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2020 | OriginalPaper | Buchkapitel

Engagement in the Cinematography of Videogames: Proposal of an Algorithm for Colors and Foci of Attention Analysis

verfasst von : Jesus GomezRomero-Borquez, Carolina Del-Valle-Soto

Erschienen in: Advances in Usability, User Experience, Wearable and Assistive Technology

Verlag: Springer International Publishing

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Abstract

This work compares two perspectives related to the production and imaging of a videogame called Shovel Knight, which was released in 2014. The purpose is to produce a greater impact on the user through the audiovisual pro- duction of the videogame. An analysis of attention foci and colors based on a perception algorithm are studied and compared for this videogame and two versions of it. We study the visual impact of videogames according to characteristics such as: color focuses, types of color with the intention of creating the videogame, player’s emotional state in front of the images, and so on, obtaining a resembling to the reality of the software of 5%. Finally, as a case of study, we make a videogame done with real environment landscapes and characters and we contrast the same videogame made digitally in its original version. We obtained that the first version has a greater acceptance and enjoyment regarding the second one, with 95% of higher impact of attention for 35 people. This case analyzed the visual impact according to the criteria that videogames can generate in players.

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Metadaten
Titel
Engagement in the Cinematography of Videogames: Proposal of an Algorithm for Colors and Foci of Attention Analysis
verfasst von
Jesus GomezRomero-Borquez
Carolina Del-Valle-Soto
Copyright-Jahr
2020
DOI
https://doi.org/10.1007/978-3-030-51828-8_82

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