TY - GEN
T1 - Game cinematography - Towards understanding relationship between spatial distortion and game-play
AU - Lee Moh, Ian Soon
AU - Mustafa Zaidi, Syed Fawad
PY - 2019/2/23
Y1 - 2019/2/23
N2 - Although work is in progress to get a more realistic 3D simulation of a real environment, digital cinematography in games has so far delivered what it has promised in terms of high fidelity and realistic experience for the users. Therefore, with the available technology, we have investigated how video game cinematography could further be integrated into game design through the use of realistic camera lens distortion? To answer this question, our research develops a test bed using a camera model that simulates spatial distortion generalizing real-world lens behaviour. We implemented this camera in a test bed that simulates three use cases in games. Through this test bed, we tested our simulations with a survey sample of 21 people and made observations of how it impacted the game-play experience. Through these observations, we measured two metrics that comprise the game- play experience - agency and experience. From our observations and discussion, we demonstrate the use cases where realistic lens simulation and spatial distortion in game-cinematography could improve the game-play experience. Our research shows that further research should be done in exploring how game play experiences are shaped by the implementation of cinematographic techniques in a interactive game setting.
AB - Although work is in progress to get a more realistic 3D simulation of a real environment, digital cinematography in games has so far delivered what it has promised in terms of high fidelity and realistic experience for the users. Therefore, with the available technology, we have investigated how video game cinematography could further be integrated into game design through the use of realistic camera lens distortion? To answer this question, our research develops a test bed using a camera model that simulates spatial distortion generalizing real-world lens behaviour. We implemented this camera in a test bed that simulates three use cases in games. Through this test bed, we tested our simulations with a survey sample of 21 people and made observations of how it impacted the game-play experience. Through these observations, we measured two metrics that comprise the game- play experience - agency and experience. From our observations and discussion, we demonstrate the use cases where realistic lens simulation and spatial distortion in game-cinematography could improve the game-play experience. Our research shows that further research should be done in exploring how game play experiences are shaped by the implementation of cinematographic techniques in a interactive game setting.
KW - Game Camera Design
KW - Lens Distortion
KW - Player Experience
KW - Video Game Cinematic
KW - Virtual Cinematography
UR - http://www.scopus.com/inward/record.url?scp=85070536532&partnerID=8YFLogxK
U2 - 10.1145/3332305.3332313
DO - 10.1145/3332305.3332313
M3 - Conference contribution
AN - SCOPUS:85070536532
T3 - ACM International Conference Proceeding Series
SP - 26
EP - 32
BT - Proceedings of the 2019 3rd International Conference on Virtual and Augmented Reality Simulations, ICVARS 2019
PB - Association for Computing Machinery (ACM)
T2 - 3rd International Conference on Virtual and Augmented Reality Simulations, ICVARS 2019
Y2 - 23 February 2019 through 25 February 2019
ER -