Field of view in virtual environments such as games is the angular cone-of-vision a camera uses to display content on screen, and is subject to various characteristics and effects. Some of these effects have been documented based on simulation. However little to no research is readily available regarding video games. This paper set out to document and verify if field of view can reliably be used to affect potential game design aspects, particularly for first-person cameras. Several factors were identified and tests constructed which had participants play through a virtual first-person environment on regular computer hardware (no head-mounted display or other viewing mediums). The measured properties were distance, scale and speed as a function of field of view. According to the results, distances appear longer, objects appear smaller and movement faster at higher field of view, however at varying amounts depending on the context, scenario and viewing angle of the camera. In addition it was also shown that text readability and peripheral vision were significantly affected. It was concluded that field of view can be used within games and virtual applications to enable certain game design elements, and that field of view also should be a consideration in designing a game as it may be interpreted differently given a different field of view.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-254330 |
Date | January 2015 |
Creators | Ljung, Kenth |
Publisher | Uppsala universitet, Institutionen för speldesign |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.0015 seconds