did you guys check out the research paper yet?
this was amusing...
We recruited 10 participants (ages 20-30, 2 female). In order to ensure that participants could focus on the gaming experience and not the control scheme, we required that participants be familiar playing first-person shooter games with an Xbox controller. The user study lasted approximately one hour and participants received $10 for their participation. Audio and video of the sessions were recorded for the purposes of extracting quotations.
In our experiments, the user sat on a couch 8 ft. from a 40” diagonal television displaying 720p content. A projector was mounted above and slightly behind the user’s head, 11 ft. from the television and 5 ft. above the ground, at a resolution of 1280x800, casting a 130 inch diagonal image (measured within the plane of the television). The television viewing angle was 20º and the projector’s viewing angle was 45º. These distances were chosen to maximize the projected area, within the limits of the working range of the [current generation] Kinect sensor.
Each participant interacted with eleven illusions paired with matching game content. We paired game content with the illusions in order to maximize the effectiveness of the experience. The majority of the illusions were paired with an open-source first-person shooter (Red Eclipse2).
Participants interacted with the eleven illusions with paired video game content in a randomized order. Participants were first introduced to each game without any peripheral projected illusions so that they could learn the control scheme and game objectives. Then, the illusion was revealed and gameplay continued. Immediately following the last illusion, participants filled out a Simulator Sickness Questionnaire (SSQ) evaluating their overall comfort level.
Appearance worked well at creating a sense of atmosphere for the game. As one user put it “The appearance is awesome. Like that could just be an effect in someone’s living room all the time. That is just super cool.” However, the effect by itself was deemed not as interesting as it would be if it were combined with other effects. One user stated “If you are going to project something, you might as well project something that is directly relevant to the game.”
Radial Wobble was another ‘magical’ effect, that “kinda made you feel like you are physically doing something in [the game].” However, some users said the effect was off-putting, because “all your stuff is shaking in the real world.” In the evaluation, Radial Wobble was triggered in the firstperson shooter every time a weapon was fired. As one user stated, “It just seemed like one that you should save for really impactful moments. So I just wouldn’t want it all the time.”
For the Bounce illusion, due to the rough nature of the paired DirectX sample application users had to imagine what it would be like to incorporate this effect into a real game. Multiple users referenced the grenade indicator in Infinity Ward’s Call of Duty, “Most of the time I don’t see the grenades at all...They always kill me, so that was a good one.”