technology Management UNSW Business School March 2018 PLEASE TYPE THE UNIVERSITY OF NEW SOUTH WALES Thesis/Dissertation Sheet Surname or Family name: Zhang First name: Dan Other name/s: Abbreviation for degree as given in the University calendar: PhD School: School of Information Systems and Technology Management Faculty: UNSW Business School Title: Exploring telepresence in virtual worlds Abstract 350 words maximum: (PLEASE TYPE) Virtual worlds, as the computer-based simulated environments incorporating various representations of real-world elements, have great potential to not only transform the structures and operation modes of various industries but also change the way people work, do business, learn, play, and communicate. However, the existing sharp distinctions between virtual worlds and the real world also bring critical challenges. To address these challenges, the concept of telepresence—the user’s feeling of ‘being there’ in the virtual environments—is adopted as it is considered a direct and essential consequence of a virtual world’s reality. To cultivate this feeling, it is essential to understand what factors can lead to telepresence. However, some literature gaps on telepresence antecedents impede the understanding of telepresence antecedents and affect the adoption of the telepresence construct in the design of virtual worlds. To address these issues, this study explores the concept of telepresence in the context of virtual worlds. Specifically, by adopting means-end chain (MEC) theory, the study aims to investigate the antecedents of telepresence; to reveal the inter-relationships among these antecedents by building a hierarchical structure; and to develop an innovative approach for user segmentation to understand in-depth individual differences in perceiving telepresence.
    [Show full text]
  • Metaverse Roadmap Overview, 2007. 2007
    A Cross-Industry Public Foresight Project Co-Authors Contributing Authors John Smart, Acceleration Studies Foundation Corey Bridges, Multiverse Jamais Cascio, Open the Future Jochen Hummel, Metaversum Jerry Paffendorf, The Electric Sheep Company James Hursthouse, OGSi Randal Moss, American Cancer Society Lead Reviewers Edward Castronova, Indiana University Richard Marks, Sony Computer Entertainment Alexander Macris, Themis Group Rueben Steiger, Millions of Us LEAD SPONSOR FOUNDING PARTNERS Futuring and Innovation Center Graphic Design: FizBit.com accelerating.org metaverseroadmap.org MVR Summit Attendees Distinguished industry leaders, technologists, analysts, and creatives who provided their insights in various 3D web domains. Bridget C. Agabra Project Manager, Metaverse Roadmap Project Patrick Lincoln Director, Computer Science Department, SRI Janna Anderson Dir. of Pew Internet’s Imagining the Internet; Asst. International Prof. of Communications, Elon University Julian Lombardi Architect, Open Croquet; Assistant VP for Tod Antilla Flash Developer, American Cancer Society Academic Services and Technology Support, Office of Information Technology Wagner James Au Blogger, New World Notes; Author, The Making of Second Life, 2008 Richard Marks Creator of the EyeToy camera interface; Director of Special Projects, Sony CEA R&D Jeremy Bailenson Director, Virtual Human Interaction Lab, Stanford University Bob Moore Sociologist, Palo Alto Research Center (PARC), PlayOn project Betsy Book Director of Product Management, Makena Technologies/There;
    [Show full text]
  • What Is a Virtual World? Definition and Classification
    Education Tech Research Dev https://doi.org/10.1007/s11423-018-9577-y RESEARCH ARTICLE What is a virtual world? Definition and classification Carina Girvan1 Ó The Author(s) 2018. This article is an open access publication Abstract In 2008, articles by Bell and Schroeder provided an initial platform from which to develop a coherent definition of the term ‘virtual worlds’. Yet over the past ten years, there has been little development of the term. Instead there is confusion in the literature, with the introduction of new terms which are at times used to classify the type of virtual world and at others are used synonymously with the term. At the same time there has been a resurgence of interest in the potential of virtual reality which further muddies the con- ceptual waters. While the lack of a clear and common understanding of a term is not uncommon, there are implications for researchers and practitioners. To address these issues, this paper presents a new framework for the definition of virtual worlds, arguing what it is for a world to be virtual, the user experience that is a necessary part of this and the technical features which afford this. For the first time the relationships between commonly confused terms and technologies are identified to provide a much needed conceptual clarity for researchers and educators. Keywords Virtual world Á MUVE Á 3D learning environment Á Definition Introduction Thus far, definitions of virtual worlds lack an essential conceptualisation of what a virtual world is. The propensity towards a techno-centric definition has its advantages as it allows for a myriad of user experiences, however it results in confusion between technologies with similar technical features, most likely because a virtual world, much like a smart phone, relies on a combination of different technologies.
    [Show full text]
  • Lorenzo Cloud Translation Environment, (+39) 3204236953 Wordbee, Microsoft LEAF, [email protected] Aegisub Station, Transifex Nationality Italian COSSA
    Services I offer My Languages TRANSLATION, SUBTITLING, Italian Mother tongue LOCALIZATION TESTING, English Advanced (C1) TRANSCRIPTION, MTPE Japanese Conversational Personal information Tools I use Via Presicci, 11, 74121 Microsoft Office, MemoQ, Taranto, TA, Italy Lorenzo Cloud Translation Environment, (+39) 3204236953 Wordbee, Microsoft LEAF, [email protected] Aegisub Station, Transifex Nationality Italian COSSA Professional summary I am a certificated Advanced level in English with experience in all the phases of translation, subtitling and localization testing. I worked with both small national and large international companies for a variety of environments such as animation, movies, videogames and websites. My main strengths are the knowledge of my native language and the attention to details. Above all there is my belief that "translating" is not merely converting words in a sentence from a language to another, but a vehicle to carry thoughts or intentions. Work history Italian Freelance Transcriber and Translator July 2019 Multilingual Connection Remote • Transcribed from Italian sources and translated them into English Italian Freelance Translator May 2019 – June 2019 Appen Global Remote • Participated in a 100k words project on taxonomy (i.e. a classification system) of professions • The task was a combination of translation and search query localization Italian Freelance Translator May 2019 – ongoing e2f Remote • Translated websites of diverse contexts (e.g. insurance, music, software, tourism, security) • Performed post-editing
    [Show full text]
  • A Platform for Location-Aware Trans-Reality Games
    fAARS: A Platform for Location-Aware Trans-reality Games Lucio Gutierrez, Eleni Stroulia, Ioanis Nikolaidis Computing Science Department, University of Alberta, Edmonton, AB T6G 2E8, Canada {lucio, stroulia, nikolaidis}@ualberta.ca Abstract. Users today can easily and intuitively record their real-world experi- ences through mobile devices, and commodity virtual worlds enable users from around the world to socialize in the context of realistic environments where they simulate real-world activities. This synergy of technological advances makes the design and implementation of trans-reality games, blending the boundaries of the real and virtual worlds, a compelling software-engineering problem. In this paper, we describe fAARS, a platform for developing and de- ploying trans-reality games that cut across the real and parallel virtual worlds, offering users a range of game-play modalities. We place fAARS in the context of recent related work, and we demonstrate its capabilities by discussing two different games developed on it, one with three different variants. Keywords. Game platform; trans-reality games; virtual worlds; mobile games 1 Introduction Location-based games are a type of pervasive games that use the physical space of our entire world as a game board [8]. Their implementation relies on special-purpose middleware that integrates the players’ smart-phones so that they can share informa- tion about their location, surroundings and actions. The players’ game experience can be further enhanced with parallel virtual worlds, so that they can experience the game in the real world and in alternate realities, possibly at the same time. This technologi- cal convergence, on one hand, and the pervasiveness of the “gamification” concept across many aspects of our activities today, on the other, has brought to the forefront a new breed of pervasive games called “trans-reality games”.
    [Show full text]
  • Electronic Arts Reports Q2 Fy11 Financial Results
    ELECTRONIC ARTS REPORTS Q2 FY11 FINANCIAL RESULTS Reports Q2 Non-GAAP Revenue and EPS Ahead of Expectations Reaffirms Full-Year Non-GAAP EPS and Net Revenue Guidance FIFA 11 Scores With 8.0 Million Units Sold In Need For Speed Hot Pursuit with Autolog, Ships November 16 REDWOOD CITY, CA – November 2, 2010 – Electronic Arts Inc. (NASDAQ: ERTS) today announced preliminary financial results for its second fiscal quarter ended September 30, 2010. “We had another strong quarter, beating expectations both top and bottom line,” said John Riccitiello, Chief Executive Officer. “We credit our results to blockbusters like FIFA 11 and to innovative digital offerings like The Sims 3 Ambitions and Madden NFL 11 on the iPad.” “EA reaffirms its FY11 non-GAAP guidance,” said Eric Brown, Chief Financial Officer. “EA is the world’s #1 publisher calendar year-to-date and our portfolio is focused on high- growth platforms -- high definition consoles, PC, and mobile.” Selected Quarterly Operating Highlights and Metrics: EA is the #1 publisher on high-definition consoles with 25% segment share calendar year-to date, two points higher than the same period a year ago. In North America and Europe, the high-definition console software market is growing strongly with the combined PlayStation®3 and Xbox 360® segments up 23% calendar year-to-date. The PlayStation 3 software market is up 36% calendar year-to-date. EA is the #1 PC publisher with 27% segment share at retail calendar year-to-date and strong growth in digital downloads of full-game software. For the quarter, EA had six of the top 20 selling games in Western markets with FIFA 11, Madden NFL 11, NCAA® Football 11, NHL®11, Battlefield: Bad Company™ 2 and FIFA 10.
    [Show full text]
  • Mixed Reality in Virtual World Teleconferencing
    Mixed Reality in Virtual World Teleconferencing Tuomas Kantonen (1), Charles Woodward (1), Neil Katz (2) (1) VTT Technical Research Centre of Finland, (2) IBM Corporation ABSTRACT In this paper we present a Mixed Reality (MR) teleconferencing application based on Second Life (SL) and the OpenSim virtual world. Augmented Reality (AR) techniques are used for displaying virtual avatars of remote meeting participants in real physical spaces, while Augmented Virtuality (AV), in form of video based gesture detection, enables capturing of human expressions to control avatars and to manipulate virtual objects in virtual worlds. The use of Second Life for creating a shared augmented space to represent different physical locations allows us to incorporate the application into existing infrastructure. The application is implemented using open source Second Life viewer, ARToolKit and OpenCV libraries. KEYWORDS: mixed reality, virtual worlds, Second Life, teleconferencing, immersive virtual environments, collaborative Figure 1. Illustration of Mixed Reality teleconference: augmented reality. Second Life avatar among real people, wearing ultra light weight data glasses, sharing a virtual object on the table, inside virtual room, displayed in CAVE. INDEX TERMS: H.4.3 [Information System Applications]: Communications: Applications – computer conferencing,The structure of the paper is as follows. Section 2 describes the teleconferencing, and video conferencing; H.5.1 [Information background and motivation for our work. Section 3 explains Systems]: Multimedia Information Systems – artificial,previous work related to the subject. Section 4 gives an overview augmented, and virtual realities. of the system we are developing. Section 5 goes into some explanation of Second Life technical detail. Section 6 gives a 1 INTRODUCTION description of our prototype implementation.
    [Show full text]
  • Sims 2 for Pc Download the Sims™ Mobile: Free-To-Play Life Simulator Game
    sims 2 for pc download The Sims™ Mobile: Free-To-Play Life Simulator Game. Welcome to the world of The Sims™ Mobile for PC. It’s a free-to-play game meant for the long-time fans of the award-winning life simulator game for over 21 years! Now, gain control of your household, customize their looks from top to bottom and give them the ideal home. Help fulfill their dreams, get a chance at love or make them the most popular Sim in town. Anything can happen in The Sims Mobile PC edition. Download the game here. Virtual Life Simulator Unlike Any Other. The Sims is the longest-running life simulator game in history and is the most awarded series under EA Games. It’s all thanks to the clever mind of Will Wright – creator of SimCity and The Sims. He’s also the founder of Maxis. 21 years later and it still goes strong with its unrivaled sense of simulation. Backed up with amazing features, it will keep you hooked for days. Now, you can play The Sims Mobile online for free. If compared to The Sims Freeplay, this version focuses more on the individuals inside your household rather than a neighborhood. With that kind of focus, the gameplay is faster, and socializing with other sims has never been this good. It’s a great budget game if you can’t own The Sims 4, and it shares the same aura. Plus, you can interact with other existing Sims made by other players. When it comes to character customization, no other game does it better than The Sims.
    [Show full text]
  • Developing Effective Interfaces for Cultural Heritage 3D Immersive Environments
    The 8th International Symposium on Virtual Reality, Archaeology and Cultural Heritage VAST (2007) D. Arnold, F. Niccolucci, A. Chalmers (Editors) Developing Effective Interfaces for Cultural Heritage 3D Immersive Environments Karina Rodriguez-Echavarria1, David Morris1, Craig Moore1, David Arnold1, John Glauert2 and Vince Jennings2 1University of Brighton, Brighton, U.K. 2University of East Anglia, Norwich, U.K. Abstract Although the advantages of the use of 3D Immersive Virtual Environments for the presentation and communica- tion of Cultural Heritage have been demonstrated, the user interfaces and interaction techniques (in software and hardware) that are best suited have not yet been completely identified and deployed. This paper describes research conducted for developing and studying the usability of a historical town 3D Virtual Tour. For this, usability meth- ods combined with head-eyetracking technology were used to explore the suitability of these interfaces. The paper also reflects on issues raised during the design of the testing system for this experience. It is expected the results of this research will contribute towards developing effective interfaces for 3D immersive technologies as well as building a repository of lessons learned from evaluation. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Three-Dimensional Graphics and Realism]: Virtual Reality I.3.6 [Methodology and Techniques]: Interaction Techniques H.5.2 [User Interfaces]: Evalua- tion/Methodology H.5.2 [User Interfaces]: Interaction Styles 1. Introduction researched within the Human Computer Interaction (HCI) area, it has not been readily applied to the CH field. While Although the advantages of the use of 3D Immersive Vir- there are many lessons which could be easily transferred tual Environments for the presentation and communication from this field, the use of 3D immersive environments in of Cultural Heritage (CH) have been demonstrated, the user museums or heritage sites presents specific challenges.
    [Show full text]