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Dive into the research topics where Jonas Schild is active.

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Featured researches published by Jonas Schild.


advances in computer entertainment technology | 2010

Exergame design for elderly users: the case study of SilverBalance

Kathrin Maria Gerling; Jonas Schild; Maic Masuch

In this paper, we discuss chances and challenges of game design for an elderly audience with a focus on the development of safe and usable exertion games for frail senior citizens. Based on an analysis of theoretical constraints, we conducted a case study which implements different balance tasks for elderly players featuring the Nintendo Wii Balance Board which encourages users to actively engage in game play. Furthermore, we tested the feasibility of the board as input device for our case study SilverBalance. Our results indicate that age-related impairments influence the use of video games among frail elderly in many respects, hence their needs have to be considered during the design process. In this context, our paper provides a foundation for future research regarding digital games for the elderly.


human factors in computing systems | 2012

Understanding user experience in stereoscopic 3D games

Jonas Schild; Joseph J. LaViola; Maic Masuch

Recent advances in digital game technology are making stereoscopic games more popular. Stereoscopic 3D graphics promise a better gaming experience but this potential has not yet been proven empirically. In this paper, we present a comprehensive study that evaluates player experience of three stereoscopic games in comparison with their monoscopic counterparts. We examined 60 participants, each playing one of the three games, using three self-reporting questionnaires and one psychophysiological instrument. Our main results are (1) stereoscopy in games increased experienced immersion, spatial presence, and simulator sickness; (2) the effects strongly differed across the three games and for both genders, indicating more affect on male users and with games involving depth animations; (3) results related to attention and cognitive involvement indicate more direct and less thoughtful interactions with stereoscopic games, pointing towards a more natural experience through stereoscopy.


foundations of digital games | 2012

Evaluating user performance in 3D stereo and motion enabled video games

Arun Kulshreshth; Jonas Schild; Joseph J. LaViola

We present a study that investigates user performance benefits of playing video games using 3D motion controllers in 3D stereoscopic vision in comparison to monoscopic viewing. Using the PlayStation 3 game console coupled with the PlayStation Move Controller, we explored five different games that combine 3D stereo and 3D spatial interaction. For each game, quantitative and qualitative measures were taken to determine if users performed better and learned faster in the experimental group (3D stereo display) than in the control group (2D display). A game expertise pre-questionnaire was used to classify participants into beginners and expert game player categories to analyze a possible impact on performance differences. The results show two cases where the 3D stereo display did help participants perform significantly better than with a 2D display. For the first time, we can report a positive effect on gaming performance based on stereoscopic vision, although reserved to isolated tasks and depending on game expertise. We discuss the reasons behind these findings and provide recommendations for game designers who want to make use of 3D stereoscopic vision and 3D motion control to enhance game experiences.


human factors in computing systems | 2013

Creating and analyzing stereoscopic 3D graphical user interfaces in digital games

Jonas Schild; Liane Bölicke; Joseph J. LaViola; Maic Masuch

Creating graphical user interfaces (GUI) for stereoscopic 3D (S3D) games is a difficult choice between visual comfort and effect. We present a S3D Game GUI Design Space and a list of S3D-specific attributes that emphasizes integrating visually comfortable interfaces into the game world, story and S3D view. To showcase our approach, we created two GUI concepts and evaluated them with 32 users. Our results show quality improvements for a combination of bottom position and visual attachment for a menu. In a referencing interface, placing the reference near to the target depth significantly improved perceived quality, game integration, and increased presence. These results confirm the need to create S3D GUIs with perceptual constraints in mind, demonstrating the potential to extend the user experience. Additionally, our design space offers a formal and flexible way to create new effects in S3D GUIs.


international conference on entertainment computing | 2011

Fundamentals of stereoscopic 3d game design

Jonas Schild; Maic Masuch

Stereoscopic 3D (S3D) has (re-)emerged as a major technological trend [12]. Hence, many game designers are challenged to avoid S3D pitfalls whilst creating innovative and entertaining gameplay experiences. We analyze the challenges and opportunities of S3D game design. Based on a review of related findings in the fields of perceptual psychology and 3D movie making, we propose a catalogue of fundamental and innovative concepts for S3D game design that shall lead to new and differentiating game developments.


human factors in computing systems | 2014

Altering gameplay behavior using stereoscopic 3D vision-based video game design

Jonas Schild; Joseph J. LaViola; Maic Masuch

We explore the potential of stereoscopic 3D (S3D) vision in offering distinct gameplay using an S3D-specific game called Deepress3D. Our game utilizes established S3D design principles for optimizing GUI design, visual comfort and game mechanics which rely on depth perception in time-pressured spatial conflicts. The game collects detailed S3D player metrics and allows players to choose between different, evenly matched strategies. We conducted a between subjects study comparing S3D and monoscopic versions of Deepress3D that examined player behavior and performance and measured user-reported data on presence, simulator sickness, and game experience. Confirming previous results, stereo users reported higher spatial presence. More importantly, for the first time, our game metrics indicate that S3D vision can measurably change player behavior depending on actual game content and level design, without necessarily affecting performance or emotional experience. These findings indicate the potential for optimizing applications for stereo users distinguishing them as a distinct group in HCI research.


sketch based interfaces and modeling | 2009

Multi-touch focus+context sketch-based interaction

Uwe Hahne; Jonas Schild; Stefan Elstner; Marc Alexa

In this paper we present a Focus+Context screen for combined pen and touch interaction. A tabletop display presents contextual information and enables multi-touch detection for navigation through frustrated total internal reflection (FTIR). A high resolution pen enabled display is continuously localized on the tabletop. It is used as a movable focus display and pen input device. The resulting system has a large virtual resolution for both display and pen interaction. We demonstrate the advantages of Focus+Context for pen-based interaction in combination with multi-touch navigation in applications that make use of sketch-based interfaces.


The Visual Computer | 2017

Designed emotions: challenges and potential methodologies for improving multisensory cues to enhance user engagement in immersive systems

Ernst Kruijff; Alexander Marquardt; Christina Trepkowski; Jonas Schild; André Hinkenjann

In this article, we report on challenges and potential methodologies to support the design and validation of multisensory techniques. Such techniques can be used for enhancing engagement in immersive systems. Yet, designing effective techniques requires careful analysis of the effect of different cues on user engagement. The level of engagement spans the general level of presence in an environment, as well as the specific emotional response to a set trigger. Yet, measuring and analyzing the actual effect of cues is hard as it spans numerous interconnected issues. In this article, we identify the different challenges and potential validation methodologies that affect the analysis of multisensory cues on user engagement. In doing so, we provide an overview of issues and potential validation directions as an entry point for further research. The various challenges are supported by lessons learned from a pilot study, which focused on reflecting the initial validation methodology by analyzing the effect of different stimuli on user engagement.


international conference on games and virtual worlds for serious applications | 2015

Enhancing User Engagement in Immersive Games through Multisensory Cues

Ernst Kruijff; Alexander Marquardt; Christina Trepkowski; Jonas Schild; André Hinkenjann

In this article, we report on a user study investigating the effects of multisensory cues on triggering the emotional response in immersive games. Yet, isolating the effect of a specific sensory cue on the emotional state is a difficult feat. The performed experiment is a first of a series that aims at producing usable guidelines that can be applied to reproducing similar emotional responses, as well as the methods to measure the effects. As such, we are interested in methodologies to both design effective stimuli, and assess the quality and effect thereof. We start with identifying main challenges and the followed methodology. Thereafter, we closely analyze the study results to address some of the challenges, and identify where the potential is for improving the induced stimuli (cause) and effect, as well as the analytical methods used to pinpoint the extent of the effect.


international conference on entertainment computing | 2011

Integrating stereoscopic video in 3d games

Jonas Schild; Sven Seele; Maic Masuch

Recent advances in commercial technology increase the use of stereoscopy in games. While current applications display existing games in real-time rendered stereoscopic 3D, future games will also feature S3D video as part of the virtual game world, in interactive S3D movies, or for new interaction methods. Compared to the rendering of 2D video within a 3D game scene, displaying S3D video includes some technical challenges related to rendering and adaption of the depth range. Rendering is exclusively possible on professional hardware not appropriate for gaming. Our approach, Multi-pass Stereoscopic Video Rendering (MSVR), allows to present stereoscopic video streams within game engines on consumer graphics boards. We further discuss aspects of performance and occlusion of virtual objects. This allows developers and other researchers to easily apply S3D video with current game engines to explore new innovations in S3D gaming.

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Maic Masuch

University of Duisburg-Essen

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Sven Seele

Bonn-Rhein-Sieg University of Applied Sciences

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Rainer Herpers

Bonn-Rhein-Sieg University of Applied Sciences

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Joseph J. LaViola

University of Central Florida

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Helmut Buhler

Bonn-Rhein-Sieg University of Applied Sciences

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Alexander Marquardt

Bonn-Rhein-Sieg University of Applied Sciences

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André Hinkenjann

Bonn-Rhein-Sieg University of Applied Sciences

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Christina Trepkowski

Bonn-Rhein-Sieg University of Applied Sciences

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Ernst Kruijff

Bonn-Rhein-Sieg University of Applied Sciences

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