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Designing concurrent full-body gestures for intense gameplay

机译:设计并发全身手势以增强游戏体验

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Full body gestures provide alternative input to video games that are more natural and intuitive. However, full-body game gestures designed by developers may not always be the most suitable gestures available. A key challenge in full-body game gestural interfaces lies in how to design gestures such that they accommodate the intensive, dynamic nature of video games, e.g., several gestures may need to be executed simultaneously using different body parts. This paper investigates suitable simultaneous full-body game gestures, with the aim of accommodating high interactivity during intense gameplay. Three user studies were conducted: first, to determine user preferences, a user-elicitation study was conducted where participants were asked to define gestures for common game actions/commands; second, to identify suitable and alternative body parts, participants were asked to rate the suitability of each body part (one and two hands, one and two legs, head, eyes, and torso)for common game actions/commands; third, to explore the consensus of suitable simultaneous gestures, we proposed a novel choice-based elicitation approach where participants were asked to mix and match gestures from a predefined list to produce their preferred simultaneous gestures. Our key findings include (i) user preferences of game gestures, (ii) a set of suitable and alternative body parts for common game actions/commands, (iii) a consensus set of simultaneous full-body game gestures that assist interaction in different interactive game situations, and (iv) generalized design guidelines for future full-body game interfaces. These results can assist designers and practitioners to develop more effective full-body game gestural interfaces or other highly interactive full-body gestural interfaces. (C) 2015 Elsevier Ltd. All rights reserved.
机译:全身手势为视频游戏提供了更自然,更直观的替代输入。但是,开发人员设计的全身游戏手势可能并不总是最合适的手势。全身游戏手势界面中的关键挑战在于如何设计手势,使其适应视频游戏的密集,动态特性,例如,可能需要使用不同的身体部位同时执行几个手势。本文研究合适的同时进行的全身游戏手势,目的是在激烈的游戏过程中适应高交互性。进行了三项用户研究:首先,为了确定用户偏好,进行了一项用户启发研究,要求参与者定义常见游戏动作/命令的手势;其次,为了确定合适的和可替代的身体部位,要求参加者对每个身体部位(一只和两只手,一只和两只腿,头,眼睛和躯干)对常见游戏动作/命令的适用性进行评估;第三,为了探索合适的同时手势的共识,我们提出了一种新颖的基于选择的启发方法,要求参与者将预定义列表中的手势进行混合和匹配,以产生他们喜欢的同时手势。我们的主要发现包括(i)用户对游戏手势的偏爱,(ii)一组适用于常见游戏动作/命令的合适的和可替代的身体部位,(iii)一组共识的同时进行的全身游戏手势,可帮助不同交互方式中的交互游戏情况,以及(iv)未来全身游戏界面的通用设计准则。这些结果可以帮助设计人员和从业人员开发更有效的全身游戏手势界面或其他高度互动的全身手势界面。 (C)2015 Elsevier Ltd.保留所有权利。

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