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Multi-modal natural interaction in game design: a comparative analysis of player experience in a large scale role-playing game

机译:游戏设计中的多模式自然交互:大型角色扮演游戏中玩家体验的比较分析

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Previous work on player experience research has focused on identifying the major factors involving content creation and interaction. This has encouraged a large investment in new types of physical interaction artefacts (e.g. Wiimote (TM), Rock Band (TM), Kinect (TM)). However, these artefacts still require custom interaction schemes to be developed for them, which critically limits the number of commercial videogames and multimedia applications that can benefit from those. Moreover, there is currently no agreement as to which factors better describe the impact that natural and complex multi-modal user interaction schemes have on users' experiences-a gap in part created by the limitations in adapting this type of interaction to existing software. Thus, this paper presents a generic middleware framework for multi-modal natural interfaces which enables game-independent data acquisition that encourages further advancement on this domain. Furthermore, our framework can then redefine the interaction scheme of any software tool by mapping body poses and voice commands to traditional input means (keyboard and mouse). We have focused on digital games, where the use of physical interaction artefacts has become mainstream. The validation methods for this tool consisted of a series of increasing difficulty stress tests, with a total of 25 participants. Also, a pilot study was conducted on a further 16 subjects which demonstrated mainly positive impact of natural interfaces on player's experience. The results supporting this were acquired when subjects played a complex commercial role-playing game whose mechanics were adapted using our framework; statistical tests on the obtained Fun ratings, along with subjective participant opinions indicate that this kind of natural interaction indeed has a significant impact on player's experience and enjoyment. However, different impact patterns emerge from this analysis, which seem to fit with standing theories of player experience and immersion.
机译:以前有关玩家体验研究的工作重点是确定涉及内容创建和交互的主要因素。这鼓励了对新型物理相互作用人工制品(例如Wiimote(TM),Rock Band(TM),Kinect(TM))的大量投资。但是,这些人工制品仍需要为其开发定制的交互方案,这严重限制了可从中受益的商业视频游戏和多媒体应用程序的数量。此外,目前尚无关于哪个因素更好地描述自然和复杂的多模式用户交互方案对用户体验的影响的共识,这部分是由于将这种类型的交互适应现有软件的局限性造成的。因此,本文提出了一种用于多模式自然接口的通用中间件框架,该框架能够实现与游戏无关的数据采集,从而鼓励该领域的进一步发展。此外,我们的框架可以通过将身体姿势和语音命令映射到传统的输入方式(键盘和鼠标)来重新定义任何软件工具的交互方案。我们专注于数字游戏,在这些游戏中,使用物理交互手工艺品已成为主流。该工具的验证方法包括一系列难度不断增加的压力测试,共有25名参与者。此外,还对另外16个主题进行了一项初步研究,这些研究主要证明了自然界面对玩家体验的积极影响。当受试者玩一个复杂的商业角色扮演游戏时,获得了支持这一结果的游戏,该游戏的机制根据我们的框架进行了调整。对获得的娱乐等级的统计测试以及主观参与者的意见表明,这种自然互动确实对玩家的体验和娱乐产生了重大影响。但是,此分析得出了不同的影响模式,这似乎与玩家体验和沉浸感的常识相吻合。

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