首页> 外文会议>Proceedings of the 29th ACM international conference on design of communication. >On the Design and Player Satisfaction Evaluation of an Immersive Gestural Game: The Case of Tortellino X-Perience at the Shanghai World Expo
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On the Design and Player Satisfaction Evaluation of an Immersive Gestural Game: The Case of Tortellino X-Perience at the Shanghai World Expo

机译:沉浸式手势游戏的设计和玩家满意度评估:以上海世博会上的Tortellino X-Perience为例

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摘要

The role of human-computer interaction technologies has become a prominent factor that most can determine the successful introduction of new computer games. Players, in fact, wish to experience playful exchanges with the objects and characters that compose games. To reach this aim, new technologies have come into the play that comprise the use of video cameras and gesture recognition software. The great news is that such types of technologies could be exploited not only while playing at home on a console, but also in public spaces, thus broadening the use of games to new segments of customers. Nonetheless, to the best of our knowledge, neither relevant exemplars of such specific type of games (that can be played in public spaces) have yet emerged, nor extensive measurement studies exist regarding how players enjoy games in public immersive environments (e.g., fairs, museums and exhibits), the motivation being that those technologies that support completely hands-free gaming have been commercialized only very recently. Hence, our contribution with this article is twofold: on one side we want to illustrate the main design principles we have devised to design a gestural game to be played in a public space, based on novel hand following and gesture recognition techniques. On the other side we wish to report on real measurements we took when over one hundred players enjoyed our gestural game at the Shanghai 2010 World Expo.
机译:人机交互技术的作用已成为决定大多数新计算机游戏成功引入的重要因素。实际上,玩家希望与构成游戏的对象和角色进行有趣的交流。为了达到这个目标,新技术开始发挥作用,其中包括使用摄像机和手势识别软件。好消息是,不仅可以在控制台上在家中玩游戏,而且可以在公共场所中使用这类技术,从而将游戏的使用范围扩大到新的客户群。然而,据我们所知,尚未出现此类特定类型游戏(可以在公共场所玩的游戏)的相关示例,也没有关于玩家在公共沉浸式环境(例如集市,博物馆和展览品),其动机是那些支持完全免提游戏的技术直到最近才被商业化。因此,我们对本文的贡献是双重的:一方面,我们要说明我们设计的主要设计原理,该设计原理是基于新颖的手跟随和手势识别技术来设计在公共场所玩的手势游戏。另一方面,我们希望报告当100多位玩家在2010年上海世博会上享受我们的手势游戏时所进行的实际测量。

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